TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
Okay..............let's try this again!
Civ HoF is a competitive setting. Logically, in competitive settings there should exist rules for the competition to make it a more balanced and (on a game to game basis) comparable experience. In the below paragraphs I will build the case that the current civ V HoF rules do not support the spirit of HoF and are sub-ideal for usage in a competitive setting. The following are rules that are questionable in current civ V HoF and merit serious, objective discussion.
For each of these, can anyone offer *concrete*, objective reasons for their existence as rules in HoF? We'll see. The reason concrete, objective reasons are required is because HoF is a competitive setting that allows players to use all of their options at their disposal in order to get the best times. Without proof that a mechanic is overly luck reliant or offers a material advantage over not having it (or vice versa), a ban is by definition arbitrary. Let's make sure none of these rules are as such...:
Play sessions should be at least half an hour in duration. Submissions with play sessions less than half an hour risk rejection: Although Civ V's poor coding makes it virtually impossible to attain sub half-hour times, it's been proven possible and there's no actual reason such a game if played to completion can't be competitive...especially if it *doesn't* count time between turns !
Social Policy Saving: I've asked time and again of Firaxis and in general for some objective, concrete proof that this setting is imbalanced. I've yet to see it. I have a strong suspicion that it doesn't exist yet (and thusly was not given the chance to exist) because not even some of the most respected deity players I know have come up with anything concrete.
What banning this setting does is reduce the number of possible ways to approach a game, in the game format *best equipped* to determine if they're too strong through actual evidence! Even civ IV Inca (which inappropriately kept its ban in all gauntlet settings!) was given a better chance than this! This setting has not been explored to its potential and there has been scant little discussion of it in HoF.
Random Personalities: Makes sense in gauntlets where certain opponents are forced and the designer intends for the player to deal with those specific personalities. I'd be very interested to see a legit argument for banning this in general HoF. Possibly for consistency? Maybe to prevent "ideal" matchups of leader personality + uu/ub/UA? This is again something that has obviously not been explored to its potential at a high level of play, and it seems particularly odd when compared against some other options that are allowed or disallowed.
No Barbarians: This one strikes a nerve with me. A thread was opened regarding this rule; everyone was given an opportunity to provide proof that this mechanic offered a material advantage over comparable settings allowed. I asked for numbers in this thread to showcase why something traditionally allowed in HoF was banned. I presented evidence that civ V barbs are actually less threatening than in IV potentially, and far more abuse-able. These things were not refuted, and so not only I but also experienced players like Sun Tzu Wu were ignored without explanation and this rule was forced through on (I guess) popular vote despite the OP specifically stating that it was not a democratic election for the rule. HoF rule page offers no explanation for this rule, either. What is the concrete reason for this rule, and why was I and players far better than myself (and very active in actual submissions) flatly ignored? Being unable to counter our arguments is an excellent reason to allow HoF to explore this mechanic further, not ban it!
Resource Trade/Pillage and other gold/GPT exploits: From HoF rule page:
The AI is stupid. Crushing its armies in the field only to "take" cities by masses in peace treaties. Beating the AI in the field by abusing its tactical ineptitude is just too easy. Please no war exploits in the HoF.
The AI is stupid. Allowing it to capture/kill all other AI only to surprise it with a last-second amphibious assault to win the game. Beating the AI with a surprise amphibious assault to end a game you'd have no chance of winning otherwise is just too easy. Please no amphibious domination exploits in the HoF.
The AI is stupid. Signing masses of research agreements with the AI even when doing so is clearly not in the favor of the AI. Out-researching the AI simply because it accepts these deals practically no matter what is just too easy. Please no RA exploits in the HoF.
The AI is stupid. Winning a culture victory with a single city and no military units without interruption. Winning a culture city with a single city and no wars while the AI ignores it is just too easy. Please no culture exploits in the HoF.
The AI is stupid. Easily defeating advanced units requiring strategic resources by selling those resources to the AI so it builds said units and then declaring. Farming AI units weakened by the resource requirement rule for xp is just too easy. Please no trade/xp exploits in the HoF.
What each of the above paragraphs demonstrate is how easy it is to replace the current definition of an exploit with virtually anything that takes advantage of the fact that the AI isn't good at the game. My point in creating them is to show that this rule about exploits is both by definition arbitrary and presents the potential for a dangerous problem in HoF going forward:
Assumes that players can 1) identify exploits before performing them, in a game that is chalk full of exploits and 2) that this extremely loose definition of exploit will be interpreted similarly for all players. These are unfortunate assumptions. In playing a civ V game I could literally PM the HoF crew (or spam this subforum) with dozens of things that are potentially exploitative, and drawing the line between each will be a nightmare grey area.
