TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
An analogy might be: Suppose someone found a trick to win domination without ever going to war, which was virtually guaranteed to give faster victories than actually going to war. Imagine how all the people who play civ because the enjoy the strategies behind warring and attacking cities would feel..
That's possible actually, although it hasn't set any records. I don't think it could...
However, your hypothetical is lacking in necessary information for it to be comparable to this situation.
Whatever the merits of being able to play the new espionage tactic might be, that would undoubtedly be a huge loss for many players. I don't think we can lightly take a decision that would have that consequence.
The loss of CtE before it even gets started would be equally sad. Espionage has never been exceedingly popular in competitive play.
You're arguing that the scope is different, but I'm not sure that's true in every case of "X". For example, space race players might *want* to play totally peacefully, but can't do so and stay competitive. Conquest players might not *want* to take vassals, but absolutely have to if they want to stay competitive. These things absolutely do alter the entire way a victory condition is approached also. When you create a rule that "allows" one style of play to be competitively viable by killing another, you also take away the potential fun in that other option...to the point where players aren't even allowed to attempt it. That tends to be a net loss.
In the end, there is a difference between something that has been around and a part of people's lives for some years and something that is completely new. When something has been a part of people's lives, people get an emotional attachment to it. It starts to mean a lot to them. And it seems to me that is something we have to respect.
I think it's fine to respect people's feelings, however I'm not sure how appropriate it is to selectively choose which feelings and to what extent in a competitive model. If left up to me, I would likely separate CtE as a victory condition if possible, but not ban it. This opens up the possibility to use either approach to
(or an odd game requiring both --> six legendary cities) that wouldn't exist if you ban CtE outright. If that isn't possible, however, it's hard to justify fairly banning this tactic independently from others.What I haven't yet seen is an argument for why that makes it worth taking away from those players who like traditional culture games their entire way of playing Civ (at least competitively). Do you have an answer to that problem?
Shifting the burden is it? Nevertheless, I do have a solid reason: both traditional
and CtE are objectively part of BTS. They share in micromanagement planning, they share in benefit from mathematical calculation, and they even share in very careful GPP management. They both follow the general premise of civ IV: prioritizing yields of a certain variety to reach a goal within constraints.SGOTM and BOTM are competitions between teams playing Civilization IV BTS. Despite the late date at which it has been discovered as faster, CtE is every single bit as valid of a VC method as traditional culture within the game's rules. While it is sad perhaps that the majority of BTS players have approached
in a non-optimized way for so long, it is nevertheless exciting that even at this point, people are improving their play at civ IV by uncovering more efficient means of accomplishing their goals. If we alter this rule, we take away what is a key addition to BTS. If you insist that CtE "takes away" from those who prefer the traditional approach, it is also reasonable to conclude that removing CtE "takes away" espionage as well as the ability to play unmodified civ IV BTS from the players in SGOTM...something that really hasn't been done on such a scale before and indeed something that goes against SGOTM's precedent of allowing RLDV.Degeneracy is a mathematical term:Wiki . I think you are a bit to sensitive. Please calm down and let us agree to disagree.
From your source: "degenerate case is a limiting case in which a class of object changes its nature so as to belong to another, usually simpler, class."
I believe the implication that CtE is a simpler approach to culture than the traditional approach is not conducive to a fair discussion between the two tactics...the implication being that a simpler approach to a core VC would remove some depth. In light of the time this tactic took to discover as well as the core micromanagement remaining intact, I do not believe it is appropriate to assert a loss of depth at this time.


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,
)
, GPP and
) to attain the
or
), just as military conquests rely on RNG to a degree. However, if we start using this as a basis for banning tactics, we open a rather giant (and even MORE contreversial) can of worms, and that's too rich for my blood in this particular thread. One hot debate at a time!