Inca Empire filter for the Hall of Fame Tables

Do you want the HoF Staff to add an Inca checkbox to the HoF Tables?


  • Total voters
    31
I admitted my G-Major was a laughable game due to huts abuse.
TMIT admitted his quick speed deity dom "Dudley DoRight" game was also abuse of mechanics.
 
I admitted my G-Major was a laughable game due to huts abuse.
TMIT admitted his quick speed deity dom "Dudley DoRight" game was also abuse of mechanics.

No way PA abuse is ALL SKILL trolololololol! nothing like such a skillful hof front table entry on deity haha. Everyone else is jelly!
 
if you finish games with only positive results from huts/events I totally can see why...

the argument here was that the huts/events skew the comparison due to increasing the number of games one has to run (you compete with games with mostly positive results from huts/events, so every game you get couple of negative results you have to scratch and start from start - I think this one is pretty obvious)

Not true for me. I generally consider huts/events results (whether positive or negative) to be irrelevant and trivial. I don't normally restart a game based on that although I was looking for a tech in my latest religious run.

btw, the 'increase in games' you have to run to get a tech from a hut is like one or two games. Techs pop up all the time. It's nothing compared to the 1000's of re-rolls mapfinder does to get a perfect start location.
 
I also do not consider playing only games where a tribal village has provided a useful technology in turn 0 to be a particularly laudable strategic skill.

Just for the record, I've never set out to use this strategy the way you describe it. If there is a hut to pop on turn 0 (which is not that often), I'll pop it (like everyone else) and see how the start looks considering that result, but I don't go looking for turn 0 huts. In fact, I just checked a dozen games and only 3 had a hut on turn 0. All were just gold--no tech.

So, in summary, I have no idea why you're against this hut-on-turn-0 thing, but as you can see, I'm not even doing it...even though I admit I did have my eye out for tech on those games. Getting one is just not that important.
 
The front tables are for the fastest times ever...

Agreed. I don't see them as an arena for a 'skill contest' either, but the games are skill. (Ask a poker player if they think skill or luck dominates their game.) Your description validates why HoF chose to allow Inca, huts, no barbs, etc. People want to see those games where everything went right, the player got a free tech, they gambled on a late Oracle, gambled on popping the right GP, won a few low-odd battles, etc. AND a skillful game was played.

I would argue that, based on the current setup, the front tables really aren't about skill

Some slots are filled with one-shot games that didn't require a lot skill. Some (including mine:mischief:) use a PA or other shortcuts, but truthfully, the HoF games are mostly skill. Don't think for a minute that someone can come along and pop free Mining and they've got a new #1 on their hands. You'd have a hard time finding a #1 that is owned only because of a lucky hut...like the infamous (urban legend?) free HBR.

Maybe some of the perception of 'luck-matters' comes from the gauntlets. Those sometimes run for as little as 2 weeks. In that short of time, it might be harder to overcome someone who got a few lucky breaks. But the front tables are less likely to suffer from luck dominated games.
 
Some slots are filled with one-shot games that didn't require a lot skill. Some (including mine) use a PA or other shortcuts, but truthfully, the HoF games are mostly skill. Don't think for a minute that someone can come along and pop free Mining and they've got a new #1 on their hands. You'd have a hard time finding a #1 that is owned only because of a lucky hut...like the infamous (urban legend?) free HBR.

That legend isn't very urban. Has a distint internet-scape feel to it actually.

Hut luck isn't as insignificant as you make it out to be at all, especially if people farm for it (just because you don't doesn't mean that others won't/don't benefit from doing so). A fun exercise would be to see how many games shaved turns on early tech pops. I'd bet we have a few entries that won by a few turns with differential hut results on the main tables even now.

That said, you are correct that map luck is far more significant, and that component is why I assert the front tables have less skill in them than other formats. It's true that joe civplayer off the e-street couldn't just come in and beat your games (or heck, even mine). However, if you take any of a couple dozen of our upper-tier players competing for a slot where they only get 1 game attempt before submitting, you are going to get a very wide range of results, and replicating that experiment would get quite a few different winners.

