SlowThinker said:I am with golem: not a good argument for me. The game allows also to switch in the cheat mode, to reveal all the map and to reload back... or you can reload hut and combat outcomes. All these things are not detectable. Do you wish to allow them?
KingWilly says Yes, but that sounds horrible for me.
The game was designed so that once Cheat mode is enabled it will stay flagged throughout the game. Reloading a previous version after peeking through Cheat was something they probably could not figure a way to defend against, although a few instances of players describing Cheat staying active during reloads (and other players finding ways to "deactivate" it) makes me suspect they tried. Doing this, or loading the game in MapEditor to see hidden terrain, is definitely against the spirit of the competition ("exploring unknown worlds"), and there seem to be some ways to "guess" that illegal map knowledge leads to overly quick expansion.
As far as hut reloads go, Samson's statistical analysis gives us some idea of what "average" hut result distribution should be. You could stretch things once or twice, but over a whole game they should even out.
I think we need to set the rules in a balance between the desired spirit of the game for players and some ability for moderators to detect abuse and reward good play. Since the GOTM is both a competion and a learning experience, we should encourage award-winning players to keep frequent saves and perhaps a log in order to validate their extraordinary play and educate less-gifted players. We don't want beginners to throw in the towel or go looking for cheat codes - we want them to learn the intricacies of the game so that they can enjoy it more.