It is the responsibility of the HOF Staff to decide what is allowed. We can’t always wait for the statistical analysis or a consensus to form. We have to use our best judgment to protect the integrity of the HOF. I think our track record so far is pretty good:
That judgment, while possibly lacking in idealistic information, should still be based on something relatively obvious. The gold exploit is a lot more obvious than balanced resources, for example!
Civ IV track record is pretty good but I'm disappointed with V's rules/approach to rules hence this thread.
Does it force players to adopt a certain strategy in order to be competitive?
IMO you could do w/o this one. Over time the strategies that can still be competitive for a best finish time are going to narrow by necessity. Rather than this, a better way to look at it would be "does the setting significantly reduce the number of in-game options/decision points for the player?" If you insist on subjectivity here we should limit it as much as possible.
Anyway none of those criteria apply to barbs or random personalities, although random personalities is somewhat nit-picking it does merit some reasoning for actually being banned (particularly because I'm struggling to imagine how it would significantly influence outcomes in a positive manner).
It is fairly simple. If you find something that people are likely to consider an exploit, you should let us know about it so we can tell you up front whether we will accept it.
This isn't simple at all. I would, for example, use RA tech blocking and not think twice, yet many consider that exploitative. Things like "take 1000 gold then declare" and "farm xp from barb galleys infinitely" may ALSO be considered exploits, but without coming up with them as examples this thread I wouldn't have a second thought doing them; not only can the AI benefit from these things, it does on occasion! However I guarantee you will find people who call each an exploit. That is why this rule is vague and needs to be reworked.
BTW, if there are sections of the rules that you think are poorly phrased or could otherwise be improved, please feel free to suggest alternatives. Do just complain about it. Help us fix it. We're not proud. We'll use it. Believe me.
I'll get to that, and if I don't others will probably. I intend to let this thread run further, however, because arrogant as I am I do realize that my opinions are not divine and are subject to error or things I didn't even consider. Any proposed rule changes will be a lot more rigorous if they have the weight of the subforum's best debaters on each side behind them.
I'm hoping the gold for pillage/war declaration concept is done for the discussions as well
Pillaging is closed in that M. Alvito has adequately demonstrated just how overpowering it can be. War declarations are NOT closed. In order to break a lump sum agreement via a war declaration, you have to pay some very real costs. You take a diplo hit, you need the military hardware to back it up, it interferes with RA, and it hinders a future source of income. That is NOT a small cost. What you did in that let's play is situational. Unlike pillaging resources used for gold trades, it is *not* something that is even consistently a beneficial idea to execute. Beyond that, the AI can do it and does on occasion, making it completely different from self-pillage. Similar to above, I would use it w/o question and probably risk getting my submission rejected for it because it seems not even a tiny shred different to me than RA tech blocking or even general war abuse.
Effectively though, until the dev. switch AIs preference to be gpt for lux, rather than straight gold, it's a problem. Also, there's no - negative lux count - possible as an option. I wouldn't mind seeing the trade agreement stay, but you wouldn't collect on it while the lux isn't there. This would also require that straight gold trades would have to be changed to 'gpt' trades. (300g over 30 turns = 10g/turn transferred)
If the devs had any sense they'd allow the trade recipient to keep the resource no matter what happens on the side of the one providing it in the case of a lump sum deal. If you paid a lump sum, just hand-wave this workaround by saying that they bought 30 turns worth when the deal was made with that lump sum. That, or just go back to IV's brute force method of making lump sum trades for per-turn things (or vice versa) literally impossible with the AI. Anything's better than this.
The answer to this question would lead to SP saving being banned as it's fairly obvious that higher skilled players will figure out good SP paths tied to well timed era changes and effective economy control based upon their specific map/AIs/etc. Less that top players would find a recipe (take x specific SPs and then save until hitting Cristo) and just follow it for an easy game.
In both cases, however, a recipe would never match a top player's adaptation because the map nuances would cause variance. Surely you realize this. The real question is whether there is more skill, diverse gameplay, etc in planning ahead for SP or in planning out precise routes/timings in storing. IMO in practice the actual skill application is similar; if you bother with the planning down to a turn level you're going to use the same mental faculties. SP storing will give consistently better results because it's more versatile, but does it actually reduce skill required to outplay other top submissions given that they have it also? That I doubt.
In thinking about it, this rule is more of a push than I initially considered. Really it's just a matter of preference I suppose. Allowing it essentially forces players to use it, while disallowing it does the opposite is what you're saying. I'm not going to argue with this one further; it seems the community prefers it off and leaving it off does not add random-ness or harm HoF play. If anyone else wants to continue the argument in favor of SP storing then you're welcome to do so of course!
so... Yeah, this one is fairly subjective, but I'd say it's consistent with the 'default' options for the Game and frankly, there's still a long list of things that can mess with a game so aiming for the 'default' settings right now isn't such a bad thing.
I have to disagree here w/ the barbs. Barbs on adds a significant random factor to the game as compared to barbs off...I find that rather hard to refute. Given that, we have very material incentive to force players to play with them off rather than on; barbs can be gamed (see galley example above), luck farmed via game spam, etc. While this is less of a factor on high difficulties, it isn't a non-factor. Also, HoF doesn't just post best times for high difficulties, but rather for all difficulties. Luck farming barbs will get increasingly obnoxious when competing at lower difficulties, and for what purpose? This is one of the few failings of civ IV HoF; top settler-warlord wins abused lucky huts copiously. Was that skillful? Did rolling maps until you popped 9 settlers really demonstrate a player's skill as opposed to patience when it came to settler HoF space wins? I think it would be difficult to make that case, and it is difficult to make a case in favor of barbs and ruins (not to mention natural wonders) in civ V.
Similarly, I fail to see merit in the balanced resources ban, especially in light of what it does. It seems rather that such should be the HoF standard so that people don't just wind up game spamming to replicate that advantage (or worse, re-roll until convenient AI lack it).
Default is not always the best choice in a competitive format. I think we can reasonably demonstrate a consistent advantage that can only be derived from luck farming for some settings, and THOSE are settings which are definitely valid ban targets.