I'm not talking about "tier 2" deity players like me who can win but struggle. I'm talking about our heavy hitters here. Map luck is an overwhelming component at that point because the "skill differential" necessarily shrinks. That is why I have always advocated that HoF should cut down as much random bullcrap as possible; as the difference in player skill at high levels becomes closer, you have more and more chances of random in-game noise gumming up who actually played a given position better.

There's no way around it. The front tables are fundamentally less skill based than other formats. I didn't say they don't take skill, because such a notion would be absurd...but doing well with a known cookie-cutter strategy with a known-strongest civ on a known map type really cuts down on the decision points for players. Even the opposition is similar often.

But the front tables are less likely to suffer from luck dominated games.

Actually, well-contested front-table entries are the single most luck-dominated games in all of civ competition. If you need an example, just compare your own times between different attempts (ones you scrap vs keep). The only thing that mitigates this in the front table is "more time/patience = better performance", but that isn't an accurate measure of the better player at all.

XOTM is by far the best player vs cpu measure we have of skill, although PvP is the actual best because your opponents are actually dynamic.
 
XOTM is by far the best player vs cpu measure we have of skill

You make some good points, and I misunderstood you in a couple instances, however, I can't wrap my head around the statement above. Two equally skilled players can play xOTM. One gets killed by humbaba on turn 5. How did that contest indicate which player has more skill? In SGOTM 15, we lost 10 turns (on normal speed) off our finish date due to incredibly bad luck (had to wait for another vote). A beautifully played game could be crushed by failed religion spread in xotm. In the HoF, you just try again.

A hut might cause a minor blip in finish date, but HUGE luck factors affect xotm. I love xtom, challenger series, HoF, etc. but xtom, being a one shot deal, makes it the #1 luck based finish. One player loses the Oracle by a turn, they're screwed. In a HoF style competition, huge luck events like this are eliminated because the player can try again.
 
I have to agree with TMIT, regarding xotm as the best measure of skill (though I would say that wouldn't I ;))

The map itself, who the opponents are, where the opponents are, are all removed as factors.

Its not perfect, as you say there are some vagaries that cannot be removed.
 
...
btw, the 'increase in games' you have to run to get a tech from a hut is like one or two games. Techs pop up all the time. It's nothing compared to the 1000's of re-rolls mapfinder does to get a perfect start location.

The chance to get a technology, on Deity level, from a Hut is 10%. The chance of a technology useful to a RLDV win is even less, bringing the percentage down to 7-8%. On average one gets a chance at poping one hut. On average, one needs to play about 7 games just to get a useful technology; not just 1 or 2.

Sun Tzu Wu
 
When playing the Inca Empire, the starting position is almost irrelevant, because one can just build a few Warriors (Quechuas) and capture the AI capital with best BFC. Then capture the AI capital with the second best BFC, ... third best ..., ... fourth best ..., etc. Don't forget Worker stealing is trivial with Quechuas versus Archers.

Sun Tzu Wu
 
Truth knocks to my door.

My reaction to harsh reality...

I crumble up my Slave Economy article and throw to the garbage.

I never said Worker stealing was an exploit.

I did imply that one should not use Working stealing to fairly compete with a game where the player never submitted a DoW.

On the other hand, when competing for HoF #1 slot, anything legal is fine. Even the Inca Empire. All I wanted was an Inca filter. Not an outright ban.

Sun Tzu Wu
 
You make some good points, and I misunderstood you in a couple instances, however, I can't wrap my head around the statement above. Two equally skilled players can play xOTM. One gets killed by humbaba on turn 5. How did that contest indicate which player has more skill?

It's an easy argument for me to make. Map generation luck is non-factor (everyone is on the same map), so while XOTM can still be decided on luck, it is markedly less likely than any other non-MP format available.

If you look at XOTM outcomes in series, it is easily the most skill-oriented PvCPU

In a HoF style competition, huge luck events like this are eliminated because the player can try again.

#attempts =/= skill.

That said, just because HoF front-tables isn't the most skill-oriented environment doesn't mean it can't be fun, nor does it remove the fact that many of the results are quite impressive. Even the more skill-less HoF entries have far more skill in them than, say, a lag-compensated game of call of duty.

