KevinMiles90000
Warlord
- Joined
- Jan 14, 2011
- Messages
- 279
The game exploits me, I exploit the game.
No apologies.
Gangsta.
The game exploits me, I exploit the game.
No apologies.
... I'm curious what the CFC members think...I'm not judging those who do such things, but it's not for me.
What's exploitative to you?
So, if it's fun, do it, and why do you care what others think? Until, of course, the game learns how to defend itself, keeps track of your behavior from game to game, and warns all the other Civ installations in the world through Steam to watch out for you, and possibly other "AIs" refuse to play with you.
You could also make it so if you sell a luxury to an AI for up front gold, you lose the luxury until the deal has run its course regardless of whether you go to war. I don't think that's ideal, but it's one way to address the problem.
Example 1
Remember the board game Candyland? Any 4 or 5 year old could play it. I knew a guy who played with his child. He would stack the deck of cards so the child gained a big lead early, then slowly decreased, only to lose on the last turn of the game. He thought that was fun. I thought it was pathetic and, yes, a type of exploit.
Example 2
Ask a child of the right age which they would rather have, a nickel or a dime, and they will select the nickel. Apparently, at that age, bigger is perceived to be better. If you are dividing up money with a child, you can easily take all the dimes and let them have all the nickels. Some people would call that "fair" or a "strategy." To me, it's an exploit, and it isn't fun.
Example 3
Create a tax structure that make it appear a nonresident alien or foreign entity is the owner of assets and income, when in fact and substance, true ownership remains with a U.S. taxpayer. The IRS says this is an EXPLOIT of secrecy laws of offshore jurisdictions in an attempt to conceal assets and income subject to tax by the United States. I call this an accountant earning his salary.
I appreciate all the replies. I find it interesting to see the community's perspectives and approaches to the game. We all play for our own reasons.
"Exploit" is a loaded term, so perhaps my initial question was bound to get some heated responses. Perhaps I should have couched it in gentler terms ... as in, "do you restrict your actions with respect to the AI, or is it anything goes?"
Well with regards to the HoF game don't the people that spend the time organizing it and looking at all the submissions have the right to define the rules for those games however they want?
If you want to run your own HoF type game each month that has a different set of rules I think you could do that here and it would probably be welcomed. I guess I don't understand why people are frustrated its not like HoF games are some sanctioned CiV competition that defines all CiV competition.
In other news I've changed my opinion on breaking deals with the AI through declaring war. When I first saw MadDjinn do that to china in one of his YouTube videos I thought "that's cheating!" Now after considering all these arguments and thinking about it myself its just part of the intended gameplay for official CiV no matter what the AI can or can't do about it IMO.
Exploit = Anything that reduces the complexity of the game so much that players would rather ban it than mindlessly abuse it.
They're banning things and ignoring arguments about opportunity cost and relative value, it's a mess.
Your arguments aren't being ignored. You're just wrong. This is easy to demonstrate. Suppose that f(t) is the opportunity cost of declaring war on a civ, measured in diplomatic relations hit with other civs, foregone trading opportunities and the risk of loss in war. Since the AI will achieve win conditions on higher difficulties before the timer expires, let's assume that some t = 0 exists at which a win condition is achieved. Then t = -1 is the turn prior to the winning turn, and so forth.
It is obvious that as t -> 0 from the left, lim f(t) = 0. There are no more trading opportunities, the AI cannot engage in reprisals, and your diplomatic relations with other civs don't matter. It is also obvious that as long as you don't have enemy units within range or an RA that is about to conclude with a given civ, f(t) = 0 when t = -1.
The result is that the claim that war always has meaningful opportunity costs is false. Unless you have some combination of pending RAs and neighbors that never obtains in practice, there will exist some t < 0 such that f(t) = 0 for at least one civ. Under those conditions, players can and should declare war to break and remake luxury deals with distant civs that are not RA partners, and should sell excess (non-capital, non-parts) cities to those civs, reconquer and resell before declaring war if they have sufficient units and cities on hand to do so.
Martin, you're taking his argument to the extreme (i.e. end-game) to show where it breaks. Obviously, the turn before your game ends, there is no penalty for taking a diplo hit. However, this does not mean his argument is wrong.
Your line of reasoning would argue for banning trades in the last 30 turns of the game - a course of action that was decided *against* in the HoF - frankly, due to it being ridiculously inconvenient. You yourself argued against such a ban. It does not, however, make a strong case against banning all lump sum trades.
Yet the staff took the path of banning all DoWs when lump sum trades have been made - a rule that bans very normal, very frequent, and frankly, a quite often unavoidable course of action.
The solution to the lump-sum trade argument seems pretty straightforward to me ... there should be a significant diplo hit (or at least an unwillingness to trade) against any party that does the lump sum/DoW trick.
Yet the staff took the path of banning all DoWs when lump sum trades have been made - a rule that bans very normal, very frequent, and frankly, a quite often unavoidable course of action.
The result is that the claim that war always has meaningful opportunity costs is false.
The claim of the other side is that war always has meaningful opportunity cost. The point I'm making is that the claim is false. The existence proof above demonstrates that.
- Is it an exploit? (Yes, the AI has the information available to avoid getting suckered (era jumps, diplo screens, CS ally status, Apollo notification), but doesn't use it.)
Yes. If you reason backward through the game, acquiring excess cities in Diplo/Culture becomes a necessary component of a viable strategy.
No reasonable human would agree to those terms.
What alternative do you propose that solves both the endgame problem and the flexibility problem?
Firaxis can do that, but AFAIK we can't.
Historically, in gaming, exploits are either bugs or mechanics that are constantly used to gain a large advantage over an opponent and are usually mechanics that the developers did not intend.
anything that uses game mechanics/bugs outside what the developers intended... outside the "spirit" of play.