Also, what happens when things are retrospectively added to the "exploit" list? Do we throw games out, or leave the games that abused them with a material advantage over future submissions? HoF could tier its submissions "pre" and "post" exploit, but the sheer # of things that are potentially exploitative could make doing so rather cumbersome. There's not an easy way out of this problem and this rule sets HoF up for some big problems later.
There is actually no evidence that the "gold exploit" provides a larger advantage than some of the above listed activities, either. At least some of the above could provide a stronger advantage in games.
Resources: Standard/Balanced:
Has this even been explored in civ V? What is the reasoning for it? HoF doesn't say and it certainly doesn't appear to have been discussed since civ IV. In a situation where you're going for consistency or trying to reduce the #games required to get an optimized outcome, this rule seems rather dubious and should be re-opened to discussion.
While it's unfair to expect a voluntary system format to run professionally, HoF is currently faced with SERIOUS issues in its rules (and the methods that led to their inclusion!) for civilization V. Addressing these methodologies going forward (and doing something about the decisions already made) would go a long way to correct a bad problem before it becomes unmanageable.
Now I'm to the end of the post. I have a request for those who weigh in on EITHER side for this thread:
- I am looking for arguments strong enough to hold water as a reasoning for altering (or keeping) the current HoF rules. That means I am looking for concrete #'s to back up assertions that certain options are not viable in HoF format, or in some cases that they are. The evidence that the above rules were not based on such numbers is enormous; I would feel a lot better if someone could come up with these #'s, and I'm sure I'm not alone in that. For HoF to be a valid, reputable display of game performances the rules which led to those games need to be well-designed and have good reasons behind them. In each of the above cases, I am arguing against a rule that bans a certain option or action; and indeed the burden of proof when making rules lies in the rules themselves having a purpose. The burden of proof sits squarely on the "ban" side until they can come up with something.
While I can't tell you what to post, canned arguments that don't actually strengthen the position of the bans (or similar arguments against the bans) will be frowned upon as the explicit purpose of this thread is to attain a reasonable basis for the current HoF rules in question. Currently, no obvious basis of that sort exists.
Civ HoF is a competitive setting. Logically, in competitive settings there should exist rules for the competition to make it a more balanced and (on a game to game basis) comparable experience. In the below paragraphs I will build the case that the current civ V HoF rules do not support the spirit of HoF and are sub-ideal for usage in a competitive setting. The following are rules that are questionable in current civ V HoF and merit serious, objective discussion.
For each of these, can anyone offer *concrete*, objective reasons for their existence as rules in HoF? We'll see. The reason concrete, objective reasons are required is because HoF is a competitive setting that allows players to use all of their options at their disposal in order to get the best times. Without proof that a mechanic is overly luck reliant or offers a material advantage over not having it (or vice versa), a ban is by definition arbitrary. Let's make sure none of these rules are as such...:
Play sessions should be at least half an hour in duration. Submissions with play sessions less than half an hour risk rejection: Although Civ V's poor coding makes it virtually impossible to attain sub half-hour times, it's been proven possible and there's no actual reason such a game if played to completion can't be competitive...especially if it *doesn't* count time between turns !
Social Policy Saving: I've asked time and again of Firaxis and in general for some objective, concrete proof that this setting is imbalanced. I've yet to see it. I have a strong suspicion that it doesn't exist yet (and thusly was not given the chance to exist) because not even some of the most respected deity players I know have come up with anything concrete.
What banning this setting does is reduce the number of possible ways to approach a game, in the game format *best equipped* to determine if they're too strong through actual evidence! Even civ IV Inca (which inappropriately kept its ban in all gauntlet settings!) was given a better chance than this! This setting has not been explored to its potential and there has been scant little discussion of it in HoF.
Random Personalities: Makes sense in gauntlets where certain opponents are forced and the designer intends for the player to deal with those specific personalities. I'd be very interested to see a legit argument for banning this in general HoF. Possibly for consistency? Maybe to prevent "ideal" matchups of leader personality + uu/ub/UA? This is again something that has obviously not been explored to its potential at a high level of play, and it seems particularly odd when compared against some other options that are allowed or disallowed.
