ViktorGamer
Chieftain
- Joined
- Sep 14, 2022
- Messages
- 9
If you ever played chess with professional player you know that once you touch a piece you must play with it!
if you don't you lose the game.
If you touch 2nd piece you lose the game.
If the move you played is invalid you lose the game.
As simple as that, there is no but...
If you're new then a pro player will tell you, OK let's start a new game but this time you must follow the rules, at least that's how I learned to play chess.
In this thread post I'm going to put my short story and few "chess rules" that apply to Civ and then later I'll put rationale behind these rules to explain why they matter.
In the end I'll put some additional rules that are optional for you to follow, they improve gameplay experience and end game value.
~~~
I'm one of those who play higher difficulties ex. immortal but with some exceptions which is that I very often reload a turn (sometimes even several turns back) if gameplay goes unfavorable such as mis-settled city, misplaced district or loss of a unit or city.
Also I would abuse the AI by selling them excess resources which they overvalue as much as possible to skyrocket my GPT much higher than what's normal income of most AI's in given era.
Then also when I start a new game I would restart a map like 10-20 times over until I get a river start on coast with luxury resources around.
By using these methods it's not hard for me to have an advantage over the AI and my excuse was that the AI is getting bonuses so now we are even, it's "fair game" because my cheat is justified due to AI cheating me with bonuses.
I didn't do this only in Civ games, I did it with almost every 4X game and I did this since I play strategy games and this become my really bad habit, so bad that I didn't realize how bad it is.
As I write this post I suppose how you feel and what you think, you must be having negative opinion of me, but you're right because I learned on my own skin that this is very wrong not so much due to cheating but more because it ruins gameplay experience and also ruins game replay value because it becomes easy to learn how to win by using trial and error.
However knowing how to win should be learned by player by playing more gameplays rather than reloading single gameplay to learn all in one gameplay, this made many mainstream strategy games boring to me very soon after first few gameplays.
And now I decided to put an end to this problem for good, I wish to make a very short and strict list of "house rules" and I whish to stick to them, here are only 5 "must abide" rules.
Rules:
1. Restarting a map for a new game is allowed at most 2 times without saving your starts (this is to avoid going from start 3 to start 2 ex. because previous start was better)
- For example, if you restart a map 1st time then either you stick with the new 2nd start or you restart for the last time for 3rd start which you then must accept.
2. You are not allowed to reload a game under any circumstances except to continue game next day from latest save point.
- If there is computer crash you're allowed to reload earlier but you must repeat your last moves and actions exactly.
3. You're not allowed to use any kind of cheating mods which would give you an advantage or information that is otherwise not available in game.
4. The minimum price tag at which you're allowed to buy and maximum at which you're allowed to sell stuff from\to the AI is:
- 10 GPT per 1 luxury resource. (or 300 flat gold)
- 10 GPT per 30 strategic resources. (or 300 flat gold)
- 5 GPT for open borders (or 150 flat gold)
5. You're not allowed to stop producing or changing production of military or civilian units that are 1 or few turns from finished.
Rationale for rules:
1. You just like other AI players must have equal probability of a good starting position, just like there is a probability for you to have a bad start so is there a probability of the AI player to have bad start.
If you keep restarting until your start is good this means you have clearly increased your probability for a good start while the AI has not been given the same treatment, therefore this is unfair game.
Rule No.1 allows up to 2 restarts which results in max. 3 possible positions, if you restart and find out that your new start is worse than previous one you're not allowed to reload previous start instead you have only 1 additional chance to restart again.
If you decide to restart yet again then what ever 3rd start is you must accept it, thus it's wise to accept mediocore 1st start because you might as well end up with much worse start if you restart.
This is fair game for both you and the AI because every restart reduces your probability of a good start by 33% while in same time it does not affect the AI unfavorably as much as if you would restart indefinitely.
2. Rule No. 2 is chess like rule aka. "touched - moved", a piece touched is the piece you must play with.
Rationale is that if you reload just as not to lose a unit then it's unfair game because the AI player is not given the same chance, thus you again increased your probability to win.
Another rationale is, we know end game is boring because player is snowballing in every aspect but this rule helps a lot to reverse this:
if the AI killed your unit or captured your city in early or mid game this means you will need some time to recover and rebuild your forces, and it is this time which will prolong your gameplay experience because now it will take much longer until you can feel secure, which means catching up the AI will take longer and may even go as far as into late game, depending on your loses.
3. mods which reveal hidden information that is otherwise not available in game (diplomatic visibility) and mods which let you circumvent some restrictions or those which give you flat resources and units is clearly unfair game and must not be used.
