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Aqualung71
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Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:18
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quote: Originally posted by Rommel2D
I'm reading the arguments here as essentially "I've learned to use this exploit to my advantage, I should be able to benefit by playing against someone who hasn't". |
This is certainly not what I was saying, nor do I believe it is something most players would concern themselves with. Going to war with a human opponent is a major decision, and often one that leads to the destruction of one or other player. If you are entering an opponent's territory for the purposes of war, then there are larger issues at stake than who gets the war happiness. However, the defending player certainly can choose not to attack if he prefers to win the war happiness battle....just make sure the intruder is shadowed with sufficient units.
quote: I'm extemely skeptical of the claim that since the situation is the opposite of how the SP game works, it adds any "strategic depth". There is a difference between deep strategy and cheap tricks. If there was an argument that this wasn't an exploit based purely on PBEM's poorly designed mechanics, I'd be inclined to just drop it... |
No, the argument is not that it adds strategic depth because it's the opposite of SP....that would be an inane assertion. I do believe it adds some strategy however, simply because it adds another implication to the "to war or not to war" decision.
quote: That's not the proposal. The hard-and-fast rule would be that if you have multiple units in a given enemy's territory, only one of those units may attack on the first turn in order to initiate war. |
That proposal is absurd. It would totally take away the ability to surprise attack in strength. If I move my stack of 15 Swords from the fog onto a hill next to another player's city, he has a limited ability to move sufficient defenders into the city in one turn. You seem to be suggesting that next turn I am only permitted to say "Here, my one Sword will attack your defending Spear as a warning, but watch out for that stack sitting there because they will really try next turn". Meanwhile, his defenders have reached the city. Not only that, he can actually attack my stack! 
Simply ridiculous! 
quote: This is not as powerful as the LoDW option (agressor units may still trespass unhindered all they want), but it addresses what seems to be the most harmful exploit: The defender is not forced to make a pre-emptive strike and send what should be their War Happiness to the aggressor just to avoid having a number of his/her cities wiped out before s/he can get a single round of combat in. |
In practical terms, this would almost never happen. Firstly, no half-decent PBEM player is going to risk moving his stack slowly through another player's territory in order to approach a juicy target. As a defender, I am quite happy to lose my war happiness in that situation. As an attacker, I would be attacking an outer-lying city anyway, and am moving my stack into his territory not to attract war happiness, but to do him some damage.
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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quote: Originally posted by Aqualung71
That proposal is absurd. It would totally take away the ability to surprise attack in strength. If I move my stack of 15 Swords from the fog onto a hill next to another player's city, he has a limited ability to move sufficient defenders into the city in one turn. You seem to be suggesting that next turn I am only permitted to say "Here, my one Sword will attack your defending Spear as a warning, but watch out for that stack sitting there because they will really try next turn". Meanwhile, his defenders have reached the city. Not only that, he can actually attack my stack! |
It would not affect your ability to attack to any degree. If your plan is to attack with those forces the next turn, simply declare war the same turn you move them into place. The following turn your entire force can attack. The only difference is the defender will get the war happiness and the first opportunity to strike at the encroaching forces, instead of being forced to choose between the two (essentially what LoDW does). Would you seriously consider that moving a Stack of Death next to an opponent's city without first declaring war qualifies it as a 'surprise' attack?
Why would you be "quite happy to lose [your] War Happiness" in such a situation? Feel the need to handicap yourself? 
An honor system like alexman and sabre mention would probably be a straight-forward solution, but it seems like using a tournaquet to deal with an infected digit- better than nothing, but it goes a bit in the other direction by restricting attackers much more than in SP. The rule above would deal with the WH mechanism exploit, but still allow an agressor to 'probe' the enemy and test their resolve to tolerate infiltration without taking the mood hit- exactly the sort of strategy the exploit mongers seem to be defending... 
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Modo44
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in western Poland
Jul 2004 time: 06:18
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quote: Originally posted by Rommel2D I've heard Hadrian's Wall described as basically the same as the Chinese- a porus structure yielding primarily economic benefits because it's only effective use was to deter barbarian raiders. |
The Romans had fortifications against what they called barbarians, yes. However, those were pretty advanced, organized tribes at that time, so keeping them away is exactly the kind of defense I mean - having the whole border shut.
quote: Originally posted by Rommel2D
If we're moving from the ancient to medieval era, I can't comment on the relative density of their placement, but forts and castles are even more porus arrangements- they cannot restrict enemy movement in and of themselves, just cut off supply lines and deny them a secure front for retreat. |
In medieval Europe, effectively every 1 in 2 tiles would have a Fort on it. The ratio would be 1:1 if you took a world map. Porous they might seem, but even basic military strategy requires to kill any resistance behing one's lines. In that era, the enemy needed no fuel or ammunition, so they could do really bad things if left alone. Meaning, castles had to be taken if you wanted to effectively conquer. So no, effectively the defenses were not porous.
