How multiplayer could work:

A theory

Let me preface this with the statement that I absolutely love Galactic Civilizations, I've been a fan of drengin.net games (now totalgaming.net games), and I am completely impressed with Galactic Civilizations II


Now this is how I believe multiplayer could work:
1. Make it only available to a LAN and/or TCP/IP connection
a. with this option in place, massive online lobbies won't need to be created nor maintained
b. you would generally play multiplayer only with your friends (ie people you trust giving certain information to)
i. Any connection problems would be able to be talked about via a phone call

2. Set an option at the beginning of each multiplayer game for a set amount of time per turn
a. this way, game times won't reach into the stratosphere
b. this could be any amount of time you want
c. "turn time" could not be built up/ "turn time" remains constant

3. "Game time" is not nessecarily linked to "Turn time"
a. each player could work on things that do not require "movement" during the other player's turn
i. ship building
ii. tax increases/decreases
iii. decisions on what to build
iv. decisions on what to research
v. decisions on where to go
vi. etc.
b. however certain items would be restricted to actual "turns"
i. diplomacy
ii. movement
c. certain actions could include two players at once
i. invasions
ii. united planets
iii. diplomacy (see below)
iv. combat

4. There would be an option to "end turn" just as in the main game
a. again, this is to limit game length from days long to hours long

5. Certain limits would be recommended for brevity in game length (albeit not required)
a. Galaxy Size
b. Number of computer players
c. Number of human players
d. Lessened victory conditions
e. Game Pace
i. Amount of time for things to be built, researched, etc.

6. Diplomacy would be handled the same with computer players, although different with human players
a. With human players, one player within his turn would "message" the player with a proposed trade
b. Although not in his "diplomacy time" (see above), this player would be able to make counter demands/ accept the trade
c. If either player involved in the trade wish to "discuss" the trade, a "discuss" option would be available
i. this would bring both players to a specific chat/lobby area, where they could formulate a bargain.
ii. this would not count towards "turn time"

7. Game balancing features would be put in place
a. "First turn" would be decided upon a dice roll
b. Handicaps could be put in place to limit/hinder the economy of a race, just as in single player games

8. At any point, this game would be able to be saved and downloaded onto each party's computer, and then reloaded at any time wished


commenting/discussion is encouraged!
4,543 views 4 replies
Reply #2 Top
I agree with all of that as I posted some of it in another topic. The LAN or TCP/IP ability would be perfect cause then I could play with my friends.
Reply #3 Top
bumping my own topic so it can be seen


Yes, the forum is ... hmmm ... active

What you think of is rather simultaneous gameplay in mp which would require major changes to gameplay (imho). This is how it is at the moment (and i think they will not change it - at least in the near future)

- Player 1 starts his turn, when finished he clicks on end turn
-> New situation is calculated
-> Player 2 has a new situation, when finished he clicks on end turn
-> New situation is calculated
- ... and so on

So changes to taxes, research, ... would not affect your current turn if you have already finished your turn. I think they will go more straightforward and first include hot seat (as it is nearly solved (cheat)).

Next may be PBEM altough changes have to been made to make it playable. Other posts on that can be found here https://forums.galciv2.com/?ForumID=162&AID=104501&cmd=myposts
Reply #4 Top
Building ships could be a problem - Some people can spend a long time doing this.

You'll have problem with diplomacy... Researching diplomacy to give yourself the "edge" in trading would only work on the AI, as player to player would work purely on the quality of the deal. Human-only multiplayer you lose most of that tree of research altogether. Even with AI you would probably turn it off and give AI different rules for diplomact to make it more even.

Similar problem with relations. An AI can Like/dislike you to a certain degree.. It would be hard to enforce that on human to human relations, or otherwise "force" human relations depending on how they treat each other, some people would like that some wouldn't... or again you could remove that altogether and lose another aspect of the game.

AI Have some other special rules in trading, like won't trade weapon technology unless you are really close, won't trade with enemies (unless the price is high enough of course). Humans would probably trade differently.. not that this is bad, but if that was the case the AI would maybe need to be adjusted in it's leniency in trading in order to catch up.

Two Human players allied together would easily be able to damage the AI by working together on technologies (that is, research one each and then trade). Then after everyone else is gone you both win together in an allied victory

Other aspects of the game would probably be lost also for similar reasons. Even if you don't have AI players at all there are similar problems.

In short, you can't just "plonk" multiplayer into the game as it exists, heaps of problems will be run into, some being matters of timing (designing ship etc), but others of gameplay as mentioned above.

Not that it can't be done, just the amount of time needed to make it possible is longer than one would hope. As the programmers have said before, if they had done it for the initial release they would've had to compromise a lot of the other areas in the game.