At the start you're usually done in a couple of mins. Log in make your moves, explore, build a city -rinse&repeat-. Later on as you're empire increases in size and complexity it will take about 5-10. During those turns you can get aquainted with the micro management features. Automated settlers, patrols and goto's will come into play (units set on an enemy city will also attack it). If you grow into super empire size. It really comes down on how much you want to automate or micromanage by hand.
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Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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Rah,
"On-line pbem"? Hmmm... Yes, that would be one to look at it. But unlike PBEM The game doesn't ground to a halt if a single player forgets to move. All players move at the same "time", 24 hours in this case. If you forget a turn, no biggie. But neglecting your turns too long will put you behind.
I do think it has shades of an online RPG. What we basically do is playing Civ2MP with a ridiculously long timeout (24h*). You simply log with the client, do your stuff, chat with other players online to strike some deals and log out again.
* The 24 hour period has been set arbitrary. It could just as well be set to half a day (12h), a week (168h timeout) or even longer.Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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Hmmm... that might make it intersting for many large civiliations MP games. You set it for an hour, let everybody micromanage their civs and move their hundreds of units... and let the turn advance after an hour. Since you would busy during that time, and with no real wait then... it might be fun, vs waiting 3 hours between turns while other people moveKeep on Civin'
RIP rah, Tony Bogey & Baron O
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Originally posted by Ming
Hmmm... that might make it intersting for many large civiliations MP games. You set it for an hour, let everybody micromanage their civs and move their hundreds of units... and let the turn advance after an hour. Since you would busy during that time, and with no real wait then... it might be fun, vs waiting 3 hours between turns while other people move
One turn per day is easier for everyone due to timezones.Skeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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Originally posted by Hydey
So you couldn't play 1 turn per hour for say 6 hours, stop the game and restart at a later date ?????
The one turn per day works because every player has time to move before the moves are resolved, regardless of timezone. With lesser move times you'd have to arrange everyone to be online together, like always. The advantage of this structure lies in mitigating that hassle. The disadvantage, of course, is that games take roughly 16.4 years to finish.
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Yeah, I was hoping it was more like Hydey suggested, so you could get in 6 turns at a time. One turn a day would drag it out a bit much.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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I think he's saying that it does work the way we would want. As long as everybody is on line at the same time, you could set it for an hour, play three to 6 turns, and then pick the game up again when everybody else is on line.Keep on Civin'
RIP rah, Tony Bogey & Baron O
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Originally posted by Ming
I think he's saying that it does work the way we would want. As long as everybody is on line at the same time, you could set it for an hour, play three to 6 turns, and then pick the game up again when everybody else is on line.
Another solution would be for the admin to set the timeout to 24-6=18 hours at the end of the 6th* turn and set it back to one hour the next day. That way players could still log in and check the score at leisure.
* In this case there would be a '7th' turn that would last 18 hours. 1+1+1+1+1+1+18=24 hoursSkeptics should forego any thought of convincing the unconvinced that we hold the torch of truth illuminating the darkness. A more modest, realistic, and achievable goal is to encourage the idea that one may be mistaken. Doubt is humbling and constructive; it leads to rational thought in weighing alternatives and fully reexamining options, and it opens unlimited vistas.
Elie A. Shneour Skeptical Inquirer
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I think you're talking about 2 different uses of the system:
1) the use for pbem-like games, where you can "enter" your turn at any time during a given day (or other duration, of course)
2) the use for "real" MP games, where the people are online at the ame time; it could then be interesting for the endgame, where the turns are really long (even without Slowthinker) because all the players could then play there turn "simulatenously" during a given durtion without needing to wait till the others' end of turn.
Is my summary correct?
And if yes, then both uses could be interesting, in their own different way!Ankh-Morpork, we have an orangutan...
Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464
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