Simplicity is only useful insofar as its ability to allow people to apply it in a variety of situations. This "always go BW" nonsense reminds me of that "stop expanding at 60% science" crap that Sisituil posted in his guide years back; it can do players more harm than hurt in a lot of situations and that starts showing up way before top difficulties.
Agreed - the alternative, however, seems to be "play the map", which is completely useless.
I'll immediately concede that there's more than a little danger that "arbitrary" becomes a substitute for simple.
Even in a simplified format, people have to think.
Yes, but we can help a lot by putting the structure in place, illustrating what kinds of decisions are important, and how to think about deviations from a main line.
If I already knew precisely where I was going with this, I'd probably rattle off 10 games, and then present them in an order that emphasizes the main line, and calls out places where the situation justifies deviations from "the usual" play.
IMO this isn't quite the right way to put it. Obsolete "chases the shiny" and wins routinely on deity.
Obsolete... can beat Noble. "Once you win 20 in the show, you can let the fungus grow back on your shower shoes, and the press will think you're colorful!"
Those who ARE actively trying to improve will not benefit from canned openings, but rather from a frame of a goal that allows them to make choices that are closer to optimal.
The foundation of civ IV is not a script. That is the foundation of civ V. The foundation of civ IV is adapting play around basic goals.
I think we're actually fairly closely aligned here, thought the current presentation might not accurately reflect that. Which is one of the reasons why I'm trying to throw out games before crafting a guide.
Assuming a rookie can't even attempt this is an insult to them. Sure, they might make mistakes, but it's a hell of a lot better than just doing AG/AH/BW every time and ignoring their terrain/opponents/etc.
This bit, we disagree on. You don't teach a new player chess strategy by asking them to make the right choice of MCO. You tell them e4, and concentrate their attention on things that matter (not hanging pieces, king safety, etc).
I don't even feel a little bit guilty about encouraging players to learn the Spanish.
I offered a pretty simple frame for training settlers; get more citizens on improved special tiles. When that's your focus, the tradeoffs are more obvious.
There are really three "natural" choices, I think - keying off of improved specials (T20-25), keying off of tech (T30), keying off of the happy cap (T35). I picked the middle one as the main line on the grounds that (a) it gives time to see what the neighborhood looks like (b) "can we get on with it already?" and (c) it
feels normal to me.
I'm not at all sure I understand yet what kind of guidance to offer on fast settler tracks, so I'm deferring that idea for the moment (this map doesn't particularly call for it, so I'm leaving that off).
That said, I think that this is one of the areas where we actually agree - mostly. There's a basic decision about the initial settler to be considered at the T15 checkpoint.
That said, well reasoned objections are one of my best chances for actually getting this thing to work, so please keep them coming.