I would posit that the actual goal of HoF is really to have fun trying to post min/max optimized times, not to consider who is the most skilled based on results. Even though that isn't strictly what HoF itself claims, that's how it plays and it has been a fun thing for quite a few people for a long time. This is also the best argument for a general settings filter; if you're interested in the "best games" based on conditional criteria, you can search it, because honestly the HoF tables only carry as much meaning as the person reading them places in them anyway.
 
Hut-techs allow different strategies to be possible (Not just HBR, things like early IW for Praets, workers+settlers on low levels, etc). Removing them restricts the different things players can try, which IMO is less fun.

Obviously, a hut-tech strategy means you don't get to be quite as picky about which maps you play. It's a trade-off.

btw STW, you absolutely do have to be picky about maps for the economy-based Inca rush games.
 
Hut-techs allow different strategies to be possible (Not just HBR, things like early IW for Praets, workers+settlers on low levels, etc). Removing them restricts the different things players can try, which IMO is less fun.

You are saying that spamming games to RELY on LUCK from huts is a viable possibility for a competitive finish not attainable otherwise?

I've never seen a stronger argument to ban them made by someone who doesn't want them banned. Thanks for that.

I don't see how #attempts = fun, especially if you scrap games where one isn't "lucky".


btw STW, you absolutely do have to be picky about maps for the economy-based Inca rush games.

Yeah, you need a nice 2:hammers: capitol and a 3:hammers: tile to work, plus a map that's rich in land. It really takes a lot off careful planning to pull of that Q rush :lol:.

This is, by the way, why I don't even feel a little bad about sniping spots on the table using PA. It's not like many of the other strategies are particularly more skillful hehe.
 
You are saying that spamming games to RELY on LUCK from huts is a viable possibility for a competitive finish not attainable otherwise?

I've never seen a stronger argument to ban them made by someone who doesn't want them banned. Thanks for that.

I don't see how #attempts = fun, especially if you scrap games where one isn't "lucky".
You don't find those niche strategies fun. I do. Go figure. I think there's more variety by allowing them than not.
You already have to scrap a lot of games because the starting position is not strong enough. Scrapping a few of those after playing a few turns instead of immediately? Not much of a difference for me.
Yeah, you need a nice 2:hammers: capitol and a 3:hammers: tile to work, plus a map that's rich in land. It really takes a lot off careful planning to pull of that Q rush :lol:.

No - you also need commerce and food to grow onto the commerce tiles if you want to pay for your cities and tech quickly. I can't speak for space, since I haven't checked those, but the score and culture games done with inca need more than just a 5-hammer start.
 
Start position allows map finder. There is no hut finder....why not just give everyone bw iw or hbr every game and save time? Map finder was an effort to reduce manual re rolls...only to be ruined by allowing settings that still force re rolls to be optimized. Huts make zero sense in context with other hof rules...are games an extension of save scumming or are they not? If we aren't playing hall of patience scumming, then why are wet allowing huts? Also, spamming games is not strategy. I wonder how many people would use them if doing so also required you to use random leaders? That's strategy too according to you, right?
 
TMIT, your arguments appear to be simply another variant of "any exploit I do not like should not be allowed". Its just that your chosen exploit to not like is Huts.

The front tables are for the fastest times ever...

I agree 100%, the front tables are for the fastest times ever, within a set of allowed settings.

The fact is, Huts, Inca, PA, No Barbs, No Events.... are all allowed, and I doubt that it is ever going to change.

I think everyone here would be better served arguing for an expansion of the ad-hoc query, to add another Listbox of allowed settings.
 
There is no hut finder....why not just give everyone bw iw or hbr every game and save time?
????? Playing primarily space games this makes no sense. On the mid levels I have a no hut/no RE game or two that are faster than with them on. Alphabet is a pretty good equalizer. On the 3 lower levels it is more about workers and settlers. Without huts a person can over-crowd the map to achieve a similar effect.
Huts make zero sense in context with other hof rules
No huts makes no sense in the context of Civilization.
 
TMIT, your arguments appear to be simply another variant of "any exploit I do not like should not be allowed". Its just that your chosen exploit to not like is Huts.

