Minou
King
- Joined
- Apr 19, 2013
- Messages
- 845
I used to play and post in the Civ IV GOTM competition. As I recall, there used to be a Hall of Fame mod for Civ IV that prevented some exploits as well as logged restarts. I played Civ IV for years, and really enjoyed Civ VI at first, but as I have personally improved the game has gotten much less interesting because there are too many game-breaking exploits. Chop overflow felt kind of gimmicky, but to me it never ruined the game as it at least required some skill planning the timing of policies. However, the new pillage scaling completely ruins the game for me - I haven't finished a game since that change.
So my question is, do players currently ban any exploits for serious games / records? Some things that I wondered about:
1. Pillaging currently seems so broken that it is laughable. I can't believe pillage scaling was added to the game without anyone realizing how terrible it was. I guess it is possible to intentionally never pillage, but that is not ideal. I always enjoyed the small boost in the early game, especially pillaging a Holy Site for a Pantheon if I have no other source of faith.
2. Goddess of the Harvest always felt grossly overpowered and it seems way worse now with Monumentality. I wish it just gave the base cost of a chop in faith (i.e. always 20f throughout the game instead of scaling). That would make it a still strong Pantheon, but not the best choice in 99.9% of games. It kind of ruins games for me because the random act of getting Harvest or not ends up being more important to victory time than almost everything else including early city states, neighboring Civs, starting resources, etc.
3. Neighborhood gold seems broken as currently implemented. If you had to actually finish the Neighborhood to get the gold, this policy would make perfect sense but just placing them everywhere for thousands of gold feels like a bug to me. I was usually too lazy with planning o make get truly obscene amounts in the vanilla version, but now that the card gives 100g instead of 50g it feels like its gone too far.
4. Trading a resource for lump sum gold and declaring seems broken to me as well. It does not seem balanced to trade a resource for 200 lump gold, declare, and sell it again the next turn. If the game made you wait 30 turns to get the resource back, that would be fine. In my games I never trade for lump gold if I plan to attack in the next 30 turns, though I am perfectly happy to trade for gold per turn and then declare at any point. I think Victoria has commented about playing this way.
Interested to hear if there are generally accepted restrictions on any of these in competitive play, and whether people feel there is any hope any of these will be fixed by a future patch.
So my question is, do players currently ban any exploits for serious games / records? Some things that I wondered about:
1. Pillaging currently seems so broken that it is laughable. I can't believe pillage scaling was added to the game without anyone realizing how terrible it was. I guess it is possible to intentionally never pillage, but that is not ideal. I always enjoyed the small boost in the early game, especially pillaging a Holy Site for a Pantheon if I have no other source of faith.
2. Goddess of the Harvest always felt grossly overpowered and it seems way worse now with Monumentality. I wish it just gave the base cost of a chop in faith (i.e. always 20f throughout the game instead of scaling). That would make it a still strong Pantheon, but not the best choice in 99.9% of games. It kind of ruins games for me because the random act of getting Harvest or not ends up being more important to victory time than almost everything else including early city states, neighboring Civs, starting resources, etc.
3. Neighborhood gold seems broken as currently implemented. If you had to actually finish the Neighborhood to get the gold, this policy would make perfect sense but just placing them everywhere for thousands of gold feels like a bug to me. I was usually too lazy with planning o make get truly obscene amounts in the vanilla version, but now that the card gives 100g instead of 50g it feels like its gone too far.
4. Trading a resource for lump sum gold and declaring seems broken to me as well. It does not seem balanced to trade a resource for 200 lump gold, declare, and sell it again the next turn. If the game made you wait 30 turns to get the resource back, that would be fine. In my games I never trade for lump gold if I plan to attack in the next 30 turns, though I am perfectly happy to trade for gold per turn and then declare at any point. I think Victoria has commented about playing this way.
Interested to hear if there are generally accepted restrictions on any of these in competitive play, and whether people feel there is any hope any of these will be fixed by a future patch.