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smellymummy
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quote: Originally posted by Trip
1.1 Getting double-duty out of artillery and Workers
Two (or more) teams can get double (triple...) use of bombardment units and Workers by using the units on their respective turns, then letting their "enemy" capture and use them in turn. When facing an alliance of two civs with 20 Catapults among them, it's quite disconcerting to have to face 40 rounds of bombardment.
The simple solution is to require alliances and peace treaties to be respected through in-game diplomacy.
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sure this makes sense, to stop that kind of abuse, although what if a player actually does want to stab another in the back. what if the player has too? having to be bound to a treaty until it's expiration, and under no circumstance can it be broken otherwise you'd be an exploiting player, seems to much IMO.
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:34
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For comparison, here's CFC's list of Civ3 'cheats':
quote:
*Right of Passage Abuse
Make an agreement of Right of Passage, move your units to their main cities and attack them all at once.
*Free Palace Jump
When disbanding your capitol your palace will appear in the biggest other city. Your former capitol can be rebuilt by the settler it created. This way you've moved you capitol for free.
*Island block
If you fill the coast of a certain island with units, even non-military, the AI won't be able to land, thus isn't able to conquer that island, until it has marines.
*Ship hopping
While at sea, you can unload a ship on the same square where there is another ship and that ship can take over the load. This way you can move your units to any location in one turn. But it takes a lot of effort.
*ICS (Infinite City Sprawl)
Build a lot of cities very close next to each other. This way you simply have more cities which are in the beginning just as big as normal.
[DISALLOWED]:
>Scout resource denial
Place a scout on a square where there is a resource and in (future) enemy territory. As long as you have peace with them you can leave him there undisturbed and the other will never be able to build a road to it.
>Pop-Rushing
In despotism and communism it is possible to use cities purely for unit rush building. Workers can be added to such a city and then the city can then use them to rush build units. This is disallowed, so do not create these kind of cities. Pop rushing one or two regular citizens to finish a building or to build a unit is within the rules and the spirit of the game. What is against the rules is joining workers to cities for the purpose of pop rushing.
>Worker dogpile
Let all your workers join a city with a hospital and continue to build workers and let them join that city. There's no size limit so your city will become huge and you loose only one population per turn. All the workers become specialists and add to your score.
>Gold mine
You can make cities give wealth and production at the same time. First set the cities to produce wealth. At the beginning of the next turn when another city is done building something else you can go to other cities with the arrows above and change the production of the cities that produce wealth to e.g. some unit. That will get production as well.
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Although the last four are disallowed for their GotM, the only one I think concerns us is the Gold Mine, which is what alexman has already covered. Also note ship chains aren't disallowed here...
I think we can kill three birds with one stone. Since the map is hidden during the production phase anyway, if everyone clicks 'OK' on the pop-ups for new units and civil disorder, the F1 and arrow key exploits will be bypassed, along with the map blackout bug. [edit: You must simply go back through your cities to make any changes after the production phase is finished.]
Last edited by Rommel2D on 16-04-2004 at 11:55
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:34
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I know this thread isn't being woven very tightly, but in a day or two when I have more time and the exploits have been discussed more, I'll start a new one with the relavant information copied over...
quote: Originally posted by Trip
If I advance to the next round, I want to play against opponents who has earned their spots by being good Civ players, not because they and a friend triggered their GAs on each other at an opportune moment to take out a 3rd player, or because someone knew how to chain ships together to land an invasion force 30 tiles from where he should have been able to.
Is that too much to ask? |
It is beyond the scope of Civ3 PBEM to enforce most of these exploit-related rules. The only hard-and-fast rules I'm posting for all games are there to assure the games move along relatively fast and four victors are mustered up for the final showdown.
Civ, being loosely based on the real world, has its gray areas of uncertainty, for better or worse. If someone uses questionable means to reach the finals, they will be less prepared to deal with you in the next round when they must play with your explicit limitations. Believe me, no one will be forcing an agreement on you to allow use of a pet exploit to their advantage in the championship game, even if someone here were the type to try, which I doubt.
The maps will not be judged by me. The single restart option is meant to greatly reduce the chances of a demoralizing starting position, but overall balance is ultimately in the merciless 'hands' of the Great RMG. Ya pays yer entry fee, ya takes yer chances... 
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Iron Jackson
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I agree with Paddy that the games should be started by Rommel. Makes it easier. It means that we get some delay until everyone has passed his password to Rommel but that´s worth it.
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:34
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Some comments on the CFC list:
quote:
*Right of Passage Abuse
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This applies only against the AI, and since there is no AI in the tournament, it's not relevant to us.
This is not nearly as powerful in C3C, because of the way the FP now works. In any event, I think the Palace jump is a valid Civ3 strategy, that requires you to think ahead, and usually involves a trade-off, as any improvements in your capital will be lost. I don't think it's necessary to disallow this.