Example of such mod
QoL mods which provide more information that is available in game anyway trough diplomatic visibility are an exception to this rule, example of such mod
4. The AI is obviously trading very horribly to it's own detriment, it's both unfair and not fun game to exploit that to your advantage, instead we should help the AI to be perfect in those areas in which it is not by treating him fairly.
5. Producing military units but leaving them at 1 turn until complete in the city with the aim to cut on unit gold maintenance cost, or to trick the AI into thinking you're weak to provoke an attack for easy victory,
and then suddenly you produce a bunch of military in a single turn and easily defeat the AI.
This is clearly unfair because the AI does not do these things to cheat or trick human player, also very likely the AI isn't designed to predict this human trickstery thus it's unfair to use this strategy.
Similarly you're not allowed to do the same for builders, ex. waiting until you apply policy card which gives you +2 builder actions, thus ensuring you use the card only once rather than across 2 policy changes as it's usually the case.
Next policy change might take only 3 turns, thus you produce builders upfront and then apply policy for those 3 turns and change it soon afterwards is unfair.
Optional rules for better end game and gameplay XP:
1. You're "not allowed" to win.
A simple rule which results in better endgame, in order for you to win a game you must lead in every victory condition in order for you to win one of them.
For example if you're going for science victory, your science victory is valid only if you lead in every other victory condition.
For example if you win scientific victory but one of the AI's is leading in culture then your victory is false and you lost the game.
Rationale is simple, having lead in every victory condition will take more effort and will surely go far into the end game, your only obstacle to this is difficulty you're playing on.
Thus if you're unable to achieve such victory you might as well have fun playing on one difficulty below what's your normal.
But from my XP, it's not extremely hard, I achieved lead in all conditions except faith on immortal difficulty before reaching information era.
2. Victory doesn't count if your favor per turn is negative
If your favor per turn is negative this likely means you took out too many capitals or grievances against you are far beyond reasonable.
Civ AI is not militaristic, thus going for domination victory is nothing but beating a dead horse.
Ensuring positive favor per turn means realistic game because you don't abuse the AI which is uncapable to pose same military challenge to human player.
These 2 optional rules thus ensure more fun in end game because achieving them takes effort and skills.
I'm sure you know of some more rules which could be added, if so please do share them, I'm very interested to hear about how you rule your games!
if you don't you lose the game.
If you touch 2nd piece you lose the game.
If the move you played is invalid you lose the game.
As simple as that, there is no but...
If you're new then a pro player will tell you, OK let's start a new game but this time you must follow the rules, at least that's how I learned to play chess.
In this thread post I'm going to put my short story and few "chess rules" that apply to Civ and then later I'll put rationale behind these rules to explain why they matter.
In the end I'll put some additional rules that are optional for you to follow, they improve gameplay experience and end game value.
~~~
I'm one of those who play higher difficulties ex. immortal but with some exceptions which is that I very often reload a turn (sometimes even several turns back) if gameplay goes unfavorable such as mis-settled city, misplaced district or loss of a unit or city.
Also I would abuse the AI by selling them excess resources which they overvalue as much as possible to skyrocket my GPT much higher than what's normal income of most AI's in given era.
Then also when I start a new game I would restart a map like 10-20 times over until I get a river start on coast with luxury resources around.
By using these methods it's not hard for me to have an advantage over the AI and my excuse was that the AI is getting bonuses so now we are even, it's "fair game" because my cheat is justified due to AI cheating me with bonuses.
I didn't do this only in Civ games, I did it with almost every 4X game and I did this since I play strategy games and this become my really bad habit, so bad that I didn't realize how bad it is.
As I write this post I suppose how you feel and what you think, you must be having negative opinion of me, but you're right because I learned on my own skin that this is very wrong not so much due to cheating but more because it ruins gameplay experience and also ruins game replay value because it becomes easy to learn how to win by using trial and error.
However knowing how to win should be learned by player by playing more gameplays rather than reloading single gameplay to learn all in one gameplay, this made many mainstream strategy games boring to me very soon after first few gameplays.
And now I decided to put an end to this problem for good, I wish to make a very short and strict list of "house rules" and I whish to stick to them, here are only 5 "must abide" rules.
Rules:
1. Restarting a map for a new game is allowed at most 2 times without saving your starts (this is to avoid going from start 3 to start 2 ex. because previous start was better)
- For example, if you restart a map 1st time then either you stick with the new 2nd start or you restart for the last time for 3rd start which you then must accept.
