Sollten wir tatsächlich Probleme bekommen mit Lag und Discos ( 2teres is zu verschmerzen da der Einstieg jederzeit möglich ist und nix verloren geht) können wir eh nix machen, bisher hats bis auf einmal aber sehr gut geklappt (DX9 und low settings helfen schonmal)
Wer sich ein bisschen einlesen mag kann sich hier ja schon mal MP Tipps holen! Wobei ich für den Start und Test für einen Human VS AI Runde wäre, damit alle das spiel zur genüge kennen bevor wir uns gegenseitig aufs Korn nehmen
In multiplayer, human player turns resolve simultaneously. That means that he who clicks first strikes first. Considering the size of the world, the spread-out nature of your armies, the persistent lag and the weird bugs, it's often hard to tell what's going on, much less formulate any sense of strategic control over your Units. No amount of preparation can completely compensate for the clunkiness of these mechanics, but we can put you on the right track.
The Five Commandments of Civilization V Online:
Make your key military moves at the beginning of your turn. If you have Units in close proximity to other players, make sure they grab the good ground first and fortify there. If you're at war, hover over the pertinent battlefield, and when the turn rolls over, attack with everything you have.
Invest in a manageable number of powerful Units.
Troops with balanced offensive and strong defensive values are especially important in multiplayer. Durable units have a better chance of survival when opponents get the jump on you. Try to concentrate you Units into clusters of three or four supporting one another. Controlling fewer Units help you keep track of everything in battle.
Homogenize your forces. Using different types of Units together is a single-player staple tactic, but in multiplayer it's often too slow. Keep your forces as standardized as you can.
Turn off Unit cycling! It draws you away from the action at the worst possible moment.
Don't be a jerk and drop out of games when you're losing. You're part of the problem if you do!
Playing Against Humans
The exploitative strategies, formations and lessons that helped you master Civ 5 on Diety level don't count for squat in multiplayer. People know the same tricks and are too bright to fall for them.
Players online don't accept one-sided treaties. They aren't likely to move into positions to be taken enfilade. You can't draw them into making stupid attacks against well prepared positions.
Most importantly, they won't give you time to regroup. If you're playing against a human opponent, win the first time you rumble, because you'll rarely get a second chance.
We recommend the following adjustments to your game plan when playing online. Every match is different, but here are some fundamentals that can bring you success in most cases:
1. No one will ever trust you, so don't try to make them do so. Everybody knows there's only one winner.
2. You still need to keep your people Happy, manage your economy and improve your Tiles. Because of the clock you're going to have less time each turn to do these things than you are used to having, so keep your plans simple. Go for the fundamental Food, Gold, Research and Culture-generating Buildings from each era. Create reliable general-purpose Units and Research Technologies which lend themselves to making competitive weapons. If you're panicking about what to create and the clock is ticking down, build something that pokes holes in other people.
3. Your first turns will be much like the first turns of a single-player game, although you should build a second Military Unit before anything else. Range less far afield than normal, and never let Settlers travel alone.
4. Beware notoriety. The right side of the multiplayer dialogue constantly displays the Victory Point totals of each player. The guy on top is winning, and that makes him Public Enemy Number One.
When you're ahead, prepare to get hit from behind. The best way to beat a dominant player is collusion and backstabbing, and you can bet that plans are being hatched in private-chat sessions to ensure your downfall.
When your point total begins to rise significantly above the other players, consider all other players in the game, think about who stands to gain the most from your downfall, and make that person an immediate target.
If you are in the top spot and fear an alliance against you, you may want to throttle back on creating Wonders. Note that Wonders of the World inflate your score quite a bit, making you appear all the more threatening. You may want to consider spending your current Production on Buildings or Units instead, and save Wonders for a better day. It makes you look less intimidating.
All this is assuming you're still building up, recovering from a recent crisis, or otherwise not well-set to take all comers. Ideally, the preferable strategy while being ahead is to tear everybody else a new orifice.
5. Conversely, never appear too weak. It makes you a target for opportunistic neighbors.
6. To pull off a late game Science Victory, hide and conquer. If you can wrest control of a single large landmass and develop it to the hilt, you may pull well ahead of other players as they war with one another. Found Cities right and left, develop a great navy and air force, resist all invasions, build nukes for defense, makes a Spaceship and win.
7. Plundering Improvements is an effective tactic in multiplayer, assuming you're fast enough to pull it off without getting blasted. A mobile Unit and quick-clicking player can sometimes go darting through a City's suburbs, pillaging Gold and running before the City can fire back more than once.
8. Battles in Civ 5 multiplayer are quick-click slugfests. As the current Turn approaches Turnover, center your screen over whatever Units you'll be leading into combat.
