'empty' isolated continent start

We got the request, have looked at the thread, and have tentatively concluded that a split would take a good bit of work. The thread is pretty gnarled up, with some posts focusing only on the OP's isolated start issues and others focusing on worker steals and other exploits, but most addressing a mix of those and other issues. I'll take another look (perhaps most of the last page or so might do as a new thread), but if we do try to split out various posts into a new thread, I fear that context for some posts will be lost and subsequent readers may have difficulty following the discussion.
 
I don't understand where this view comes from that it is exploiting the AI. The AI does not hesitate to steal my workers.

Yes, it does. I can have my worker 3 tiles out from a city with no defending units...and an AI scout won't declare war and swoop in to take it. When the AI starts doing that, you might have a point.

Pillage is not just about healing. It is about gold.

How much gold does it actually get you? I seem to recall it giving like...7...gold per pillage. Which means you're spending 2 units worth of upkeep to pillage that per turn. Seems that would be barely gold positive.

Or am I misremembering and it's far more? I rarely pillage because I don't want to repair all the tiles and don't need the health.

Also, to be fair, this is the first time I've seen anyone talk about the gold factor -- the thing focused on is the healing during offensive far.

The fact is that it makes no sense in terms of lore to heal another civs tiles. Imagine the Russian army cleaning up a farm and making it workable again, then razing it to the ground as per their original scorched earth policy. And repeating this.

Oh, I know. Never said it did. Just said it seemed to be much less common and much smaller of an advantage that early worker steals. The concept itself is insane.

I take it from this that you aren't much of a warmonger at all. I often have 30+ workers, almost all of whom will be at the front line because there's almost nothing for them to do back home.

I don't generally warmonger, though, though when I do I tend to do so efficiently. Like wiping out a Civ with 2-3 Rocket Artillery and a few SAMs. Or 2-3 Artillery and some Calvary. Or 3-4 Crossbowmen and a Knight or two.

Obviously that's less suited (aka not suited) to clearing a map of 7 capitals in a 100 space turn. Normally I wind up deleting workers because their upkeep is just draining my gold otherwise.

That's why I asked you whether you condemn it in the same terms. You ought to, if you are being consistent. It's completely broken.

*If* you can convince me it's broken on the same level (and depending on what the pillage gold is worth I might wind up being convinced) I'll happily condemn it in the same terms (or close to it). The reason I say "or close to it" is because, like I said, it's not relevant in every single game like worker stealing is.

Also, on a somewhat related note, I'll also point out this only works on Quick/Standard. On Marathon, for example, it takes 8 turns to repair a tile normally and 5 with Liberty/Pyramids. But worker stealing, if anything, is even better on Marathon.

I don't think the act of worker stealing is an exploit, but the way the AI behaves afterward can be considered an exploit.

A good way to describe it.

  • I don’t see it being advocated (on these forums) as a basic core strategy worthy of emmulation. (It is more just something people make others aware of.)

Indeed.
 
You can get 20-30 gold for pillaging certain tiles. When you immediately heal it and then pillage it again, on multiple tiles, every turn, on a nice big tradition city like Addis Ababa or something like that, you can get crazy amounts of gold. Sorry that you didn't know this.
 
Is there a formula that determines the pillage gold?

But yes, if you can effectively get 15+ gpt (net gain) per worker/unit pair, that's very broken.

Actually, it can be 20-30 gold per pillage. After you heal it, it's doubled.

Don't know about the formula, but it's complicated. Not all pastures and farms have the same value. It could be RNG, not sure.

I just reloaded a game for a test and got 7, 15, 22, 28 and 18 from different tiles - a mixture of pastures and farms.
 
Actually, it can be 20-30 gold per pillage.

Right, but you're also paying maintenance on the two units doing the pillaging. So you don't keep all of that gold, in effect.

After you heal it, it's doubled.

What do you mean here? You can only heal it once per turn, no?

I just reloaded a game for a test and got 7, 15, 22, 28 and 18 from different tiles - a mixture of pastures and farms.

And no discernible pattern? Like pastures (with extra tile yield) being worth more than farms?
 