2. You are not allowed to reload a game under any circumstances except to continue game next day from latest save point.
- If there is computer crash you're allowed to reload earlier but you must repeat your last moves and actions exactly.
3. You're not allowed to use any kind of cheating mods which would give you an advantage or information that is otherwise not available in game.
4. The minimum price tag at which you're allowed to buy and maximum at which you're allowed to sell stuff from\to the AI is:
- 10 GPT per 1 luxury resource. (or 300 flat gold)
- 10 GPT per 30 strategic resources. (or 300 flat gold)
- 5 GPT for open borders (or 150 flat gold)
5. You're not allowed to stop producing or changing production of military or civilian units that are 1 or few turns from finished.
Rationale for rules:
1. You just like other AI players must have equal probability of a good starting position, just like there is a probability for you to have a bad start so is there a probability of the AI player to have bad start.
If you keep restarting until your start is good this means you have clearly increased your probability for a good start while the AI has not been given the same treatment, therefore this is unfair game.
Rule No.1 allows up to 2 restarts which results in max. 3 possible positions, if you restart and find out that your new start is worse than previous one you're not allowed to reload previous start instead you have only 1 additional chance to restart again.
If you decide to restart yet again then what ever 3rd start is you must accept it, thus it's wise to accept mediocore 1st start because you might as well end up with much worse start if you restart.
This is fair game for both you and the AI because every restart reduces your probability of a good start by 33% while in same time it does not affect the AI unfavorably as much as if you would restart indefinitely.
2. Rule No. 2 is chess like rule aka. "touched - moved", a piece touched is the piece you must play with.
Rationale is that if you reload just as not to lose a unit then it's unfair game because the AI player is not given the same chance, thus you again increased your probability to win.
Another rationale is, we know end game is boring because player is snowballing in every aspect but this rule helps a lot to reverse this:
if the AI killed your unit or captured your city in early or mid game this means you will need some time to recover and rebuild your forces, and it is this time which will prolong your gameplay experience because now it will take much longer until you can feel secure, which means catching up the AI will take longer and may even go as far as into late game, depending on your loses.
3. mods which reveal hidden information that is otherwise not available in game (diplomatic visibility) and mods which let you circumvent some restrictions or those which give you flat resources and units is clearly unfair game and must not be used.
Example of such mod
QoL mods which provide more information that is available in game anyway trough diplomatic visibility are an exception to this rule, example of such mod
4. The AI is obviously trading very horribly to it's own detriment, it's both unfair and not fun game to exploit that to your advantage, instead we should help the AI to be perfect in those areas in which it is not by treating him fairly.
5. Producing military units but leaving them at 1 turn until complete in the city with the aim to cut on unit gold maintenance cost, or to trick the AI into thinking you're weak to provoke an attack for easy victory,
and then suddenly you produce a bunch of military in a single turn and easily defeat the AI.
This is clearly unfair because the AI does not do these things to cheat or trick human player, also very likely the AI isn't designed to predict this human trickstery thus it's unfair to use this strategy.
Similarly you're not allowed to do the same for builders, ex. waiting until you apply policy card which gives you +2 builder actions, thus ensuring you use the card only once rather than across 2 policy changes as it's usually the case.
Next policy change might take only 3 turns, thus you produce builders upfront and then apply policy for those 3 turns and change it soon afterwards is unfair.
Optional rules for better end game and gameplay XP:
1. You're "not allowed" to win.
A simple rule which results in better endgame, in order for you to win a game you must lead in every victory condition in order for you to win one of them.
For example if you're going for science victory, your science victory is valid only if you lead in every other victory condition.
For example if you win scientific victory but one of the AI's is leading in culture then your victory is false and you lost the game.
Rationale is simple, having lead in every victory condition will take more effort and will surely go far into the end game, your only obstacle to this is difficulty you're playing on.
Thus if you're unable to achieve such victory you might as well have fun playing on one difficulty below what's your normal.
But from my XP, it's not extremely hard, I achieved lead in all conditions except faith on immortal difficulty before reaching information era.
2. Victory doesn't count if your favor per turn is negative
If your favor per turn is negative this likely means you took out too many capitals or grievances against you are far beyond reasonable.
Civ AI is not militaristic, thus going for domination victory is nothing but beating a dead horse.
Ensuring positive favor per turn means realistic game because you don't abuse the AI which is uncapable to pose same military challenge to human player.
These 2 optional rules thus ensure more fun in end game because achieving them takes effort and skills.
I'm sure you know of some more rules which could be added, if so please do share them, I'm very interested to hear about how you rule your games!
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