Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,474
Are Bad Events really so bad that a team of strategic thinkers cannot find some way to deal with them, much like they would any other screw that an AI throws into the inner workings of your well-oiled machine?
Are Good Events REALLY so good that they will catapult a team to a Gold Medal? Really? Do you honestly believe so?
"Well, if teams are close anyway and if one team gets a really bad streak of luck and the other team gets a good streak of luck, then yeah, maybe it might make a difference in one placing in the standings..." Maybe. Or are we just fear-mongering?
Doesn't every team have access to the complete list of Events? Oops, I just let the cat out of the bag--you do have access to it now!
Can't a team that will work together towards a common goal also be prepared to deal with Random Events? Certain game actions can be taken to increase or reduce the likelihood of certain events. Other game actions can be taken to greatly reduce the potentially bad effects of Bad Events.
Are Events really so different from much of the other luck-based events that people seem to glaze over when comparing games to each other? I have watched countless game comparisons using the Reply tool and one player's game (for the XOTM) or one team's game (for the SGOTM) can be greatly affected by where a Civ chooses to settle its second City... it's not always a consistent location; after that point in the game, AI empires can drastically diverge even further.
In one team's game, an AI might settle near the only Ivory or Iron on the continent and then found a Religion immediately thereafter, securing that Recource with a strong Cultural presense. In a different team's game, the AI might settle a more Resource-rich location on the other side of its empire without any Strategic Resources nearby and all early-game Religions might be founded on a different continent. Suddenly, a tough situation for one team becomes a simplistic rush for the other team. That's Civ 4. That's life. Nothing is made to be "fair." Learn. Adapt. Play. Enjoy. But don't come whining about "fairness" issues because life and Civ 4 don't care.
If Gandhi decides to declare war on your team but not on other teams, will you complain?
Will you complain if The Pyramids are built by a far-away AI in 500 BC in your team's game but are still available for a team that wasn't even going for them as of 500 AD?
Will you whine and pout if Mansa researches techs that duplicate yours, leaving you nothing to trade with him, while Mansa ends up researching techs down a different path in a different team's game?
These issues are the kind that we face in every Civ 4 competition. I would boldly claim that each one of those scenarios has a far greater impact on the game than a Random Event will have.
You are all but guaranteed to come across scenarios of similar "unfairness." And yet here you are, willing to compete, able to participate, and ready to have fun.
I believe that the Game Designer went far out of his way already to cater to the community by soliciting our input before designing the map. Ultimately, it is his choice as to whether or not he were to heed your input and you should feel privileged and blessed that he listened well.
But, he's also the Game Designer. Are we going to tie his hands? Can he not make some decisions independently of the community? I say that if the Game Designer made a choice and if he or she claims that the map was well play-tested, then I will believe them. Are you now going to turn around and say that Erkon is a poor play-tester? Do you doubt DynamicSpirit's ability, a long-time XOTM player and a well-established Game Designer, to have considered the implications and have deemed them to be within the spirit of the competition?
And what if other random factors occur that make games differ from each other, as I guarantee you they will? Are you going to ask an admin to open the World Builder for a team's save and delete the Gem Mine that popped on Turn 18? Are you going to ask a game admin to change the settling location of Zara's second City so that it matches-up for each team? Or are you going to admit that, within the well-defined parameters of our little Civ 4 world, there is a wealth and multitude of randomness that will cause the games to diverge? If you can open your eyes to this fact, if you can truly appreciate some of the randomness that goes on even from players starting with the same saved game, then you'll realise that Random Events will account for a fractionally small amount of the differences that will occur between games.
Sure, we well-timed or a poorly-timed Random Event can have a bigger impact than one that comes at a different time in the game, but the same can be said of AI settling locations, research paths, Wonder-grabbing or the lack therefore, diplomatic decisions based on randomly-generated values, Barbarians randomly spawning here or there, Barb Cities appearing or not appearing in good or bad locations, AI-AI tech trades, AI-AI Resource trades, AIs that are slow or particularly fast to hook-up a Resource that they could have traded to you, an AI beelining Monarchy and trading it to your team early on, the AI that built The Pyramids spawning a Great Prophet in one game or spawning a Great Engineer and stealing yet another Wonder in a different game, Holy City distribution, random spread of Religions, AI-AI wars creating a super power, AI-AI teching and heavy inter-trading on another continent in one game versus very little trading in a different game, etc.
I'm sure that your collective creative juices could come up with a list that literally fills pages and pages of a thread, listing the randomness that is built into Civ 4. Random Events are but a tiny subset of things that can happen and will not be the major defining factors of any game.
In fact, only a subset of the total list of Random Events are available for any one game, with probabilities of them occuring also being set at the time of the save being created. In this way, the list of Random Events that can occur and are likely to occur are far more likely to be consistent from one team's game to the next than many of the other factors of the game which rely on random-number generation.
And yes, if people are not willing to trust the Game Designer's abilities to have thought through the implications and have decided that they are worthwhile to include in our game and the Map Tester(s)' abilities to foresee potential complications and deem them acceptable challenges, then yes, we might need another thread for this topic.
