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ducki
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I used large-scale late-game "pillaging" in the form of aircraft bombing runs and artillery in AU 501 to good effect when I invaded the Maya - I didn't have the forces to withstand a full-on counterattack, so I made it so their troops had to slog through unimproved land to get to me. A happy side effect was being able to cut off a luxury and take away some food production from their capitol - for the AI, losing lategame food is a bigger deal than for me - I rarely have cities anywhere near as big as AIs.
That said, pillaging in the late game is a special case - if I need to do it, I will, especially after Replaceable Parts - and "I'm going to use the land anyway" is not a deterrent for me, especially with the hordes of workers I'll have that late.
In fact, it seems that pillaging is a special case no matter what stage of the game you are in - sometimes it makes sense, sometimes it doesn't - which might make for a good course if the post-pillage part of the game can be kept interesting and challenging.
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Risa
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Actually, No Conquering Cities gets along well with, if not requires, heavy pillaging.
It may defeat the purpose of pillaging course, though, since there's no alternative than pillaging.
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Risa
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5CC and no tech trading? Nearly impossible I say.
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The pirate
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count me in for the next AU course, RL permitting.
will have to try to install again, but at least Ill have a reason to try..
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ducki
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Hmmm...
How about Pillage, Pillage, Pillage.
As the Inca.
In a mountainous, deserty, coastal region(somewhat similar to the Inca in AU502).
Maybe with a single Lake near(but not immediately next to) the start spot.
Too historical?
Too "massaged"?
Too few folks want to endure as the Inca?
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Risa
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If without additional restrictions, targeting to spaceship will prove little about resources. There's no such thing as 'resources scarcity' to warmongers, or at least some pure builders might proclaim that.
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ducki
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quote: Originally posted by Risa
If without additional restrictions, targeting to spaceship will prove little about resources. There's no such thing as 'resources scarcity' to warmongers, or at least some pure builders might proclaim that. |
That's what DARs are for.
The warmongers will tell us when they go to war for a resource/luxury.
The builders will tell us when they are forced to do so or when they manipulate relations to be able to trade for one.
In my vision, the courses are not supposed to determine your path. The courses are to teach/learn something about the game and the comparison afforded by the DARs is where we see major differences in execution and effectiveness and whether or not peaceful players were forced to alter their playstyle in order to pursue their selected victory goal.
If this were a competition, I might agree that certain further restrictions would help level the playing field, but this is purely about learning. If we prescribe too much about playstyle, we won't have as much to compare, since everyone will be playing very similarly.
That's just my opinion, but I feel the fewer restrictions/variant rules we impose, the more we can learn.
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