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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by Zedd
I think the reasoning for that is in MP games the unit is not abailable until next turn automaticly. |
In MP game the unit can move automatically. In a MP game with a 6-civ alliance we could send a group of Chariots II in the core of Assyrian territory within one turn . This is why we added the requirement that the unit must not move one turn with the new owner.
I can agree with any rule that would limit rehoming units , but I think rules should be clear and unambiguous. Terms 'natural flow of the game' and 'city in danger' are indefinite for me.
I have an idea:
What about this rule:
You cannot give a unit that is homed in a city that sees enemy units.
(A city sees
units with attack<>0 : 2 squares away
other units : only adjacent squares)
Edit
Maybe the rule should be harder:
You cannot give a unit if you see any enemy unit 3 squares from the home city.
The rule is unambiguos and the attacker knows when the units of the target may be rehomed and when not.
And an additional rule:
You can swap a unit back and forth within one MP session only if the unit was homed in a foreign city. (In other words this technique may be used only to stop units from not to eat a shield of support)
Last edited by SlowThinker on 17-06-2005 at 18:17
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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I edited the last post.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by Zedd
While it is true Assyria was the one to attack babylon, from Dedanu's accounts it was justifiable. |
Such an impudence! Before the Assyrian attack Dedanu never complained there should exist any debts that Babylon isn't paying. Conversely he accepted the information from our Diplomatic System and attacked sneakily in the same moment.
quote: Even now while under attack from EVERYONE, any attack I make against my deadliest enemy's will be mis-construed into an intollerable act of agression. |
In our humble opinion now this is a war, we understand you are fighting. But the war itself is an intollerable act of agression that started when Assyria attacked 5 civs.
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Kull

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El Paso, TX USA
Mar 1999 time: 22:22
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What I'm trying to avoid here is the necessity for players to have to consult a 50-page set of rules full of "thou shalts" and "shalt nots", all laid out in excruciating detail, before they can take their turn.
In that respect, my rule was TOO complicated - it would suffice to say "Units shall not be exchanged if the sole purpose is to achieve an exploit". So what would an exploit be? Something you do you only - or mostly - to avoid normal in-game mechanics or consequences. Here's an example of each:
1) Mechanics Avoidance: Exchanging units solely to do away with a shield support requirement. This is clearly an exploit because it seeks to avoid the "normal" civ2 requirement that units are homed to a city, and thereby consume shields, Civ2s primitive method for simulating logistics.
2) Consequences Avoidance: Gifting units that are homed to an endangered city is an exploit IF you wouldn't have given them away otherwise. Maybe that seems vague, but really, is it THAT difficult to understand? Here's a simple test. Before you give the unit away, look in the mirror and ask yourself, "would I be doing this if the city wasn't in danger"? If you can justify it to your conscience, then fine, move on.
I'm sure the occaisonal gray area will crop up, but we can always discuss it - as happened in this case.
On a somewhat related matter, I'd like to note for the record that allowing the use of both MP and Civdip to achieve the same result has "exploit" written all over it. I'm by no means an expert on either, but lets look at unit gifting as an example - MP unit exchange involves an automatic rehoming while civdip does not.
In the context of our game, you can see that CivDip is a great way to transfer units to avoid paying shield support, while MP is preferable when rehoming is advantageous (such as when the home city is in danger). Maybe I'm missing something, but this doesn't sound so great.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by Kull
1) Mechanics Avoidance: Exchanging units solely to do away with a shield support requirement. |
OK ... a hypothetic example: let us say Babylonians don't have the Bronze weapons and Persians build veteran units for Babs and now Babylon has 30 vet units homed in Persia.
This way the Bab/Persian Alliance may save 20 shields per turn and it is allowed (by Kull's proposed rule). This doesn't sound good.
Another example:
With your 'simple rule' it is possible that two civs exchange caravan on a regular basis. They don't care about revenues very much, possibly they don't know the theory of caravan in detail. By accident they double or triple their revenue, but they don't know about it and therefore it is legal (by Kull's proposed rule).
I know rules are long, but they are well organized. About trading units there is one paragraph only, and it is not so hard to read it.
quote: Gifting units that are homed to an endangered city is an exploit IF you wouldn't have given them away otherwise. ... Before you give the unit away, look in the mirror and ask yourself, "would I be doing this if the city wasn't in danger"? If you can justify it to your conscience, then fine, move on. |
I don't see how should I deduce this paragraph from your simple one-sentence rule("Units shall not be exchanged if the sole purpose is to achieve an exploit"). There is nothing about 'endangered city' in your rule.
How shall I know what is an exploit and what is not?
I consider it is natural units get rehomed if passed to another civ, also it is natural I don't want they are destructed.
Imagine a city building a Granary, then the city gets in a danger and I switch the Granary to City Walls. I wouldn't be doing this if the city wasn't in danger. Is it an exploit?