9. Do not get involved in two-front wars. You can't micromanage two places at once, which virtually guarantees you'll lose at least one battle every turn. If you find yourself engaged in hostilities with multiple powers, retreat from one while attacking the other. Try to space your Units so that you fight engagements in only one geographic area per turn.
10. Since these two-front wars are so undesirable, try to force other players into them. Early in the game, seek out a partner in crime. You don't need to really trust one another. Just covertly arrange to team up against one rival, then another and so on, until all enemies are subdued, then battle it out between yourselves for world domination. And if your partner betrays you, well...why didn't you betray him first?!
11. Keep Great Generals well-protected when you use them at all, sharing a space with an unexposed, tough Unit or hiding in a City. They're difficult to maneuver in multiplayer and are often put to better use starting Golden Ages.
12. If you are playing on a small map, the Barbarian density is INSANE. Beware.
Special Situation Games
Some muliplayer games use special settings that differ from what you're used to encountering. Here are tips for a few of the most unique.
Quick
Lower requirements for Technology, Policy, and Productions. Everything grows faster and advances occur at an accelerated rate. You can afford to be less cautious than normal in Quick games...they're a little more forgiving of mistakes.
Keep a lot of Gold handy. Your Units will become obsolete fairly frequently, and you'll need the currency to pay for Upgrades. Units appear so fast they can sap your treasury. Be wary of this as well.
Since there are so many Units running around, micromanagement of your attacks is even more important and difficult.
Complete Kills
All players remain competitive even if their Capitals fall. To win a Domination Victory you must reduce all enemy Cities to the last brick.
These games have an almost real time strategy game feel to them, with enemy Cities taking the place of resource-generating structures. Following similar strategies to RTS games sometimes leads to success, although Zerg Rushes are not recommended.
Expand as quickly as possible. Tech up. Develop Tradition. Build Settlers, Workers, and soldiers. Thumb your nose at diplomacy. Horde Gold. Remember that every City you capture both strengthens you and weakens an enemy. And keep your people happy! Even in an all-out Domination game, an Unhappy kingdom stands little chance of victory.
Duels
Duels are one on one civilization games played on tiny maps. They're a neat idea that will probably be more fun someday, when the multiplayer actually works.
If you decide to try dueling out, remember that there's not even an illusion of Diplomacy at work. Somewhere close by is a guy who wants to kill you.
A Duel game is not likely to be long. Let the chips fall where they may Technologically. Focus on building troops, troops and more troops, with occasional Workers and Settlers creating Cities that in turn build still more troops. Create Gold-generating Improvements and Buildings as they become available. Develop the Tradition Policy tree. Focus non-Unit construction on population stabilizers like Granary and Lighthouse.
Matchmaking Tips
Play Civilization V multiplayer with your friends, and only your friends. Steam is one of the few ways you can find anyone to play with reliably. Civ 5 matchmaking is nonexistent, and finding games stable enough to join can be difficult. Steam buddies represent the best chance you have of hooking up and actually getting an enjoyable game going.
Friends are also more forgiving and more helpful when you have to restart. Meltdowns happen often enough that you'll want folks you know are not going to start screaming obscenities at you when the host crashes.
A lot of players drop from multiplayer games when they fall behind. Don't do this to friends or strangers. You're likely screwing someone over.
The A.I. takes over vacant spots, which can radically alter the playing field since the typical AI exploits and tactics work against the multiplayer bots. A Civilization that might have represented a threat to suddenly becomes cake, or a player's human ally is replaced by an AI antagonist. Don't do that to people.
The nations you'll face in Civilization 5 all field unique Units and wield special powers which lend themselves to certain kinds of game play. We've compiled a few facts and hints to help you best engage each competing culture in diplomacy, economics, and war.
Regardless of Leadership or nationality, all rival nations in the game are dangerous. Civilization 5's take on world politics is decidedly bloodier in nature than its recent prequels. Some nations act more aggressively than others, but any of them will attack you if they smell weakness. Beware.
America
George Washington is a treacherous waffler. He can go from your best friend to your worst enemy in about ten turns. This guy can be helpful for a while, but in the long run he's 100% Manifest Destiny, and generally attacks with a well-prepared army.
Diplomacy is possible with America early in the game, and good relations can sometimes last quite a while once established. Create trade pacts and Research Agreements with Washington, but never trust him.
The Americans use both colonialism and conquest to grow big in the mid-game. If you have managed a hundred Turns of peace with America, pat yourself on the back and then invade their core Cities as soon as possible.
When fighting Renaissance and Industrial Era America, prioritize Rifling to counter the advantage of Minutemen.
