No, there are no more barbarian surprises.
Somehow, I find the uproar over this a little silly. Dave doesn't want the advantage skewed one way, and he was given the right to choose how to set the map up.
Haven't some of you realized that map layout can cause a FAR GREATER impact on the game than any single wonder, even that one? What if Dave hands only one civ marble/stone? What if one side is given bfc metal and a close spawn to someone else? Every single decision about the map has influence on the potential for traits and civs to influence the outcome of the game. And yet for one singular decision that if we guess the reasoning is not even the biggest deciding factor on the map, we're hitting multiple thread pages.
Someone who picked IND or ORG can whine over this all they like, but keep in mind that a water map puts others at a disadvantage too, if it is a water map. More importantly, if this wonder is so strong based on his decisions that it gives one side a controlling advantage, it makes sense to curtail the game being decided or largely decided in the 1000's BC.
The map, as a controlled setting, is different from random generations, and therefore we are expected to adapt...and the complaint is over a WONDER, one which we're informed from turn 0 that we can't attain?
...
So if this was to be a sea based map the teams should have known before they pick!
There are 2 things that need to be made clear.
First is the taking the great lighthouse out of the game. This is of no specific importance as it is for all and infact it is a good decision to make on water maps.
Second and in my opinion the real issue, is that the map was made sea based (as the great lighhouse ban indicates), without telling teams before they pick civs that the map will be seabased.
As a result, and if the map is infact seabased, Sirious who picked Dutch, have a BIG advandage due to their unique building. CDZ who picked Vikings also have a BIG advantage due to their extra move navy and their amphibious maces. If they win circumnavigation as well that will be 2 extra move navy, in effect impossible for anyone to protect multiple coastal cities.
These are facts!
As an example I only mention that CDZ in their internal pitboss game, chose to use No city razing option, because they recognize the fact that it is imposibble to protect multiple coastal cities from naval rushes...never mind defending from units that have 2 move advantage!
So if this was to be a sea based map the teams should have known before they pick!
There are 2 things that need to be made clear.
First is the taking the great lighthouse out of the game. This is of no specific importance as it is for all and infact it is a good decision to make on water maps.
Second and in my opinion the real issue, is that the map was made sea based (as the great lighhouse ban indicates), without telling teams before they pick civs that the map will be seabased.
As a result, and if the map is infact seabased, Sirious who picked Dutch, have a BIG advandage due to their unique building. CDZ who picked Vikings also have a BIG advantage due to their extra move navy and their amphibious maces. If they win circumnavigation as well that will be 2 extra move navy, in effect impossible for anyone to protect multiple coastal cities.
These are facts!
As an example I only mention that CDZ in their internal pitboss game, chose to use No city razing option, because they recognize the fact that it is imposibble to protect multiple coastal cities from naval rushes...never mind defending from units that have 2 move advantage!
So if this was to be a sea based map the teams should have known before they pick!
Now since this is a diplo game, diplomacy will determine alot, true, but I don't see the point of getting a BIG advantage from the getoff, just because the mapmaker does not realize the implications of what he is doing.
However, alll this is theory, that I felt needed to be clarified so that everyone is clear on what the argument is and people don't say it is silly whinning.....actually I have faith that Dave has thought of all this when he made the map and that we are trully in for a nice unique map design and an enjoyable roughly balanced game.
So if this was to be a sea based map the teams should have known before they pick!
Now with regard to the internal game, which was started ages ago, this No city razing option was only picked as something different to try, not due to any recognition of anything at all. We've played games where it has been allowed, generally the only constant has been no tech trading so i'm not sure of the relevance of that point.
barbu197728-09-2009, 17:30
Map maker reporting.
- With Indiansmoke, we are now 15, 16 will be maximum number for the map I have in mind.
- I think Espionage is good. And will remain on. If you don't like it, don't use it but others may take advantage of it.
- City razing is off, mainly to prevent late game coastal city razing without real chance for retaliation.
- We will not use BUFFY. The KISS principle applies here (keep it simple, stupid)
- 2 settlers does speed up things alot.
Matrix29-09-2009, 14:28
I myself am away from thursday till wednesday, but in the weekend I'll probably have internet and Civ4 available.
I'm not afraid of the settler-spawning-bad-city-placements-tactic, because that definitely won't help towards your victory. You're just screwing it up for yourself and possibly your opponent.
I think what makes the biggest difference is the presence of water. If we're playing on an archipelago map, city razing is a must IMO. On a pangaea map I agree city razing has more advantages than disadvantages.
I sense a poll is coming up... [rolleyes]
Matrix30-09-2009, 02:22
I think it's sufficient to disallow razing after an amphibious attack, as barbu1977 suggested. Attacking from sea gives you so many targets at the same time, that's the only problem I have with city razing. You just can't defend yourself against that (as I have proven in the last pitboss on Earth, against Darkness and IanDC).
Azza30-09-2009, 09:20
I think it's sufficient to disallow razing after an amphibious attack, as barbu1977 suggested. Attacking from sea gives you so many targets at the same time, that's the only problem I have with city razing. You just can't defend yourself against that (as I have proven in the last pitboss on Earth, against Darkness and IanDC).
I think that's definitely the most important reason for having a rule against city razing.