The best way to play multiplayer RI?

Al'Ehandro

Chieftain
Joined
Oct 31, 2024
Messages
1
Hey there!

I have played several single games of Realism Invictus and've had HUGE fun. :) Now I'd like to play multiplayer with my son — he grew interested while he wacthed me play :)

But, believe it or not, I can't figure out how to start a multiplayer game under Realism Invictus!
So, I need help with just that. I'd be really grateful for any useful info — a thread, manual, a how-to, a FAQ — anything :)

PS I'm a bit of an old guy, and I'd quit gaming Once Upon A Time, BEFORE even Steam was a thing. So please go easy on me about my newbie questions :)
 
My recommendation is to use some virtual LAN like ZeroTier (I personally use ZeroTier for that, but I'm certain there are others as well; free version is enough for playing Civ: https://www.zerotier.com/pricing/), after which you can do a Direct IP connection to the hosting player's ZeroTier IP. It is a bit of a hassle to set up initially, but after that, it requires no further effort.
 
I would like to re-use this thread and ask the same question but from different perspective.

I am playing this MOD with 3 friends, usually we play Large pangea map and total of 11 players (7AI + 4 human players).

We are using following settings:
Single unit graphic
Graphical paging
Low resolution textures
Effects disabled
Large Pangea map size (as already mentioned)


My question is, what is realistic expectation until when we can play this kind of setup until it becomes unplayable because of The memory allocation error (MAF).
Can someone give some kind of general tips what i can do to optimize and make game as stable as possible and hopefully late game compatible.

Thank you in advance!
 
I'd say a large random map with quite moderate amount of players can be realistically expected to have no MAFs to the very end, even without dialling everything down (I am not sure if any of the settings help a lot).
 
I would like to re-use this thread and ask the same question but from different perspective.

I am playing this MOD with 3 friends, usually we play Large pangea map and total of 11 players (7AI + 4 human players).

We are using following settings:
Single unit graphic
Graphical paging
Low resolution textures
Effects disabled
Large Pangea map size (as already mentioned)


My question is, what is realistic expectation until when we can play this kind of setup until it becomes unplayable because of The memory allocation error (MAF).
Can someone give some kind of general tips what i can do to optimize and make game as stable as possible and hopefully late game compatible.

Thank you in advance!
I want to join you playing MP.
 
I would like to re-use this thread and ask the same question but from different perspective.

I am playing this MOD with 3 friends, usually we play Large pangea map and total of 11 players (7AI + 4 human players).

We are using following settings:
Single unit graphic
Graphical paging
Low resolution textures
Effects disabled
Large Pangea map size (as already mentioned)


My question is, what is realistic expectation until when we can play this kind of setup until it becomes unplayable because of The memory allocation error (MAF).
Can someone give some kind of general tips what i can do to optimize and make game as stable as possible and hopefully late game compatible.

Thank you in advance!
From my experience playing multiplayer over the years, we play 2 players + 6-10 AIs on standard to large RI_Totestra with various settings with simultaneous moves over LAN via Zerotier, we generally dont have any problems until late renaissance/early industrial, and the turn can be very laggy since if an AI on emperor becomes big it vill have a bazillion of units trying to move at the beginning of every turn. Thats usually 1200+ turn in though and we often end the game around that point. Think our longest games have been something like 1400-1500 turns. We never play with random events and sometimes we cut down on other to things to speed up the game (like cutting rebellion but it cause somoe imbalance). The mod have become soo much more stable over the years.
 
BTW, dropping another method that I saw someone use recently, and I have to admit it's quite creative. Haven't tested it myself, but no reason why it shouldn't work. People were playing local hotseat multiplayer on one of their PCs where everyone else joined via Parsec - probably not the quickest way to play, and requiring a certain amount of trust, but definitely circumventing any OOC issues and any other online multiplayer woes.
 
BTW, dropping another method that I saw someone use recently, and I have to admit it's quite creative. Haven't tested it myself, but no reason why it shouldn't work. People were playing local hotseat multiplayer on one of their PCs where everyone else joined via Parsec - probably not the quickest way to play, and requiring a certain amount of trust, but definitely circumventing any OOC issues and any other online multiplayer woes.
i havent have any OOC problems playing RI MP.
 
Yes, I dont use much discord and steam, but its possible way to contact. Maybe discord is better
 
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