If fighting a Modern Era America, build Fighters and AA Assets aplenty. The B-17 is like the Hammer of Thor and must be intercepted.
Arabia
The Arabs generate a lot of Gold and grow quickly mid-game. They tend to be expansive but not always vicious. Thanks to the Bazaar, they usually have trade goods available. Partner with them and use their surplus goods to fuel your own progress.
The best way to exploit Arabia is to kill them with kindness. Make them a friend for as long as you can, and prepare for war with them by stacking your Happiness with other sources. When conflict does come, you're likely to lose some trade goods and your Happiness will suffer if you're not prepared.
Their Camel Archers are annoying little suckers capable of shoot-and-scoot attacks which are difficult to counter. When warring with Medieval Arabia, try and keep fast horsemen handy to chase the snipers off your flanks. Also note that the Arabs have no Knights, so when forced into a stand-up battle they can usually be beaten down. Don't chase distant Camel Archers with Knights. Such pursuits often ends badly.
Aztec
Montezuma is pure evil. Do not trust him, do not come to depend on him for goods, and do not approach him without a loaded gun.
Aztec Jaguars are a vicious early-game asset. They fight well relative to their cost and gain health and culture when they kill. The Aztec Cities seem to spawn near fertile ground, so there tend to be a lot of them. Counter them with massed, guarded archers.
Fortunately for you, Montezuma usually ticks off enough neighbors that the Aztecs are weakened or wiped out near mid-game. You should rarely have difficulty building Alliances against them.
China
China enjoys a technical proficiency that ensures their economy and military remain consistently competitive. They have a fair chance of inaugurating the Apollo Program or the first Manhattan Project.
Chinese Chu-Ko-Nu are among the most dangerous Units in the game. When fighting China, choose your battlefields carefully. Build fast cavalry on your flanks and get in among the Chu-Ko-Nu even if it means sacrificing horsemen to do so.
You'll need to commit especially large numbers of Units when assulting Chinese cities. The ranged weapons they stock their metropolitan areas with are devastating against besiegers.
You can befriend China for a time, but it rarely lasts.
Egypt
Egypt uses its advantage in Wonders to the fullest. Keeping pace with Egypt's building projects is a challenge in any game they take part in.
If you locate Egypt in the Ancient or Classical Eras, allocate your Citizens to Production-oriented Terrain and develop Autocracy early to compete.
Thanks to Burial Tombs, Egyptian Cities are full of Gold after the mid-game and make appealing targets for conquest.
Because of their skill in Building Wonders, Egypt is a late game threat to develop the Manhattan Project, Apollo Program or United Nations.
England
England tends to be imperialistic but can be reasoned with on occasion and makes a decent trading partner.
Britannia rules the waves. Stay out of British sea-lanes. Counter old world naval power by going after their ports from inland attacks.
Never, ever embark ground Units against them. Their ships are just too fast. Don't go toe-to-toe with their vessels.
In the modern age, out-plane the English. Bomb their proud ships into dust.
Beware the range and power of the Longbowman. Attack these Units with a 3-1 numerical advantage and be prepared for high losses. If your Cities are besieged by Longbowmen, relieve them immediately or they will fall.
France
Napoleon likes conquest...no surprise there. The French Military tends to be modern, well-equipped, experienced and aggressive in every Era.
When Napoleon is a neighbor during the Renaissance era, push your technology toward Riflemen immediately. You'll need them to counter French Musketeers, which will flat outfight your Musketmen.
Later in the game, treat Foreign Legion troops with respect. They're murderous outside of French territory.
Negotiate with Napoleon, but understand that he views you as a potential vassal.
Germany
Bismark is a conqueror. He's a really dangerous foe that swallows up other Civilizations. Bismark cannot be reasoned with in the long run, and you should cripple him at the first opportunity. Try to make him irrelevant by mid-game.
If he survives to the Modern Era you may find yourself facing the Panzer, a nightmare Unit. Deflect the Panzers with AT Guns protected by layered Infantry, and develop Bombers to deal with the threat. Don't try to match them Tank-for-Tank. They're tough.
Greece
The Greeks like to get buddy-buddy with City-States. Don't even try subverting their Allies - you simply can't keep up with the huge Influence benefit Alexander holds. A hearty application of the mailed fist against their satellite City-States is recommended.
Alexander has no hesitation about riding straight through City-State territory, so watch your flanks. He's pretty aggressive.
Greek Hopilites are tough little suckers. Never attack them with cavalry. Build your own shield wall on high ground and let lose your archers, or use massed Swordsmen. Greek Companion Cavalry are the best horsemen in the early game and can be a real pain. Again, protected Archers are the best solution.
