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

I said that the starting location for the Inca Empire doesn't matter that much, because the Quechua rush can capture cities with better land. Less need for Settler REXing too.

Even so, you are overstating the need for a good map for the Inca Empire's economy. Just use Huayna Capac's Financial trait and either sea plots or cottages. Get Currency relatively early. non-Finacial leaders will obviously have a tougher time than Capac with Victory Conditions that take longer than RLDV, Domination and Conquest.

With a high risk Quechua rush, one can have three cities at Deity level by turn 10. Five cities by turn 20. Any speed. Once this has been achieved, the remaining AIs don't have a chance. Keep the economy in mind while doing this and an earlier win than any non-Inca start in the hands of a skilled player is almost assured.

Also, Capac's Industrious trait allows excellent chances for building economy enhancing Great Wonders, if one can't wait to capture them.

Capturing the best of the closest cities should suffice.

Did I misunderstand your comment?

Sun Tzu Wu
 
You are arguing for something..."because that's how we have always done it".
No, I'm arguing that that is the way they have always made the game. You're arguing, "They should not have done that."

I think you missed the point on my no huts games at the mid levels. I try them because alphabet is an adequate substitute. It's a time saver when techs that can be popped from huts can be, instead, gotten via alphabet. But that may not stop me from overcrowding the map as a "settler from a hut" substitute.
 
No, I'm arguing that that is the way they have always made the game.

Which is basically what I said, and an utter non-argument. Do you care to make an argument at some point?

They should not have done that."

No, I'm saying that the setting isn't appropriate within the context of HoF, especially when you consider other rules. I already said that though, and gave extensive reasoning. Do you care to address that reasoning?

I think you missed the point on my no huts games at the mid levels. I try them because alphabet is an adequate substitute. It's a time saver when techs that can be popped from huts can be, instead, gotten via alphabet. But that may not stop me from overcrowding the map as a "settler from a hut" substitute.

Are they or are they not capable of providing a significant turn advantage, independently of skill?

The answer is "they are". But ZPV also made an excellent case for banning them in that the luck is actually capable of opening up things that are literally impossible if you don't get it.

Any thoughts on these arguments, or any counter arguments? Any at all?
 
I said that the starting location for the Inca Empire doesn't matter that much, because the Quechua rush can capture cities with better land. Less need for Settler REXing too.

Even so, you are overstating the need for a good map for the Inca Empire's economy. Just use Huayna Capac's Financial trait and either sea plots or cottages. Get Currency relatively early. non-Finacial leaders will obviously have a tougher time than Capac with Victory Conditions that take longer than RLDV, Domination and Conquest.

With a high risk Quechua rush, one can have three cities at Deity level by turn 10. Five cities by turn 20. Any speed. Once this has been achieved, the remaining AIs don't have a chance. Keep the economy in mind while doing this and an earlier win than any non-Inca start in the hands of a skilled player is almost assured.

Also, Capac's Industrious trait allows excellent chances for building economy enhancing Great Wonders, if one can't wait to capture them.

Capturing the best of the closest cities should suffice.

Did I misunderstand your comment?

Sun Tzu Wu
The competition is not against non-Inca starts. It's against Inca starts which better balance expansion and tech. "Sufficing" is not enough. High risk dread rushes are not the best economic solution on marathon at least. Better to get a high-commerce start and do a low-risk rush on more developed cities.

By economy-based, I mean the games where the limiting factor is economic power - I mentioned space, score and culture. I suppose UN diplo is also on there.
 
No, I'm arguing that that is the way they have always made the game. You're arguing, "They should not have done that."

Sure, Vanilla Civilization IV has Tribal Villages with no way to turn them off. Hovever, in Warlords and Beyond the Sword, the developers gave us an option called "No Tribal Villages". They meant for players to choose that option based on their goals in playing the game. If the goal is to demostrate playing skill, one would definitely choose to have no Tribal Villages.

Sun Tzu Wu
 
@TMIT:
Many of those options were not available in Vanilla, and thus were not considered at the time. I don't know if there were reasons for No Tech Trading and No City Flipping.

I'd find Advanced Start would be very interesting to play. I don't know if the save situation was just too much work to verify games, or if a decision was made that options should match those available in vanilla as much as possible.



As for repetition, of course it can't replace skill. A skilled game will beat an unskilled repetition-based one almost all of the time.
However, restricting people to high-odds strategies (i.e. no huts, crazy rushes, BFC strategic resources in ancient starts, or particularly compliant AIs) or just the one low-odds strategy of mapfinding a good map takes away many of the awesome things we've seen people do in the HoF.

