cracker
Gil Favor's Sidekick
Since the V21 patch is out and it appears that the firaxis fix to a number of problems will be in the editor and the games setup, I feel it is real import to get a set of agreed upon but modified rules that will fix some of the most significant problems.
These need to be implemented when the map is defined since all of us then load from the starting .sav file.
My proposed list would be:
NO to "Allow Restarting Players" unless that is a special feature of the scenario and expected win conditions that is called out in the game description.
YES to "Preserve Random Seed"
Culturally linked starting positions would be up to the map maker but should be declared in the game description.
Some of the unit specific abilities should be modified in the standard GOTM releases. Since Firaxis made these optional for us to fix some major dysfunctional elements then we should fix them in the default GOTM releases:
1) all bombard capable units should allow lethal bombardment of land and sea units as the deafult condition. It is hard enough to get into a position where these can be used, we ought to have the option available.
2) cruise missles should be loadable onto some type of transport. This is an idiot factor ommission in the original release and should be corrected in the default GOTM rules. (I should add that the emphasis on quick finishes my make cruise missiles never appear as a factor). Without this change cruise missles are worthless in any game other than true, single continent, pangea games.
3) workers, settlers, and explorers should be air transportable. It makes no sense whatsoever that I can airdrop my armor units while having to spend 7 or 8 turns ferrying bucket loads of workers and settlers around the world via the snail-o-boat.
CORRUPTION:
These factors should be scaled back if we wish to have anything other than the current pattern of ICS sprawl-o-grams. Particularly on larger map sizes, and any multi land mass scenarios, the corruption factor needs to be reduced.
I would really propose that the next month's GOTM be released in two identical forms with one format set to 100% Firaxis designed corruption for that difficulty level and map size. The alternate release would be at 75% or 80% of the Firaxis design level. (note that this will probably require the game generator to roll the dice a number of times to replicate starting positions, but the results will be worthwhile in terms of understanding the score-vs-fun impacts.
One of the hidden issues here in the corruption debate is not just the impact on scoring (ie who wins the GOTM and gets the boobie prize) but also what is fun and what provides the greatest opportunity to exercise innovative strategies and management skills. If the only way to win the game in spite of corruption is build a tight knit mass of pop 6-12 cities at a 2 or 3 tile spacing then somewhere we have to acknowledge that the designed in corruption implementation is screwing up the game relative to an enjoyable simulation of factors we might see from the real world.
AI to AI trade rates:
These are exposed in the editor but do not appear to be fixed in the default settings for the game. I'll have to withhold judgement until a few test games, but this should also be set in the GOTM release.
... just some thoughts ... with a soda ... cracker
These need to be implemented when the map is defined since all of us then load from the starting .sav file.
My proposed list would be:
NO to "Allow Restarting Players" unless that is a special feature of the scenario and expected win conditions that is called out in the game description.
YES to "Preserve Random Seed"
Culturally linked starting positions would be up to the map maker but should be declared in the game description.
Some of the unit specific abilities should be modified in the standard GOTM releases. Since Firaxis made these optional for us to fix some major dysfunctional elements then we should fix them in the default GOTM releases:
1) all bombard capable units should allow lethal bombardment of land and sea units as the deafult condition. It is hard enough to get into a position where these can be used, we ought to have the option available.
2) cruise missles should be loadable onto some type of transport. This is an idiot factor ommission in the original release and should be corrected in the default GOTM rules. (I should add that the emphasis on quick finishes my make cruise missiles never appear as a factor). Without this change cruise missles are worthless in any game other than true, single continent, pangea games.
3) workers, settlers, and explorers should be air transportable. It makes no sense whatsoever that I can airdrop my armor units while having to spend 7 or 8 turns ferrying bucket loads of workers and settlers around the world via the snail-o-boat.
CORRUPTION:
These factors should be scaled back if we wish to have anything other than the current pattern of ICS sprawl-o-grams. Particularly on larger map sizes, and any multi land mass scenarios, the corruption factor needs to be reduced.
I would really propose that the next month's GOTM be released in two identical forms with one format set to 100% Firaxis designed corruption for that difficulty level and map size. The alternate release would be at 75% or 80% of the Firaxis design level. (note that this will probably require the game generator to roll the dice a number of times to replicate starting positions, but the results will be worthwhile in terms of understanding the score-vs-fun impacts.
One of the hidden issues here in the corruption debate is not just the impact on scoring (ie who wins the GOTM and gets the boobie prize) but also what is fun and what provides the greatest opportunity to exercise innovative strategies and management skills. If the only way to win the game in spite of corruption is build a tight knit mass of pop 6-12 cities at a 2 or 3 tile spacing then somewhere we have to acknowledge that the designed in corruption implementation is screwing up the game relative to an enjoyable simulation of factors we might see from the real world.
AI to AI trade rates:
These are exposed in the editor but do not appear to be fixed in the default settings for the game. I'll have to withhold judgement until a few test games, but this should also be set in the GOTM release.
... just some thoughts ... with a soda ... cracker