Turn-based gameplay


Grand Strategy Games often have never-ending issues with multiplayer. They all use step-based multiplayer model. With step multiplayer, even a smallest mistake of a programmer causing some random behavior (breaking determinism principle) causes consistent desyncs and makes the game frustrating to play. The more players you have - longer resyncs take. Players leave and rejoin, often causing long pauses when everyone waits for the one player. On top of that, clients having full knowledge of the world state encourages cheating. To fight these issues, a new experimental model has been developed for PAP.

Client-server multiplayer. The server runs the ticks and shares updated knowledge of the world to the game clients. If there is some data mismatch - it is resolved faster than the person is likely to notice it - just like in modern fast paced games like DOTA 2 and CS:GO.

Simultaneous turns. To increase the tactical component of the game and improve the experience of the people lagging behind, day ticks are done in batches with elongated pauses between them. Players set their commands not seeing what other people are doing immediately and they are executed simultaneously afterwards.

Persistent Player List. Once the game has started, player nations are saved and players can leave and rejoin safely as they will be placed right back on their countries. Moreover, to protect unwanted guests on your country, set your Player Password when first joining the lobby.

Victory conditions and the Scoring system. Persistent PA runs a scoring system allowing players to win points from games and compete with other players.

Preview of the turn-based mode: