All in all, if there is a chance that the player gains an additional advantage against the AI with barbs turn off, then it seems like a good thing to require them to be on. (i.e. A player may need to be a little bit more skillful with them on than with them off.)
Simply put, this fails as an argument to force barbs on.
If you are going to open this can of worms, there is only one logical end-conclusion: the end of HoF and another XOTM series. Nothing more, nothing less. Virtually every setting on the list can be manipulated, through playing multiple starts, to give the human an advantage over the AI.
Was the AI ever the REAL opponent in HoF? Anybody remotely competitive for a top spot would probably say otherwise.
Realize that this argument goes against the entire precedence of existence of HoF, and that it undermines it. The statement I quoted can not be rationally used as an argument for the forced inclusion of barbs at this time.
Edit: Let me put it this way: I can, and have, used valid HoF submissions to beat civ IV deity. With the right, LEGAL settings in BUFFY, I can easily win my choice of VCs on that difficulty with consistency. I hold 0 top spots for deity in HoF.
Think about that. Think about what is the TRUE test of skill. Anyone can win a game by spamming it enough times; not everyone can wrest a top spot from Sun Tzu Wu/Ironhead/Lexad/PaulisKhan/take your pick.
Make no mistake, in the HoF mod, the AI is NOT the competition, the human players competing with your times are the real competition. Beating the AI is like beating level 1 of 8 in super mario world or breezing by an introductory boss in an rpg...the real challenge (and point) of HoF is what you can do compared against other players. I don't think you can rationalize a different reason, given the front-page display of finish times.
So when you start thinking about settings and whether they give an "additional advantage", why not ask yourself "does this feature give someone playing less skillfully an additional advantage against top composition"?
I don't find the arguement for optimized setups being a good thing for competition particularly appealling. It can be just another form of advantage like having more time. In this case, it would be knowledge of the Civ's XML values and what they mean for picking the best opponents for a given setup. The strategy forum and posted articles fill the role that MapFinder does for time. Not that everyone is aware of them or use them.
You might not find that argument appealing, but you can't escape from the reality: right now, HoF has no means to replicate comparable situations on a game-to-game basis using different maps such that even the same player going for the same VC with the same basic approach would have a consistent outcome. Now, we're throwing in wrenches like RNG map-spawn and MANY different humans. An optimized setup, barring any means of policing suboptimal setups on a consistent basis, is the only reasonable approach to maximizing the impact of skill on HoF results.
However, there's also a fundamental argument in favor of optimized approaches: HoF stretches the player toward showcasing what is possible in order to get a top slot. The very best times ever submitted can, in FACT, only be attained by an optimized setup. With the rules you're wanting to put in, there would never have been a BCs space win and the people holding lead positions in the HoF roster would likely be different; and I've yet so see any convincing argument that the different players would be better. In likelihood, but increasing the impact of chance they're statistically more likely to be worse, but still hold HoF spots. Please please PLEASE don't deliberately go that route.
Randomness is part of the game. It is not possible to eliminate. I think the more skilled players are bothered by it more than the rest of us, though.
Yes, randomness is part of the game by design (noticed its reduced impact in civ V though). However, in a contest to determine skill, the goal should be to take the impact of random-ness to its theoretical minimum; THAT is the level of RNG nonsense that requires the fewest #games to filter out the "noise" and tend to represent the outcomes of skillful play. Once again, that can only be done under optimized settings, otherwise it will simply become "optimized settings based on whatever ill-conceived or foolish constraints might be placed on competition". Some people like those kinds of shenanigans. They're probably the same people who enjoy watching metronome battles in pokemon or something. HoF is NOT the place for this nonsense, and never has been/will be so long as it purported/purportss to represent an actual competition between players.
Throwing in mindless non-strategic hassle for players is not going to make HoF a deeper experience. Limiting player options arbitrarily is not going to make HoF a better experience. Frankly, I'm still disappointed that this topic is even being considered, let alone that it has such support. It's amazingly terrible.
How does always playing against the optimal set of opponents, developing strategies that won't work if you have a more difficult set of opponents, encourage an increase of skill?
Think about the point of HoF and try something a bit more relevant. If you can't think of a good reason why players under the same conditions as top competition have incentive to improve, it's a major reach to believe you know what you're talking about in this thread at all. Surely, you can think of a reason or two ^_^.
To me, I play the game because it's fun. Removing flavour stuff, removing random things that might or might give you a boost, I don't see the point. It makes it less entertaining to me. Someone with more time to reroll but less skill than me might beat some of my times. Big deal.
It might not be a big deal to someone who is openly admitting no interest in actually competing within HoF, but to players who are trying to reach that #1 spot, it absolutely is a big deal. Where is the "fun" for the people who are really vying against each other for the best finishes possible? Where is the "fun" in forcing other people to play settings they don't wish to play?