I don't like this rule either because it's difficult to define. Will we disallow stationing units on coastal mountains to prevent landings there too? What about just tiles adjacent to cities to prevent slow-movers and bombard units from attacking next turn? What about at a two-tile radius to prevent even fast-movers from reaching the city? Don't forget that you usually have to pay upkeep for all these extra units. The best way to deal with this issue is to give the amphibious ability to a couple of early weak units, but this is not an option since we are playing under stock rules.
Again, I don't see anything wrong with ship hopping. It requires planning, and invasions done this way are easy to detect and stop by human opponents. Build a navy of your own, attack a link, and the chain is broken.
quote:
*ICS (Infinite City Sprawl)
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There is a trade-off involved with ICS. You sacrifice rank corruption for lower distance corruption. I don't think ICS is even considered an exploit in single-player games!
quote:
*Scout resource denial
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This applies only against the AI. Not relevant here.
Yes, you can have a city with just one specialist, which never gets unhappiness. You join a worker and immediately pop-rush. I can accept this as an exploit, although I don't think it's too powerful. You just convert 20 food and 10 shields into 20 shields. Big deal!
Unless we expect to see histographic victories, we don't care about score in the tournament, so this is not relevant.
Yup, this is an exploit, covered in the MZO list.
I'm for the MZO list. It's well thought-out, and it requires no extra work on our part.
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Dominae
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quote: Originally posted by Trip
If I advance to the next round, I want to play against opponents who has earned their spots by being good Civ players, not because they and a friend triggered their GAs on each other at an opportune moment to take out a 3rd player, or because someone knew how to chain ships together to land an invasion force 30 tiles from where he should have been able to.
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I know what you mean, and feel the same way. However, this is not technically "unfair" play; if one group of players allows friendly GA triggering in their game, they are all on equal footing.
Where the "unfairness" comes in is the level of meta-game cooperation. If Trip really likes alexman he's more likely to side with him to do the friendly GA trigger, giving them an unfair advantage relative to Paddy the Scot who is unpopular (just an example - sorry Paddy). I dealt with this specifically in my "PBEM Etiquette" thread.
Again, if all players within a certain game agree on the list of exploits, there's nothing "unfair" about their game compared to another group with a different list. But I agree that standardization is good, in anticipation of the final showdown game.
Dominae
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:34
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quote: Originally posted by Rommel2D
The maps will not be judged by me. The single restart option is meant to greatly reduce the chances of a demoralizing starting position, but overall balance is ultimately in the merciless 'hands' of the Great RMG. Ya pays yer entry fee, ya takes yer chances... |
If we are going to have you to set up the games, I would much prefer to eliminate the single restart rule. Otherwise, for example, every Agricultural player not starting on a river will demand a restart, which makes the trait too powerful.
But if an administrator generates the map, makes a quick check for fairness, and doesn't assign starting locations to specific players, I think it should work fine.
Using the map generator without any editing at all (just generate another if it doesn't look fair) will remove the element of trying to read the map maker's mind, and even remove most of the blame from him! 
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Dominae
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I can check the maps for you guys (no tinkering, I swear!).
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:34
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quote: Originally posted by alexman
If we are going to have you to set up the games, I would much prefer to eliminate the single restart rule. Otherwise, for example, every Agricultural player not starting on a river will demand a restart, which makes the trait too powerful.
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A restart would also mean a randomly reassigned tribe, so it could not be used to assure a river start for agricultural tribes. Not to be argumentative- I simply haven't played Ag enough to have a feel for it- but are you saying you think that starting away from a river with the agricultural trait would make for a sub-par tribe? (So much so that it would be worth risking a landlocked jungle start with Portugal? ;-) BTW- I agree this option shouldn't be used for the championship game, where players will choose their own tribes.
I'd like to try the restart option because it keeps the randomness of generation pure- yet empowers the player to judge for themselves if a start is so far below average it is worth risking another. Having myself or Dominae fill this capacity means one of us will be making this judgement for everyone else. In a sense this would be more fair, but IMO it takes some of the fun away. Some of the players here have expressed a preference for playing random starts as given, it seems to me the single restart is a good compromise. If the consensus is to have human intervention though, I'd suggest Dominae take the task, having the experience to make better judgements.
Either way, i still need passwords from everyone. Sorry, I should've had everyone include them in the confirmation PMs. I need another PM from everyone with their passwords for the first round. Anything else I'm forgetting?
I have yet to receive confirmation that Soltz will be playing. Has anyone seen him post in other threads recently?
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Dominae
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Rommel2D, I was just offering my services as map-checker, seeing as I'm not playing. If you want to do it, please say so.
Dominae
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