India
India is composed of big, often peaceful Cities. Ghandi can usually provide a few decent trading goods. He tends not to be too conquest-minded, and can sometimes be reasoned with.
Indian War Elephants are not all that dangerous. Treat them as tougher Archers. The Indian Cities tend to build fortifications, so besiege them with large, well-prepared forces when forced to fight.
Iroquois
The ability of Iroquois Units to move effortlessly through rough Terrain can not be underestimated. Forests and Jungles act like roads for all Iroquois. This means that they are moving three times as fast as your Units on the same Terrain. Iroquois Units can appear from outside your scope of vision and attack your Units before you ever get a chance to respond.
Couple this with the fact that the game seems to start the Iroquois in wooded areas and you have a real problem. Newly built Units come screaming to the front, and wounded ones often retreat too quickly to be finished off.
Also beware Mohawk Warriors. Bombard them or fight them in the open. In Forest, these guys gain combat bonuses.
To beat the Iroquois, fight on your own turf whenever you can and stick to the clear. Stay away from the edges of wooded land, and take more trouble than normal protecting your artillery from infantry attack.
Attack their Cities with 50% more soldiers than you normally would to counter their ability to move troops quickly.
Japan
Throw away the book on Civilization tactics when you fight Japan. Unlike every other nation, their Units retain full Combat Strength when wounded. Japanese Units must be wiped out the turn they are first engaged, or else they will reciprocate with crippling (often fatal) suicide counter-charges.
Focusing multiple attacks on a single healthy Japanese Unit is essential. Don't engage the Japanese without either a numerical or terrain advantage at the point of contact. Playing fair, their Units will beat yours.
Nobunaga tends to be polite, obey the forms and act in a trustworthy manner. He can be warlike but usually telegraphs a changing mood against you. He can be traded with.
Ottoman Empire
The Turks are a resourceful, happy bunch. They tend to get embroiled in conflicts alongside Allies, so try to get them on your side as often as possible.
The Ottoman Empire fields the Sipahi, probably the best horse Unit in the game. They are lightning fast and can tear your flanks to shreds if the catch you enfilade. The Ottoman Janissary is tougher than a Musketman and heals much like a Jaguar.
To beat the Turks, try joining them. They really seem to have a thing for partnering up. Failing in that, they have a lot of trouble with massed, protected artillery in tight formations that negates their Units' mobility.
Persia
Persia gets beat up a lot. Their powerful Immortals are poorly used by the AI, and the empire tends to be weakened by the time their wonderful Satrip's Court comes into play.
Darius is kind of a jerk. He can be traded with but tends to get greedy.
Persia often launches wars in concert with other powers, so be wary of changing attitudes. If you sense the wind shifting, attack them first.
Rome
The Romans are politely imperialistic. They will out-build you if allowed to do so, and their early game Units have a lot of offensive punch.
Counter their aggressiveness with your own. If Rome is a neighbor, keep a strong, modern military.
Rome's quick Building powers give them a strong advantage in long games. It is best to cripple or defeat Rome early, as the more Buildings they generate, the more their margin of advantage grows.
If forced into a Late-Game conflict with Rome, try to build an alliance against them. Failing in that, methodically reduce intervening Cities and make your way to Rome proper. The loss of the Capital usually takes the fight out of them. Don't rush toward late game Rome. It's too well defended for quick victory.
Russia
Catherine is land-hungry. She's usually peaceful enough until there's no more free real estate nearby. Then she'll come after yours.
As long as Catherine has other matters to attend to, she can be traded with. She often has more Strategic Resources than she can use.
Cossacks feast on wounded Units. Rotate injured troops away from them or counter their advantage with flanking and terrain bonuses.
Siam
The Siamese are a diplomatic lot. They cultivate friendship with City-States and often make good trading partners.
Do not field cavalry against Naresuan Elephants, not even Knights. Engage them with infantry and artillery only. They can be beaten with relative ease when treated with respect.
Songhai
Askia talks a friendly talk, but like George Washington he's a wishy-washy backstabber with a mind for conquest.
Songhai embarked Units can shoot back. Never, ever forget this! Unlike all other Civilizations, Askia's transports are not defenseless against attackers. While they are still no match for dedicated battle wagons, they can give weaker assailants trouble.
Do not allow Songhai horsemen near your Cities. Mandekalu Cavalry have enough punch to reduce even a strong City quickly. When in an early to mid-game military conflict with Askia, keep Pikemen between his forces and your territory, and even then be wary and cautious. Mandekalu are ridiculously tough.
Mein Lieblingsvolk is Japan oder Persien (in der Reihenfolge) Welche Völker bevorzugt ihr ?
Gruß
Tidoc