I especially don't see the point of removing minor random events, like an annoyingly timed barb costing you a turn or two, or a hut, when things that have a much bigger effect can't be changed. Such as the difference between having 3 maritime CS nearby rather than 3 militaristic ones. If you want to remove as much randomness as possible, test your skills as directly as possible against somebody else, then there's multiplayer or GOTM. HOF will automatically have random factors that can make a game 5-10 turns better or worse, simply due to neighbour location, types of CS, where coal or aluminium appears, etc. I don't see the point of wanting to remove the few turns difference that barbarians or huts may make, because it's still going to be the case that if a table is competitive enough, luck will be the difference between finishing #1 & #2. A very good player will be able to be consistently near the top of a wide variety of competitive tables. We'll still know who those very good players are.
Some variation of this painfully ignorant argument crops up every time a competition has the option of leaving a "luck feature" in the game or not. It's like clockwork...and every single time it's based on the same flawed understanding.
Those two turns could snowball into the difference between a new record or quitting the game in frustration after playing for hours because you're falling just 1 turn short. Yes, every random factor can do that, and EACH AND EVERY ONE increases the "noise" in showing an actual best submission, requiring more games and more time by each player to normalize. Basically, people who want chance elements in the game want more noise, and can't really come up with valid reasons that people other than themselves should be compelled to deal with said noise.
Do you guys know what the fun part of this thread is? The REALLY FUN PART?
The premise of the thread itself somewhat of a joke.
This thread could have just as easily been titled "Allow Barbarians"? Comically, such a thread would be equally or MORE valid for HoF consideration. Why add random noise to a game that will blur good games and bad ones beyond what they need? Why add nuisance, hassle, and remove careful planning based on reasonably-accounted for factors (not getting units ninja-attacked from 3 tiles away the turn a barb spawns, and barbs CAN move after spawning).
So, in order to break a long-standing, competitive ruleset and FORCE barbarians on, what arguments are we really getting, hmmmmmmm? Where is the evidence
- That barbs on or off is materially beneficial? Who has #'s for this? ROI estimates based on units needed/difficulty to clear camps, average #camps? etc? I don't find in necessary to follow in terrible footsteps of firaxis and change something at random (yes, random) without proof of it being better one way or the other. Put it up, proponents of MUST HAZ BARBS. I'm sure ALL of us would like to see it.
- That barbs on or off ~actually~ helps or hinders the AI? This is a pretty bold claim for people who can't even think of why there's incentive to perform well within HoF, too. These assumptions are ridiculous.
- That one setting or the other reliably enhances the player's depth of decision-making, when compared against the necessary # of actions he/she must take?
I say that barbs spawn in water more than land and that water barbs are harder than land barbs because of movement and that 99% of games are decided by water barbs.
You know what the difference between that and most of the arguments on this thread in favor of forcing barbs on is?
None. People are pulling things from places one shouldn't pull, a lot.
You can't go with majority opinion here, either. That won't suffice and never has in HoF or even standard civ. An OVERWHELMING majority of civ IV and even V players never see deity, let along know what it's like to play there. On top of that, most civ IV players didn't understand the ridiculous variance in ROI that a scientist that leads to a GS has against some of their favorite alternatives. Most players still don't realize that 100's and 100's of beakers/turn are possible by early ADs w/o mids, or that you can have tanks on deity by the 1400's AD with a crappy leader if you're willing to put the time in to precision micro. So when the majority of people come on here blowing hot air about this feature or that feature being important or overpowered or whatever it is they're saying...ask for an analysis.
Show it to me. Show me the BIG HELP against the AI that this setting is going to give humans game-in and game-out. You on this thread who wish to limit the options of the HoF metagame before it even takes off, show us that you actually know what you're talking about, and that you have a good reason to break HoF traditions and deliberately add extra luck-based outcomes; a "feature" normally reserved for games that embrace fake difficulty. Show it to all of us. U_Sun did it when comparing cottages to specs to hammers. DaveMCW did it when he broke down whether working a cottage or an alternative tile is better. One could easily look at the repercussions of "no tech trading" or turning city states off and quantify them.
Or, if everyone is being lazy (as I am here), there IS NO BASIS for limiting player options of any kind, excepting gauntlets which certainly can narrow rule-sets to whatever the mods/player base sees fit as changeups. Banning options that nobody has ever, EVER quantified is not good practice, however. Firaxis pulls this crap too, but that doesn't mean that the esteemed and long-time great mod community has to follow suit.
Sorry for being a bit lengthy here, but IMO this has a BIG impact on the long-term viability/mentality of HoF play, not just on this issue but on future ones as well.