Multiplayer Features

Two features I would like to see in the future are:

-The ability to set the difficulty levels for each "human" player separately, as well as for AI players. For example, when I join a game with my friends a few of them have no/little experience in GalCiv and therefore fall behind while I pull ahead. If I dumb down the AI the game is too easy for me, if I increase the AI the game is too hard for them, same goes for player on player battles. If I could boost my difficulty separately, or make it easier for them, we could all compete on a level playing field. 

-Simultaneous Multiplayer similar to the way it was implemented in Civ IV (And many other recent 4x games). The turns just take too long if everyone has to go sequentially and can lead to very long, boring games with other "human" players.

 

 

2,288 views 3 replies
Reply #1 Top

-Simultaneous Multiplayer similar to the way it was implemented in Civ IV (And many other recent 4x games). The turns just take too long if everyone has to go sequentially and can lead to very long, boring games with other "human" players.
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From the FAQ:

Q: Do you have anything to speed up multiplayer play? Turn-based games can take forever.
A: We use what we call "simultaneous planning, sequential execution." So you can queue up all your orders, from colony management to research direction, ideological choices to fleet movement, and they'll execute as soon as your turn comes up and you hit the button. Crucially, you always have a chance to re-evaluate the situation before any of your orders are carried out.

 

 

Reply #2 Top


If I dumb down the AI the game is too easy for me, if I increase the AI the game is too hard for them,
End of quote

i dont see a way to have the ai play differently for different people in the same game what i think the best solution is would be to be able to set a handicap. so that it eithar costs you more to do the same things or it costs them less

Reply #3 Top

I like the idea of giving MP players a penalty/bonus.  Not sure if we could address this before release though.

Everything really hinges on how many people try out MP after the game ships.