This ties in:
If the goal is to demostrate playing skill, one would definitely choose to have no Tribal Villages.
Isn't the goal to do and see awesome things, rather just than demonstrate skill? There are other forums perfectly suited to the latter.
 
Isn't the goal to do and see awesome things, rather just than demonstrate skill? There are other forums perfectly suited to the latter.

What is awesome about an Inca game that gets two technologies (one in turn 0) from Tribal Villages and eclipses a strong non-Inca game?

xTOM, a venue for demostrating skill? You have got to be joking. One map; one attempt. That may demonstrate conservative play like beeline Liberalism and rush with Cuirassiers. They are also usually run at less demanding difficulty levels. It is hardly the venue to develop new strategies and skillfully implement them in a game.

Also, I did say "If the goal is demonstrating skill". You are free to have other goals. One of the goals of HoF play is finding a suitable start to gain the earliest possible win for a particular difficulty level, victory condition, map size and map speed. That is impossible to do with xOTM.

Sun Tzu Wu
 
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

You don't support other setting bans because the HoF could have been more varied...

You don't find those niche strategies fun. I do. Go figure. I think there's more variety by allowing them than not.

You support a ban on something that ZPV stated gave more variety and fun to his game.

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

It is you who appears to be walking both sides of the street.
 
No huts makes no sense in the context of Civilization.

I agree this resembles a bit to Brennus.Quigley reasoning where disabling huts was against devs intent and what the game is supposed to be.

But problem is certain game mechanics are not balanced and sometimes excise some of them is better.

For instance, outside Civilization 4, in HOMM I and II, warlocks had too much advantages with their overpowered dragons and armaggedon spell is just another thing to add to the injury. Some could say "I'm just playing along devs' intent" or "I'm simply using all possible mechanics proposed by the game" , but that doesn't change the fact it breaks the balance to a point it's not funny.

Yes, I do love huts and its gambling value, but on the other hands, I won't shed a tear not seeing them anymore.
They are many game unbalances (Inca, exploits, leaders differences, worker stealing, etc. ) and it would require too a lot of thinking to create a perfect balanced area.

I know probably my reasoning will show many flaws, but I also know all these discussions will lead to zilch because those moderating HoF won't bother changing existent rules.
 
As for repetition, of course it can't replace skill. A skilled game will beat an unskilled repetition-based one almost all of the time.

Of course that's true, but HoF is littered with fairly-to-very skilled players. In the "very skilled" tier, the differences aren't very large, so small things can swing outcomes. Note that I personally am not competing well with that tier virtually ever, but I still wish for a level field with as much noise reduction (in-game that is) as possible while playing, and I want the person who played best to win. If I do pull the occasional win out of the butt, I don't want it hollowed by chance.

the one low-odds strategy of mapfinding a good map takes away many of the awesome things we've seen people do in the HoF.

I'm not sure which side you're arguing with this statement. Do these things make a huge difference or not? In the same post you're telling me that skill will overcome it all, while at the same time telling me that these things have a large enough impact on games to completely change their dynamic.

xTOM, a venue for demostrating skill? You have got to be joking. One map; one attempt. That may demonstrate conservative play like beeline Liberalism and rush with Cuirassiers. They are also usually run at less demanding difficulty levels. It is hardly the venue to develop new strategies and skillfully implement them in a game.

Despite the notable limitations, it is still the best venue for PvCPU skill. And that's saying a lot unfortunately...but you just can't beat the "same map" facet. Much of the in-game stuff can be manipulated...so while luck can screw you in XOTM, it's far less likely to do so than in any one game of HoF.

Again, if you really want a pure skill game in civ, the only choice is to play a balanced MP map. At that point only pure RNG battle outcomes can swing things, and that's only a significant factor very early.

You don't support other setting bans because the HoF could have been more varied...

You support a ban on something that ZPV stated gave more variety and fun to his game.

Actually, I didn't really vouch much support for anything. I pointed those things out to demonstrate that HoF rules are inconsistent and don't make much sense.

My own personal preference, if you care, would be:

- a ban on huts/events, and other game settings that require repeated attempts to get lucky and succeed. HoF doesn't need that noise.

- a ban on PA (even though using them has been central to some of my success) - too easy to win games while basically doing NOTHING. Literally nothing.

- completely indifferent to no tech trades, as I seriously don't think it would matter.

- unrestricted allowed (in years of play I've yet to see material evidence of unrestricted combos doing anything that Inca can't right now. I don't think any exists.)