Closer to our times, you have WWI, where basically whole borders were trench lines, all manned with troops. In WWII, there were things like the Maginot Line or Stalin Line.
Yes, a mobile defense can be organized. But, most countries still rely on troops that protect the whole border. Those might be crap units (like Stalin had when Germans invaded), but they are still big enough to force the enemy to do the first attack. It is not a new invention, and it always worked more as a deterrent, than as an impenetrable defense. And somehow, advanced civs often thought it necessary and worthwile to do.
Civ3 breaks it, and I agree with the assession, that it was done to help against the crazy AI amarching things to weird places.
quote: Originally posted by Rommel2D
Defending an entire border with a solid line of units would be prohibitively expensive in any PBEM I've been in. A line of forts and barricades might be feasible after a point, but doesn't seem to address the WH exploit with much scope... |
You need not defend it against all ttacks if you lack the power. You only need to force the attacker to kill one or two units in order to get inside your borders. Yes, I mean using expendable units, which simply block access. That is not very expensive, is it?
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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quote: Originally posted by Modo44
So no, effectively the defenses were not porous. |
Effectively they weren't porous, but physically they were, so they don't compare to lining every tile along a border with units. A sizable, well-equipped army could march to any geographic point they wished unless they were actively attacked, no? The World Wars had some examples that would accomplish this, but now your talking about late industrial age.
quote: Yes, I mean using expendable units, which simply block access. That is not very expensive, is it? |
The earlier in the game you are, the less expendable units you have. It is a situational solution that doesn't address the flawed game mechanic much of the time. In game terms, I don't see how this could be even as cost effective as dealing with the shift in citizen mood unless you have a huge empire with very tiny borders. Even then you'd have to blockade the entire coast somehow...
Last edited by Rommel2D on 05-03-2005 at 01:23
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Modo44
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in western Poland
Jul 2004 time: 06:18
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quote: Originally posted by Rommel2D
Effectively they weren't porous, but physically they were, so they don't compare to lining every tile along a border with units. A sizable, well-equipped army could march to any geographic point they wished unless they were actively attacked, no? |
Well, yes and no. 
Yes, one could march through without getting attacked. However, chances are high tht you will get clobbered. As Civ3 is only a model (and not a very precise one in this regard), the in-game equivalent of an active harassing force is having fortified units on all border tiles. It is not very good, but forcing people to attack with one unit out of ten to be "honourble" is even worse in my opinion.
quote: Originally posted by Rommel2D
The earlier in the game you are, the less expendable units you have. It is a situational solution that doesn't address the flawed game mechanic much of the time. In game terms, I don't see how this could be even as cost effective as dealing with the shift in citizen mood unless you have a huge empire with very tiny borders. Even then you'd have to blockade the entire coast somehow... |
Now this is just whining. One can make walls of units and it is doable in most cases without that much of a cost. Fact is, facing the AI you can easily get used to neglecting defensive units, which is an exploit of itself. Guess what, real nations quickly became extinct if they neglected defenses. You have to learn to not to make a Settler/Worker, but a defender every now and then. It is a simple lesson, really.
One more thing. While the War Happiness is nice to have for the defender, it was just as often the attacker who was getting some. People are dumb, and can be moved to accept a war quite easily (Iraq, anyone?). Meaning, you can treat this "exploit" as good propaganda, and be perectly ok with human history.
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:18
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quote: Originally posted by Modo44
the in-game equivalent of an active harassing force is having fortified units on all border tiles. It is not very good, but forcing people to attack with one unit out of ten to be "honourble" is even worse in my opinion. |
No, the game equivalent is pretty clearly forts and the ZoC mechanism. Yes, if you have well manned forts (castles) in a FxxF (FxF?) arrangement around your land, an invading force is going to suffer if it bypasses them. But you're talking about one specific play style available late in the ancient age at the earliest. This does very little to address a broken game mechanism that would have a noticeable impact between two otherwise equally matched forces.
The "honor system" was a different suggestion, and I'm not sure what the details of it would be. The 'single trespassing unit attack' would be a distinct rule 100% enforceable as far as I can tell. Although I don't like adding more rules to the list, it seems like the best way to allow would-be agressors freedoms similar to SP without causing WH to be assigned backwards.
quote: One more thing. While the War Happiness is nice to have for the defender, it was just as often the attacker who was getting some. People are dumb, and can be moved to accept a war quite easily (Iraq, anyone?). Meaning, you can treat this "exploit" as good propaganda, and be perectly ok with human history. |
I have little idea what how your local media has portrayed the situation, but my first hand experience is that the WTC/Pentagon attacks stirred US patriotic fervor, and it began to disappear soon after the present administration spun the circumstances into a reason to conquer Iraq.
The game is of course a gross simplification of reality, but I think the designers did an amazing approximation of citizens' moods in general, at least in SP. 
Last edited by Rommel2D on 06-03-2005 at 05:01
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