Are Good Events REALLY so good that they will catapult a team to a Gold Medal? Really? Do you honestly believe so?
"Well, if teams are close anyway and if one team gets a really bad streak of luck and the other team gets a good streak of luck, then yeah, maybe it might make a difference in one placing in the standings..." Maybe. Or are we just fear-mongering?
Doesn't every team have access to the complete list of Events? Oops, I just let the cat out of the bag--you do have access to it now!
Can't a team that will work together towards a common goal also be prepared to deal with Random Events? Certain game actions can be taken to increase or reduce the likelihood of certain events. Other game actions can be taken to greatly reduce the potentially bad effects of Bad Events.
Are Events really so different from much of the other luck-based events that people seem to glaze over when comparing games to each other? I have watched countless game comparisons using the Reply tool and one player's game (for the XOTM) or one team's game (for the SGOTM) can be greatly affected by where a Civ chooses to settle its second City... it's not always a consistent location; after that point in the game, AI empires can drastically diverge even further.
In one team's game, an AI might settle near the only Ivory or Iron on the continent and then found a Religion immediately thereafter, securing that Recource with a strong Cultural presense. In a different team's game, the AI might settle a more Resource-rich location on the other side of its empire without any Strategic Resources nearby and all early-game Religions might be founded on a different continent. Suddenly, a tough situation for one team becomes a simplistic rush for the other team. That's Civ 4. That's life. Nothing is made to be "fair." Learn. Adapt. Play. Enjoy. But don't come whining about "fairness" issues because life and Civ 4 don't care.
If Gandhi decides to declare war on your team but not on other teams, will you complain?
Will you complain if The Pyramids are built by a far-away AI in 500 BC in your team's game but are still available for a team that wasn't even going for them as of 500 AD?
Will you whine and pout if Mansa researches techs that duplicate yours, leaving you nothing to trade with him, while Mansa ends up researching techs down a different path in a different team's game?
These issues are the kind that we face in every Civ 4 competition. I would boldly claim that each one of those scenarios has a far greater impact on the game than a Random Event will have.
You are all but guaranteed to come across scenarios of similar "unfairness." And yet here you are, willing to compete, able to participate, and ready to have fun.
I believe that the Game Designer went far out of his way already to cater to the community by soliciting our input before designing the map. Ultimately, it is his choice as to whether or not he were to heed your input and you should feel privileged and blessed that he listened well.
But, he's also the Game Designer. Are we going to tie his hands? Can he not make some decisions independently of the community? I say that if the Game Designer made a choice and if he or she claims that the map was well play-tested, then I will believe them. Are you now going to turn around and say that Erkon is a poor play-tester? Do you doubt DynamicSpirit's ability, a long-time XOTM player and a well-established Game Designer, to have considered the implications and have deemed them to be within the spirit of the competition?
And what if other random factors occur that make games differ from each other, as I guarantee you they will? Are you going to ask an admin to open the World Builder for a team's save and delete the Gem Mine that popped on Turn 18? Are you going to ask a game admin to change the settling location of Zara's second City so that it matches-up for each team? Or are you going to admit that, within the well-defined parameters of our little Civ 4 world, there is a wealth and multitude of randomness that will cause the games to diverge? If you can open your eyes to this fact, if you can truly appreciate some of the randomness that goes on even from players starting with the same saved game, then you'll realise that Random Events will account for a fractionally small amount of the differences that will occur between games.
Sure, we well-timed or a poorly-timed Random Event can have a bigger impact than one that comes at a different time in the game, but the same can be said of AI settling locations, research paths, Wonder-grabbing or the lack therefore, diplomatic decisions based on randomly-generated values, Barbarians randomly spawning here or there, Barb Cities appearing or not appearing in good or bad locations, AI-AI tech trades, AI-AI Resource trades, AIs that are slow or particularly fast to hook-up a Resource that they could have traded to you, an AI beelining Monarchy and trading it to your team early on, the AI that built The Pyramids spawning a Great Prophet in one game or spawning a Great Engineer and stealing yet another Wonder in a different game, Holy City distribution, random spread of Religions, AI-AI wars creating a super power, AI-AI teching and heavy inter-trading on another continent in one game versus very little trading in a different game, etc.
I'm sure that your collective creative juices could come up with a list that literally fills pages and pages of a thread, listing the randomness that is built into Civ 4. Random Events are but a tiny subset of things that can happen and will not be the major defining factors of any game.
In fact, only a subset of the total list of Random Events are available for any one game, with probabilities of them occuring also being set at the time of the save being created. In this way, the list of Random Events that can occur and are likely to occur are far more likely to be consistent from one team's game to the next than many of the other factors of the game which rely on random-number generation.
And yes, if people are not willing to trust the Game Designer's abilities to have thought through the implications and have decided that they are worthwhile to include in our game and the Map Tester(s)' abilities to foresee potential complications and deem them acceptable challenges, then yes, we might need another thread for this topic.