It's not that I consider them exploitative. Or rather, I believe within the framework of a rule set that a player should do whatever he can to compete. I believe this to an extent that I posit (and have in the past, to the point of drawing ire) that any exploit that isn't explicitly banned should be abused to obtain whatever advantage it can. As some of you may recall, this position was rather...unpopular...on the civ V HoF section. One of the things that makes civ IV HoF so much better is that it DOESN'T do wonky nonsense like ban worker stealing or "abusing AI intelligence", as if that's somehow different from playing at all.

However, not all rules are good for competition, and the ones that dull the impact of the player's decision-making by making #attempts > play quality are an excellent example of bad rules.

I consider huts/events to be settings that add a burden on competitors by forcing them to spam games, since save-scumming is (correctly) illegal, ultimately acheiving similar results to save-scumming. Save scumming is not strategy. Is this burden less than map luck? Yes. Does that mean it deserves a place in the game just because it is "not as bad" as an uncontrollable factor? No.

The fact is, Huts, Inca, PA, No Barbs, No Events.... are all allowed, and I doubt that it is ever going to change.

The fact is, a lot of these things being allowed while others are not allowed is based on an overtly arbitrary and questionable thought process (at least, nobody has demonstrated a logically consistent thought process behind the design of this rule-set, and in the past I've generally been told "this is how we like it, so deal with it"). I wasn't around for the design of HoF rules, and at this point it'd be hard to enforce rules that make finishing over people who have already won using luckbox tactics more difficult.

However, just take a small peek at the rules and you see some flagrant inconsistencies:

1. Things like Inca/attempt spam are allowed; Balanced resources aren't? What was the competitive logic in banning balanced resources? Does that option even provide a competitive advantage in a format where people can submit theoretically infinite attempts? Nope. Not even a little bit.

2. No city flipping from culture: Really? PA abuse for #1 slots is perfectly fine, but we can't have people avoid culture flips! Oh no!

3. No Tech Trades: Again, I don't see a CONSISTENT competitive advantage available from this setting, just as there isn't a consistent competitive advantage from legal settings. Actually, this ban is borderline silly; there are very few scenarios where a competitive player wouldn't finish faster by being able to tech trade. I would have loved to hear someone's explantion as to how this would affect finish times more materially than, say, random personalities (which are legal).

4. Advanced Start: There isn't a setting in the world that would clamp down on map random-ness more than this. It would be an overpowering setting, so I can see why you banned it. Then again, no barbs, Inca usage, and hand-picked leaders are all also overpowering settings. So is the usage of huts. Pretty arbitrary. Perhaps more importantly, this one setting would have allowed HoF to cut down on time AND luck requirements in submissions...not to mention add a unique flavor to a side of the forum that has one.

5. Unrestricted Leaders: What, afraid of Joao of Inca? Inca's already in the game with FIN! Unrestricted opens a large variety of very interesting scenarios. Banning it, compared to current legal settings with a more drastic impact on the game, accomplished what again? Cutting into the "strategy" that ZPV loves perhaps, and not much more.

On the flip side, PAs, "no vassals", "no razing" can all have drastic impacts on the game, as can huts and events being on. Every single one of these can have a larger impact than any of the banned settings I've mentioned with the sole exception of "advanced start".

Perhaps the most aggravating thing about these bans is that HoF could have been significantly more varied and fun had some/all of them be allowed (I'm dubious on advanced start because so many people dislike it for whatever reason, but it's a solid option that reveals far more of a map than standard options and really cuts down on the luck of playing out a map). HoF can't even make gauntlets with unrestricted leaders because it's enforcing a ban on them that it can't logically argue (or, at least never has)!

????? Playing primarily space games this makes no sense. On the mid levels I have a no hut/no RE game or two that are faster than with them on.

Sure, map luck can overpower hut luck. That doesn't mean that theoretically (and multiple times, in practice) hut luck is required for an optimized time on a given map, and due to infinite maps that holds true overall eventually as well.

No huts makes no sense in the context of Civilization.

Nice try, but the premise you're using is flawed. I am arguing against huts based on the purported goal of HoF and to ease the burden on its competitors. You are arguing for something..."because that's how we have always done it".

Those are two extremely different arguments. I'll say more if I see an actual argument.
 
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