The… well… I am not sure what to call our Age of Kings group, especially since this post will be about us not playing Age of Kings.
I suppose I will call us the Strategy Group, lacking any other ideas. We seem to be picking titles in genres where strategy is the common denominator. And I will have to make a tag or a category or something, since this appears to be an ongoing endeavor and not just a flash in the pan.
Anyway, the Strategy Group has been growing less enthusiastic about Age of Kings. It started with a burst of nostalgia, developed through recalling how things actually worked, and then landed in that pit that has so often been the downfall of RTS games, at least for me, where we remembered that once you have things sort of nailed down, every game starts to seem the same. There is the build order, the harvesting, the scouting, the building up of the economy, the timing of the ages, initial defenses, the military build up, and so on down the line.
Sometimes that can be okay. Sometimes honing a skill or really optimizing a routine can be its own fun.
And sometimes you’ve been down that path already and maybe this time around it isn’t so fun. And maybe we’re old.
So last week the group started talking about trying another game. (I mentioned this in the month-in-review post earlier this week.) I was out for that session, but Potshot got me up to speed. The first alternative on the list was Civilization V.
For me, that was a fine choice. I have Civ V in my Steam library… I am going to guess it was a choice because we all happened to have it in our Steam libraries… I have enough hours in to be familiar with the game, though by no means an expert, and I am upgraded all the way to last year’s Brave New World expansion, which I quite enjoyed.
On the other hand, in the last 20 years or so since I played the original Civilization, I have not once played a multiplayer game. Never. In fact, given how turns tend to go, expanding in duration as the years pass, I wondered at times how viable a multiplayer game the Civ series might make. It always seemed an unlikely candidate for multiplayer.
Now was our chance to put that to the test.
Potshot and I actually got to give it a pre-test. The instance group… now that we have two groups, should I capitalize the names of groups? Anyway, the Instance Group was having a night off last Saturday, so Potshot and I decided to give things a test run. So, for the first time ever, I went to the multiplayer menu in Civilization.
We went with the Standard option. Hot Seat clearly meant multiplayer on one computer… possibly the worst of all possible worlds for a Civ game… and I am still not sure what the Pitboss option really entails. Something about the game running on its own server. Not for us, not yet.
As with Age of Kings, the integration with Steam made getting us together in the right start screen easy. Potshot created a game and then was able to invite me in from his friends list. From there he setup a 4 player game, with the two of us and two computer opponents.
Some of that was easy enough, selecting landmass, size, pace, difficulty, and level of barbarian rage. Other aspects were a bit more… interesting.
There is a timer for turns. We talked about that for a bit, and then left it set for two minutes. Early in the game no turn should take anything close to two minutes, but I began to wonder how things might play out as things got more complex. As it turns out, that never really became an issue, but we’ll get to that.
And then there is the “who has what version of the game?” issue.
As it turned out, Potshot only had the original release of the game… and the Mongols DLC for some reason… while I had both expansions. The game, however, will reconcile this for you and show you what your options are. In this case, we pretty much had to play the original rules version of the game, with the Mongols thrown in, because why not.
So Potshot kicked off the game and off we went. I ended up as the French, he got the Russians, while the computer ended up controlling the Chinese and… of course… the Mongols. I ended up with my settler in a decent spot, so I did not have to engage in the debate about moving my settler. There is a school of thought that you should never even waste a turn of production, but just build that first city and get going. I, with an eye towards optimization, tend to move a hex or two if it will substantially improve my access to resources, though that has come back to bite me at times.
In that picture you can see a couple of aspects of multiplayer.
At the bottom of the screen is the two minute turn timer. Turns are taken simultaneously, so that timer is for everybody at once and no turn can take more than the allotted time. This is a very good thing. Everybody moving on the same timer, as opposed to everybody getting their own two minutes, will speed things up dramatically.
And in the upper right corner there is a scoreboard that shows everybody’s basic relative standing. That should be an amusing barometer for our match up.
As for playing the game… it was odd. Well, it was odd for me, because I haven’t played the pre-expansions version of Civ V since before the first expansion, Gods & Kings, which gave us Steam Workshop mods, performance updates, and spies. That was nearly two years back. So I had to stop looking for bits of the game that were not there originally.
The game itself wasn’t a dramatic success. I got dropped on an island with the Mongols and the Chinese who boxed me into my little corner of things pretty quickly, helped by some serious raging barbarian hordes, which put my expansion on hold for a while.
Meanwhile, Potshot was on another island with a couple of city states. We didn’t come into contact for quite a stretch.
I started trying to tech/culture my way out of trouble while trying drop at least one or two more cities. Not being in contact with Potshot meant that there wasn’t much to talk about, and having a plan meant that I wasn’t spending a lot of time on turns, so I was often reading the news on my iPad while waiting for the game to alert me that another turn had come. I started thinking at about the one hour mark that we ought to cut our experiment off, but the “one more turn” obsession kicked in, even with a game where I wasn’t really getting anywhere.
About 90 minutes after I figured we ought to stop we actually did try a stop to test out ability to save a game and then resume it. As with creating the multiplayer game, this seemed to work pretty well. Potshot saved and left, then was able to restore the game and invite me back into it. There was an awkward “I’m alone so what is the situation?” moment when he left and I was still in game, but after I bailed and then got back into the restored game, things were okay.
After that, I bought off the local city states to make them allies and declared war on the Mongols. I managed to drive off their initial assault on my territories in something of a Pyrrhic victory. Then he destroyed two of my city state allies in quick succession and bought off two more who quickly sued for peace, leaving me with Kuala Lumpur and not much of an army facing what could be correctly described, both literally and figuratively, as the Mongol hordes.
It was time to call it a night.
As a test run, things went fine. We were able to create a game, play, save it off, and restore it without issue. Waiting for turns wasn’t too onerous. We just have to come up with something like an optimum settings mix so that the four of us are playing and engaged with each other. We might need to go with a single continent and maybe just one or two computer players.
I also started mocking Potshot in our Google hangout, which is the base of operations for our games (Because why not add yet another peer to peer interface to the mix?), for only having the base game… plus the Mongols. This may backfire on me though, as I may be the only one in the group who is up to date on the expansions, flagging me as the one they had best gang up on. They probably aren’t going to fall for things the way they did for the first game of Age of Kings.
We shall see how it goes. Suggestions for settings… or for other games we might consider… are welcome.