atreas said:
like the false statements you made here about your desire to balance the game while in the next thread you stated that you really play only what is overpowered
There's nothing false about it. Civ 4 is a strategy game. In a strategy game, the point is to be able to always choose the best path towards victory. Those choices are what make it a game. I happen to start playing the game before 4000 BC, when choosing my leader.
However, a strategy game that isn't balanced is no fun, because the best choice is always the same, so once you've figured out what it is, there's no thinking involved; you just apply the same strategy over and over mindlessly. Therefore, to make civ a better strategy game, we must balance it.
Once the game is properly balanced, i'll be free to choose other traits (than financial) and other openings (than chop rushing). This will make me think more, therefore it will be more fun - a better game. I can't do this now because it will feel like not given it my best, which goes against the spirit of strategy games (plus i'm a perfectionist). I will not resort to choosing what i know to be an inferior strategy just to add variety. But i will work towards making the game more balanced so that i can then play it with more variety while still giving it my best.
atreas said:
(it's very amusing, especially the 80% of water tiles that a few pages ago it was 1/3
Two completely different numbers :
- 1/3 of tiles with 2+ base commerce in a typical map are tiles with exactly 2 base commerce and no more (and this includes cottages on rivers and hamlets not on rivers)
- 80% of tiles worked (including those with 0 or 1 commerce) are water tiles in an archipelago map
Those two statements are not mutually exclusive. In fact, they talk about two completely different things in two completely different settings.
atreas said:
By comparing only the final slope (that's the percentage meaning), and not the total raw numbers, you distort the data - your method forgets past, which is wrong. Even a rookie in statistics knows that. If you want to use percentages, you have to weight them across all time - very tough in this case, because each tile grows separately. If the final slope was negative then the others might have a chance to catch-up their previous (proven) disadvantage; it suffices to show that the slope is bigger than the others to prove that not only they will not catch up, but the difference will continue to be increasing.
The second reason why it's wrong is because you do the statistics not to compare Fin with its previous self (Fin an era ago) but with other traits at the same time. The percentage says nothing about that, unless you have also a similar percentage for each of the other traits (which you haven't). Additionally, exactly in the last phase (Towns) you also get an extra benefit from Universal Suffrage, which really makes the trait to shine (something you of course ommitted). The reason is that the only problem you had to exploit your advantage was hammers - and now the problem is solved.
Here's the scenario. I'm somewhere along the tech chart. Choose any point you want. Because of trading, because of bonuses from other civs knowing a tech you research, and because techs gradually cost more and more, you're at the same point too, or very close. This applies to any point along the chart. This is why the past can mostly be ignored. Experience playing the game shows that this is almost always the case (civs being relatively close in tech level throughout the entire game).
The advantage of having more total commerce doesn't give someone an ever-increasing tech lead. You can only be so many techs ahead, and after that, you can't pull away anymore. Everybody is usually pretty close in tech. The advantages of having more commerce are :
- being able to be the first to techs that give bonuses to the first civ to reach them
- getting all techs a few turns sooner, which means being able to use them sooner, increasing your advantage (note i didn't say increasing your tech advantage; like i said, it remains pretty much constant after a certain point)
- getting military techs before someone else and using them to attack him while you have the advantage.
All this is taken advantage of despite the fact that you can't pull ahead more after a while.
So taking this into account, the past is irrelevant, the slope is irrelevant, and all that matters is how fast you can research a specific tech compared to how fast i can research the same tech. And to remain general and not specific to a certain tech or a certain time period, the best way to express this is through percentages.
I will not reply to your personal attacks because that's counter-productive and adds nothing to the argument. I only replied to the logical statements that you made.