Compare the case of units gifted to another civ and the example with Granary/Walls. Is there any diference?
The game allows to give units without any penalization, and similarly to change production to walls without a penalization. It might be better if there was some penalization, but there isn't.
(What I consider to be questionable is if the gifted unit would be given back, and so the only purpose of the swap would be to rehome the unit to another city.)
quote: I'm by no means an expert on either, but lets look at unit gifting as an example - MP unit exchange involves an automatic rehoming while civdip does not. |
I agree.
IMO 2 rules would suffice to deal with it. One to limit the MP gifting, another one to control the CivDip gifting.
Last edited by SlowThinker on 18-06-2005 at 14:03
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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Kull, I hope the idea of my last post is clear: I wanted to say that the interpretation of "natural flow of the game" will change from one player to another one. Threfore such a simple rule can't work IMHO.
quote: Go ahead and come up with pages of rules, ST - just don't expect me to remember them all! |
I think we were always permissive concerning the rules and they are half-official.
And I think if you don't trade unit massively you needn't care about this part of the rules.
quote: the "Normal" civ2 method for Single Player unit swapping (i.e. through the foreign minister) automatically turns all gifted units into "None" for support. Which means the game INTENDED that gifted units not be supported. |
IMO that means there is another bug in the game rather that it was intended.
I never used the foreign minister swap because I knew it needn't work. THerefore I didn't know about that.
But I think creating NONE units by foreign minister swap should be forbidden.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by Zedd
Personally I think its part of the game and not an exploit, but a limit of 1 per city would be acceptable. |
I think Zedd's opinion is most weighty, since he is the main person that should protest against exploits around unit giving.
I would only suggest the 3-squares rule rather than 1 per city.
One reason is that '1-per city' rule is quite soft (a city homes about 3 units and the city is usually in a danger during several turns. So there would be enough of time to give all units out.)
quote: "no IM's in all caps, and don't take advantage of the unit gifting by back-gifting multiple units." |
What is IM?
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Zedd
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Of Morr hill
May 2002 time: 00:22
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IM = Instant Messaging
I was just trying to use a well known rule of conduct.
In many battles where a city is under seige, there have been "defectors" who later join with thier larger forces or an allies forces. So the idea of gifting a unit (and in essence simulating this act) is not one I am opposed to. However, these types of defections don't usually happen in large quantities, so the rule of 1 would keep the number of "defectors" within reason.
quote: I would only suggest the 3-squares rule rather than 1 per city.
One reason is that '1-per city' rule is quite soft (a city homes about 3 units and the city is usually in a danger during several turns. So there would be enough of time to give all units out.) |
True, but if I have such an overwelming force that you feel you have to evacuate the city rather than attempt a defense, then I should be able to empty the city in the next turn anyway.
Likewise, if you have enough forces to hold off an attack for a couple turns why evacuate the city rather than try to hold it? Even if you do get 2 or 3 units out, the city still falls to the agressor.
Last edited by Zedd on 20-06-2005 at 17:43
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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In my original save I forgot to change production to a unit that shall be "created". So first I loaded the original save in MP mode and "continued my turn": I changed the production in the said city and re-saved.
Here is the save #2:
Attachment: bab_b2790 production changed.net
This has been downloaded 1 time(s).
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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Then my program hexedited the save #2 and raised number of shields in the said city. This way the final save was created. If you binary compare the save #2 and the final save you'll see only one byte changed: this is number of shields.
I am prepared to say the city name to SparrowHawk so that he checks everything is OK.
Next turns I want to recreate the original type of production and the original number of shields.
Attachment: the final save for Zedd
Attachment: bab_b2790 final save (after hexedit).net
This has been downloaded 1 time(s).
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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quote: Originally posted by Zedd
True, but if I have such an overwelming force that you feel you have to evacuate the city rather than attempt a defense, then I should be able to empty the city in the next turn anyway.
Likewise, if you have enough forces to hold off an attack for a couple turns why evacuate the city rather than try to hold it? Even if you do get 2 or 3 units out, the city still falls to the agressor. |
Zedd, don't forget the case is not about units in the city but about units homed in the city. These units may be far away from the city in danger.
quote: Originally posted by Kull
I'd still like to have a discussion about whether we should allow both MP and CivDip, since each method provides a different outcome for the same action (to me, this is rife with exploit potential) . I now know about the differences in unit gifting - what are the others? |
I think we need CivDip because it is comfortable and time-saving for us.
Unfortunately sometimes CivDip doesn't manage the support corectly, but we have MP connection which can solve this problem.
IMO the exploit potential is limited to problems we are talking about.
'what are the others?' ... what do you mean?
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:22
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The Bab headquarters got a detailed report from Er. Therefore the brief Bab report in the thread has been edited.
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All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
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