Trying all possible combinations to get the desired result isn't actually a micro, since in normal games you don't have so many tries (you have exactly one) and normally try to do intuitive and logical stuff. I am sorry all the irrational exploits will never be banned or shunned at least.
This isn't true. Test games are popular in XOTM and SGOTM, although perhaps less so in plain HoF. The idea is to re-create important facets of the map (IE start, micro situation) and then test different approaches, with the goal of micro optimization usually being the one in mind.
It's legal in the strict and logical sense (after all, playing any game concurrently with a given game is 100% fine), but allows one to duplicate the micro attempts. It goes beyond my patience, but you can indeed do exercises like this with effort in any game without resorting to reloads or worldbuilder.
I'd take back what I said if I could. I did quite a lot of testing in SOTM 16 and am a bit of a hypocrite now. However, I'd like things like test maps weren't possible. It is only ok cause everyone is doing it. Effort invested in setting the test map up doesn't make it more right. However, that is just my opinion and don't want to provoke an offtopic discussion/war here. It is just my frustration cause I generally support ''play by feel and logic'' philosophy.
Edit: and yes, this is more of a "mechanics abuse" challenge than a micro challenge.
What I like is that after some of these challenges, a lot more of people will know about them and advantage one gets with these abuses in competitive play will be diminished. Only thing more wrong than abusing in civ, is hiding it from others (opinion).
Spoiler :
The only true micro decisions are how you ship your units to the 1st island and how you micro your workers on it...and there are multiple solutions that get the same functional result there. After that, it morphs into straight knowledge of mechanics and abusing them, via maxing how far you can teleport.
It is just my frustration cause I generally support ''play by feel and logic'' philosophy.
So teleportation mechanics is different for closing Open Borders and for declaring war...
Like teleporting wasn't already far-fetched.
I obviously play fast and loose, but at the fundamental level civ IV is a #'s game, and most direct gameplay mechanics can be planned quite well in advance. I don't see the functional difference between making a "test save" and running a spreadsheet with all of the city values, for example. Both of these accomplish the same goal through the same means; using something other than the current game as a tool to help plan in the current game.
Where do you draw the line in usage of those things? Is it too far to use a spreadsheet? What about a calculator? What about doing math in one's head? I don't see a major difference in any of these approaches; they are all using the same information and trying to do the same thing, and people will even be better at different approaches.
Turn 5
Maybe, but I did see both the worker + settler and the worker + worker approaches lead to the same turn 7 finish. The faith part came naturally.Impressive! What I admire the most is iggy's faith that he could do better than T7.
This challenge made me learn teleportation. The DOW trick might have come from popping maps down on settler level. (Eventually you will DOW an AI that you learned about via a map only to discover that you did things the normal way -- OB and scouting. The horns of war don't go off when moving in and a subsequent DOW might do some funny things to units.)This, I did not expect however. Well done, I learned something new
This isn't true. Test games are popular in XOTM and SGOTM, although perhaps less so in plain HoF. The idea is to re-create important facets of the map (IE start, micro situation) and then test different approaches, with the goal of micro optimization usually being the one in mind.
It's legal in the strict and logical sense (after all, playing any game concurrently with a given game is 100% fine), but allows one to duplicate the micro attempts. It goes beyond my patience, but you can indeed do exercises like this with effort in any game without resorting to reloads or worldbuilder.
Edit: and yes, this is more of a "mechanics abuse" challenge than a micro challenge.
Spoiler :
The only true micro decisions are how you ship your units to the 1st island and how you micro your workers on it...and there are multiple solutions that get the same functional result there. After that, it morphs into straight knowledge of mechanics and abusing them, via maxing how far you can teleport.
that whole style of play seems really absurd to me. what's next, writing a "test game mod" that's scriptable to play every situation in hundreds of possible combinations? at what point are you no longer even really playing a game?