- Inca allowed for general tables (I understand why STW wants a filter for them. It's boring. But, from a competitive sense they're the strongest. I wouldn't single them out alone for filtering though).

- Indifferent to barbs

It is you who appears to be walking both sides of the street.

Not really, no. I have always been very for player's choices determining outcomes and very against settings that allow #attempts to provide increasingly significant advantages. Unless you can demonstrate that one of the rules I was arguing for would add a component of luck to the game? If so I will pull my support for whatever rule that is.

When breaking down the banned settings, I was largely just pointing out the sillyness of "it's how we've done it so it probably won't change". It's interesting that no matter how much the logic of rules gets questioned or how little evidence for them exists, they'll stay the way they are forever. As HoF has pointed out, that is definitely you guys' prerogative, but now and then I for some reason feel the need to point out that the rules can in fact be better than they are.

The final hole I can poke in your argument is that huts/events technically force more #attempts with the same settings. Is that *more* variability, or less? Functionally, when these settings are allowed the chance of benefit and ability to dump drawback games means that if you are truly shooting for #1, you put them on consistently. I don't see a variability advantage there.
 
I'm not HoF staff, and wow, you type fast!

... and I agree that xOTM is the only true test of skill, because you cannot control every aspect of the game, you have to adapt to what happens and who and where the AI is.
 
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

nah, you can easily get 2, 3, 4+ huts depends a lot on map size naturally. But even at your worst case of 7 games...that doesn't take much time/patience.
 
Unless, of course, you combine your odds of hut luck with your odds of AI positioning + starting area. All of a sudden an individual player needs quite a few attempts before he can get a luck-optimized approach for himself.
 
fyi....'No tech trading' was banned because it was believed that the AI NEEDS to be able to trade amongst themselves to be a challenge at all (and they still can't out tech the human on Deity).

There was a long beta period and all options were discussed. I think they came up with a pretty good set of options. Balanced resources? that was a pretty short debate. Giving all strategic resources near the human. How fun/fair is that? Easy choice to disallow that one.

PA's: nothing wrong with allowing them for some great fun (also required to enable OCC culture/domination...great fun!). Yea, you CAN get a #1 slot using a PA, but not if someone really tried to beat it. Non-PA will always beat PA.

Unrestricted leaders: Easy option to ban. One obvious reason is the QM/ EQM.

Huts could not be turned off in Vanilla. The logic for allowing huts after the option to turn them off was created is pretty obvious...(grandfathered)

Barbs was probably the most difficult decision.
 
fyi....'No tech trading' was banned because it was believed that the AI NEEDS to be able to trade amongst themselves to be a challenge at all (and they still can't out tech the human on Deity).

It's a silly notion. Simple question: who trades more effectively, the human or the AI?

The answer is that anybody who is good enough to get a top finish is good enough to trade more competently than the CPU. Besides, you could make the exact same argument about using marathon (AI can't compete, should only play on quick speed) or any other number of settings. Beating the AI isn't the challenge in these games, it's beating other human players' times. Speeding up global tech pace usually helps rather than hurts in the most competitive times...and when people quecha rush the AI can't trade yet anyway.

Tech trades are some of the strongest multipliers in this game when you can get them. Ironically, it might have been the better setting from a competitive sense to disallow trades! However, that would have hurt finish times...hurt them. Not helped them.

There was a long beta period and all options were discussed. I think they came up with a pretty good set of options. Balanced resources? that was a pretty short debate. Giving all strategic resources near the human. How fun/fair is that? Easy choice to disallow that one.

Are you kidding me? Like is this supposed to be some kind of joke? I'm hearing this argument from the SAME PERSON who is ok with rolling a map 7 times...at least with "balanced resources" the AI have a shot at strategic resources too. A human-optimized map? HERP FOURTH TARGET STILL DOESN'T HAVE METAL.

Balanced resources are exactly that. Having them off is unfair setting, and with game scumming that advantage will always be human. "short debate" my foot.

I pulled up the old thread. The ludicrous arguments from people who didn't even know how to play hurt my eyes, though maybe it's just because I'm tired too. It doesn't surprise me that people 7 years ago were conceptually weaker than now, but half of the first page of arguments in favor of banning the tactic essentially argued that having balanced resources would reduce the amount of attempts a good player would need for a competitive finish...then someone concluded that was a BAD thing! I shake my head in at the warlords HoF beta voters...they deliberately voted in favor of a mild skill equalizer, and then pretended it was the opposite :/. What's next in civ IV? Lag compensation?

Non-PA will always beat PA.

