Civilization 5 Multiplayer Preview
by Brian Leahy, Sep 10, 2010 9:20am PDTEarlier this week, I got to play around 2 hours of Civilization V multiplayer against three human opponents and it was generally a good experience, though I have some concerns. Civ V will support simultaneous-turn multiplayer out of the box, though other multiplayer modes will be added later.
In general, the simultaneous turns system works well, but as the game progresses it will begin to take longer and longer for each player's computer to process turns. Throw networking into the mix and you're looking at a lot of added time in between turns as the player count increases. If you can deal with that, you'll likely have a good time, but games even on the quickest settings will take many hours to complete.
Each player begins with around 40 seconds to take their turn, but this will increase as the game goes on. I wasn't the one hosting the game, but I hope there are options to tweak this clock as it can get a bit confusing to try and do everything you want to in a turn later on in the game, especially when you start dealing with barbarians and city-states. The depth of the game along with the fact that each unit must be moved individually means that turns will take longer than in previous Civ titles. Hopefully, additional multiplayer modes that don't rely on simultaneous turns are in the works.
The multiplayer interface is further streamlined from the already wonderful singleplayer UI. You'll have quick access to diplomacy options within a fold-able menu, without the need for fully rendered leader screens. Combat isn't animated and will quickly resolve. My concerns come from players interacting with each other simultaneously. The host of the game will process turns in the order his or her computer receives them. That means players that click first get to act first. There was one instance where I was able to "snipe" a barbarian camp from another player. He had dealt most of the damage on previous turns, but I managed to click first to get the last hit, giving me the free gold. It could get a bit tricky, especially during late game battles that rely on multiple units mixing ranged and melee combat.
There was also an issue of turns ending automatically if no moveable units were left, despite having potential actions in city management, diplomacy, or any other non-unit systems. This was forced through a server setting made by the host. If left on, players will have to utilize a workaround by keeping one unit active until all of his or her actions are complete. Very annoying.
The simultaneous system should create some exciting moments, but it could all fall apart during large battles. Sadly, the session didn't last long enough to hit this point in a game. I can easily see honor rules being created amongst friends to take turns during wars to ensure the combat plays out fairly for each player and not for the one with the fastest mouse hand. Honestly, this multiplayer mode is probably best used in cooperative games against AI opponents.
Civilization V will be released on September 21 for the PC. It uses Steamworks and can be pre-ordered in both regular and deluxe editions. These impressions are from a non-final build of the game.
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Comments
I heard that there is now a "zone of control" on units? Is this true? In war games, the definition of a zone of control is usually something like "the 6 hexes adjecent to a hex containing a unit which, upon entry by an enemy unit, the moving unit must stop and (sometimes optionally) engage the enemy unit rather than being able to continue movement" or something along those lines.
What's always frustrated my about Civ (since, I believe Civ I, where you did have a ZoC principle) is that raiders are so darn difficult to block. They just ride past your armies and take out your mines and such with ease... I've always loved the ZoC concept, and hope the rumors are true about it coming back!
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You do expect to spend a lot of time playing a TBS, but that adds a ridiculous amount of time into the mix. I personally applaud them for thinking up this option, Simply saying it's bad without thinking about never being able to finish a game (because people leave) or you have to sit there and play with yourself for about 10-45minutes while other people take their turns I think isn't well thought out.
I look forward to Civ5 considering how much replay SC2 had before it got boring. It actually looks like they made some interesting changes to the game and it will be refreshing.
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the worst possible scenario is someone moving units at the end of one turn and then moving them before you react at the beginning of the next turn. this was balanced by the technique of a 8 second delay between when your units can take multiple turns. even if you fail to react within 8 seconds, it is rarely game-changing.
it also had a feature not to end turns automatically. i'm sure that will be implemented in civ5 once people cry about it enough if it isn't there already in the options.
Yeah that sounds... problematic. Why not do it like Laser Squad Nemesis or that one WW2 game (I forget the name) and just queue orders for your units and cities, and then everyone carries them out ALL AT ONCE but without any control. One obstacle in that approach might be having to program a "rules of engagement" AI system for your troops if they encounter opposing forces, but it's definitely better than lowest-ping-gets-first-strike approach cluster-eff implementation here.
Or just do a traditional take-your-turn sequentially. At least, that's how I played my Civ4 games with a couple friends.
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