No Barbarians: This one strikes a nerve with me. A thread was opened regarding this rule; everyone was given an opportunity to provide proof that this mechanic offered a material advantage over comparable settings allowed. I asked for numbers in this thread to showcase why something traditionally allowed in HoF was banned. I presented evidence that civ V barbs are actually less threatening than in IV potentially, and far more abuse-able. These things were not refuted, and so not only I but also experienced players like Sun Tzu Wu were ignored without explanation and this rule was forced through on (I guess) popular vote despite the OP specifically stating that it was not a democratic election for the rule. HoF rule page offers no explanation for this rule, either. What is the concrete reason for this rule, and why was I and players far better than myself (and very active in actual submissions) flatly ignored? Being unable to counter our arguments is an excellent reason to allow HoF to explore this mechanic further, not ban it!
Resource Trade/Pillage and other gold/GPT exploits: From HoF rule page:
The AI is stupid. Trading a resource for gold or GPT only to pillage the improvement or trade route to break the agreement and trade it again. Breaking agreements like this to take all the AI's gold is just too easy. Please no gold exploits in the HOF.
The AI is stupid. Crushing its armies in the field only to "take" cities by masses in peace treaties. Beating the AI in the field by abusing its tactical ineptitude is just too easy. Please no war exploits in the HoF.
The AI is stupid. Allowing it to capture/kill all other AI only to surprise it with a last-second amphibious assault to win the game. Beating the AI with a surprise amphibious assault to end a game you'd have no chance of winning otherwise is just too easy. Please no amphibious domination exploits in the HoF.
The AI is stupid. Signing masses of research agreements with the AI even when doing so is clearly not in the favor of the AI. Out-researching the AI simply because it accepts these deals practically no matter what is just too easy. Please no RA exploits in the HoF.
The AI is stupid. Winning a culture victory with a single city and no military units without interruption. Winning a culture city with a single city and no wars while the AI ignores it is just too easy. Please no culture exploits in the HoF.
The AI is stupid. Easily defeating advanced units requiring strategic resources by selling those resources to the AI so it builds said units and then declaring. Farming AI units weakened by the resource requirement rule for xp is just too easy. Please no trade/xp exploits in the HoF.
What each of the above paragraphs demonstrate is how easy it is to replace the current definition of an exploit with virtually anything that takes advantage of the fact that the AI isn't good at the game. My point in creating them is to show that this rule about exploits is both by definition arbitrary and presents the potential for a dangerous problem in HoF going forward:
New exploits will occur or be discovered over time. Use of a potential exploit should be verified the HOF Staff before use.
Assumes that players can 1) identify exploits before performing them, in a game that is chalk full of exploits and 2) that this extremely loose definition of exploit will be interpreted similarly for all players. These are unfortunate assumptions. In playing a civ V game I could literally PM the HoF crew (or spam this subforum) with dozens of things that are potentially exploitative, and drawing the line between each will be a nightmare grey area.
Also, what happens when things are retrospectively added to the "exploit" list? Do we throw games out, or leave the games that abused them with a material advantage over future submissions? HoF could tier its submissions "pre" and "post" exploit, but the sheer # of things that are potentially exploitative could make doing so rather cumbersome. There's not an easy way out of this problem and this rule sets HoF up for some big problems later.
There is actually no evidence that the "gold exploit" provides a larger advantage than some of the above listed activities, either. At least some of the above could provide a stronger advantage in games.
Resources: Standard/Balanced:
Has this even been explored in civ V? What is the reasoning for it? HoF doesn't say and it certainly doesn't appear to have been discussed since civ IV. In a situation where you're going for consistency or trying to reduce the #games required to get an optimized outcome, this rule seems rather dubious and should be re-opened to discussion.
While it's unfair to expect a voluntary system format to run professionally, HoF is currently faced with SERIOUS issues in its rules (and the methods that led to their inclusion!) for civilization V. Addressing these methodologies going forward (and doing something about the decisions already made) would go a long way to correct a bad problem before it becomes unmanageable.
Now I'm to the end of the post. I have a request for those who weigh in on EITHER side for this thread:
- I am looking for arguments strong enough to hold water as a reasoning for altering (or keeping) the current HoF rules. That means I am looking for concrete #'s to back up assertions that certain options are not viable in HoF format, or in some cases that they are. The evidence that the above rules were not based on such numbers is enormous; I would feel a lot better if someone could come up with these #'s, and I'm sure I'm not alone in that. For HoF to be a valid, reputable display of game performances the rules which led to those games need to be well-designed and have good reasons behind them. In each of the above cases, I am arguing against a rule that bans a certain option or action; and indeed the burden of proof when making rules lies in the rules themselves having a purpose. The burden of proof sits squarely on the "ban" side until they can come up with something.
While I can't tell you what to post, canned arguments that don't actually strengthen the position of the bans (or similar arguments against the bans) will be frowned upon as the explicit purpose of this thread is to attain a reasonable basis for the current HoF rules in question. Currently, no obvious basis of that sort exists.