I'm not sure about "always". Fundamentally, a PA insta-gives you 100% land of the partner. I would guess supreme micro wizards like Duckweed could find a way to take advantage of that while sending forces elsewhere...

Unrestricted leaders: Easy option to ban. One obvious reason is the QM/ EQM.

It's funny. You repeatedly list a setting, say it's an easy one to ban, and the proceed to give precisely 0 rational reasons for why that is true. It's not like you couldn't keep QM/EQM exactly the same and still allow for unrestricted, especially if you made unrestricted games simply not count for EQM (the ability to disallow certain settings in those formats has already been implemented, given the duel map rule). So...why is this an "easy ban" again?

Nobody has a single piece of evidence as to why it provides a competitive advantage that is materially greater than stock civs...and nobody had it back when it was banned, either.

Huts could not be turned off in Vanilla. The logic for allowing huts after the option to turn them off was created is pretty obvious...(grandfathered)

Why grandfather imbalanced settings, especially when switching between entire versions of the game?

Barbs was probably the most difficult decision.

Sure, as long as you don't subject each decision to rigorous logic for inclusion or exclusion you can arbitrarily pick any decision to be the most difficult.

Barbs are a much lesser version of huts when considering luck, and they have a fairly consistent downside. Consistent enough that people avoid using them. That downside, however, and its random nature is why competitive games forgo barbs despite some potential advantages.

A lot of these "no brainer" decisions back then meant it in the literal sense; they never did have strong arguments for them.

"Having iron for sure is bad (especially because it lets people base their strategy around having it!), but having iron for sure because you're re-rolling the map until you get it is perfectly fine..." ----> SMH. How many people made that exact argument? THAT is the kind of mentality that you consider "obvious"? THAT is somehow a valid basis for banning a setting?!
 
Are you arguing against WT, or 7 year old decisions. I can't tell.
 
There was a long beta period and all options were discussed. I think they came up with a pretty good set of options. Balanced resources? that was a pretty short debate. Giving all strategic resources near the human. How fun/fair is that? Easy choice to disallow that one.

this goes both ways though since you guarantee strategics for AI too and can't trample on AI without metal with HA's and while it's rare I saw enough games in S&t that I can tell it is possible without balanced.
And then there is even the problem with AI playing clever and connecting them soon enough.

or I misunderstood the settings?
 
Are you arguing against WT, or 7 year old decisions. I can't tell.

When he starts using 7 year old unsubstantiated arguments, the difference does start to blur, it's true.

or I misunderstood the settings?

You didn't. There were rational players 7 years ago also and they came to the same conclusions.

With balanced *on*, it is extremely difficult to take out an AI without it hooking a resource...barring things like Q rush but even there you'd rather them NOT have that potential. With it *off*, you need only to attempt enough games to get lucky with AI not having things you do have. The option is therefore a handicap (also pointed out years ago) but one that adds a *significant* amount of consistency to what is otherwise a very RNG-dependent situation.

The option to leave the setting off is a de-facto ban on it when it comes to front-table entries...but the fact that it is actually banned is completely nonsensical and is an easy-to-highlight example that the rules in HoF do not make sense and were not framed with a pre-set standard of criteria/goals in mind. To this day HoF is inconsistent; you need look no further than bans like this or even that HoF simultaneously allows mapfinder (less luck to find a good starting position) and huts (more luck to find a good starting position).
 
nah, you can easily get 2, 3, 4+ huts depends a lot on map size naturally. But even at your worst case of 7 games...that doesn't take much time/patience.

You must be using map finder to find huts. I rarely see more that two huts in a start. Even so, the AI scouts can get them much faster than one's slow Warrior.

I'd really rather just play one game rather than start about seven and finish only one.

It's really only practical to do this if one is playing the Inca Empire. No strategic resource needed to build Quechua, so no starting over, because the AIs already have the strategic resourse needed.

What you are doing is turning a 10% chance of getting a technology into a certainty of getting the first technology by abandoning all failures to get it and the second hut still has a 10% chance of providing a technology. Thus this technique provides the one technology 100% of the time and two technologies 10% of the time. That's not how it should work though it does abide by the letter of the rules. We should just be able to select our free first technology and 10% chance at the second technology right at the start of the game without this nonsense of chasing Huts.

Tribal Villages was about the most worthless game breaking idea the Civilization IV developers ever devised. In lives on in Civ V as the ruins idea and it works no better there, except they made it less game breaking.

Sun Tzu Wu
 
Goody huts have been around since at least civ2, i cant remember if civ1 had them.

They ARE part of the game, and have always been.
 
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