Matternich
Warlord
- Joined
- Jul 9, 2004
- Messages
- 140
I suppose civ 4 will have its own unique exploits but here's how they should change the ones listed on the page- http://www.civfanatics.com/civ3cheats.shtml that should have been in a civ 3 patch.
I'm sure theyve already been done to death a thousand times already but here goes.
Right of Passage Abuse- using the ROP to position troops pre-war. This is fine- maybe increase negative reaction by other nations. Possibly -all current ROP with every nation are void or immediately become subject to renegotiation regardless of time left on them.
Free Palace Jump- (abandoning capital so palace reappears in next biggest city) Simple answer is when the capital is destroyed so is the palace- period. No relocations. Seems a fair penalty for losing the capital.
Island block- (positioning any unit on coast to prevent AI landing) This is fine and makes sense except perhaps pre-marine amphibious attacks on non-military units should be allowed.
Ship hopping/swapping- Fair enough on this one it's so hard to set up it should be allowed.
ICS (Infinite City Sprawl, a close network of cities usually to build/increase culture) - For many players this is a legitimate strategy. Maybe some penalty should be introduced that can be removed as a game option on the setup screen. Not sure on the penalty- perhaps introducing limit to the culture score a single or a two citizen city can have. Even easier would be to increase the area around a city where settling is prevented. (Shouldnt apply to building near other nations cities.)
Scout resource denial-(scout prevents AI connecting road to resource by leaving a friendly scout there.) Time to make the AI smart to this and demand the scouts removal.
Pop-Rushing- (continually adding workers to city in Despotism/Communism only to kill them off in hurrying building) The best way to stop this would be to give workers consciences. Workers/settlers won't join a city that has already lost x amount (5-10?) of workers hurrying a build until a number of citizens forget. Amounts should vary according to government.
Worker dog pile- (adding masses of workers to a city with hospital to increase score) Simple answer to this is to correlate starvation to the amount of food missing per turn. So for an absence of 4 food- 2 citizens die. Rounding down after 1 starvation death.
Gold mine- Just a bug I guess.
I'm sure theyve already been done to death a thousand times already but here goes.
Right of Passage Abuse- using the ROP to position troops pre-war. This is fine- maybe increase negative reaction by other nations. Possibly -all current ROP with every nation are void or immediately become subject to renegotiation regardless of time left on them.
Free Palace Jump- (abandoning capital so palace reappears in next biggest city) Simple answer is when the capital is destroyed so is the palace- period. No relocations. Seems a fair penalty for losing the capital.
Island block- (positioning any unit on coast to prevent AI landing) This is fine and makes sense except perhaps pre-marine amphibious attacks on non-military units should be allowed.
Ship hopping/swapping- Fair enough on this one it's so hard to set up it should be allowed.
ICS (Infinite City Sprawl, a close network of cities usually to build/increase culture) - For many players this is a legitimate strategy. Maybe some penalty should be introduced that can be removed as a game option on the setup screen. Not sure on the penalty- perhaps introducing limit to the culture score a single or a two citizen city can have. Even easier would be to increase the area around a city where settling is prevented. (Shouldnt apply to building near other nations cities.)
Scout resource denial-(scout prevents AI connecting road to resource by leaving a friendly scout there.) Time to make the AI smart to this and demand the scouts removal.
Pop-Rushing- (continually adding workers to city in Despotism/Communism only to kill them off in hurrying building) The best way to stop this would be to give workers consciences. Workers/settlers won't join a city that has already lost x amount (5-10?) of workers hurrying a build until a number of citizens forget. Amounts should vary according to government.
Worker dog pile- (adding masses of workers to a city with hospital to increase score) Simple answer to this is to correlate starvation to the amount of food missing per turn. So for an absence of 4 food- 2 citizens die. Rounding down after 1 starvation death.
Gold mine- Just a bug I guess.