And no discernible pattern? Like pastures (with extra tile yield) being worth more than farms?

Farms are, I think worth more. I've not been able to find a pattern, but I'm not looking that hard, in all honesty. Pillage heal is automatic for me, and takes less than a second. Even if I don't have the Pyramids and have no policies in Liberty, I still pillage heal because, in all honesty, I have so many workers on the front line I may as well put them to some use.
 
Even if I don't have the Pyramids and have no policies in Liberty, I still pillage heal because, in all honesty, I have so many workers on the front line I may as well put them to some use.

I see. In short, you're not saying bringing a worker to the front lines to pillage/heal during a siege is broken, you're saying that mass "farming" tiles with 20+ workers via pillage/heal is broken.
 
No, I think that a worker should not be able to heal enemy tiles.

However, all the while this is available, I will use it because the Deity AI gets all kinds of absurd advantages. In my latest game Alex had 250GPT before T100.
 
No, I think that a worker should not be able to heal enemy tiles.

However, all the while this is available, I will use it because the Deity AI gets all kinds of absurd advantages. In my latest game Alex had 250GPT before T100.

^ THIS.

the AI get advantages left and right on Deity. It already borders on silliness.
The fact that the better players can still breeze through it and regularly get turn ~200 wins is impressive.

I would be happy if repairing enemy tiles just required 400% more time. That would basically solve the problem. its only an exploit worth exploiting because you can do it every turn.

I would also be happy if there was a checkbox option to disable repair of foreign tiles, so people could play without it, maybe even create weekly chalenges with that option checked. Pipe dreams!

I still struggle with turn 340 wins on deity.
Do I worker steal ? Yes.
Do I pillage / heal / repair? sometimes.
Do I pillage repair pillage for gold on a neutral tile ? almost never.
 
I think gold should be gained from pillaging. But that the enemy has to repair it before you can pillage it again. Isn't this obvious? Pillaging is not what is broken - pillage-healing is.
 
Actually pillage healing isn't the problem. Pillaging the first time, for gold and 25 HP, is OK. It's repairing the pillaged improvement and re-pillaging, for more gold and HP, and then doing it again, and again, that's arguably broken.
 
Sorry I meant pillage-repair. Just to be clear.
 
Isn't this obvious? Pillaging is not what is broken - pillage-healing is.

I'm aware. I was literally asking that if only unit health could be gained by pillaging, would you be as concerned? That's obviously not the case in the current game, it's a hypothetical situation.

It kind of makes me wonder what would happen if it cost, say, 10g to repair a pillaged title. Free to build initially since you have the raw resources/materials...but then that gets pillaged so you have to provide new ones.
 
I don't know how related this is, but if you like razing cities or have the Friendly Neighborhood Huns Garbage Disposal at your disposal, you can end up with a really rad medbay, completely for free, just have workers repairing it in force and then drag your wounded guys to heal up. It's hardly a waste of time because if you roaded it all up and it's all horse units mostly, then they really are able to zip to and fro in only a few turns while you have a replacement ready anyway
 
I'm aware. I was literally asking that if only unit health could be gained by pillaging, would you be as concerned? That's obviously not the case in the current game, it's a hypothetical situation.

It kind of makes me wonder what would happen if it cost, say, 10g to repair a pillaged title. Free to build initially since you have the raw resources/materials...but then that gets pillaged so you have to provide new ones.

I'd just disallow repairing in an enemy/neutral territory, it makes very little sense to be in the game.
 
I'd just disallow repairing in an enemy/neutral territory, it makes very little sense to be in the game.

I'd say enemy and *completely* neutral territory.

There have been times where I was trying to help repair the lands of an AI who I had as an "ally" -- things like they got attacked and pillaged, I helped fight off the aggressor, then I helped repair their lands.

Or, in short: if you can pillage the tile without it sparking a war, you can't repair it.
 
You could just say that repair rules follow open borders rules.

That still leaves the exploit after a city burns down.

The test “if you can pillage the tile without it sparking a war, you can't repair it” gets at that.
 
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