What is (not) allowed?

Well, it seems we must use the v1.17 patch for the March GOTM? (Since the bugs/exploits that it fixes are not on the list.) Am I correct in assuming this?

As for cheating, I don't. Just check my GOTM scores if you don't believe me.:lol:

Now that I know it is okay to reload for pressing the wrong key I may do that. Depends on how big I think the mistake is. I've learned to live with them so far. I DO reload when my old computer hangs up or crashes but just do the same moves anyway. I think my playing has improved because of no reloads. Now if only I could get that whip out...

BTW I think it's safe to assume that Matrix doesn't cheat either since I beat him out in the last TWO GOTMs!;)
 
Originally posted by Matrix
Pop-rushing ... Don't you think that therefore it can be called unallowed?
This is a tough question for me. I like to use every "legitimate" technique I know of when it can help. Now you've made me ponder what do I mean by "legitimate"? On reflection I've found this a bit hard to define.

The first thing "legitimate" means to me is easy to define, it is a level playing field. This means that anything which is clear from the rules (GOTM or HOF) is easy for me. I don't need to ponder whether it would be otherwise be legitimate or not in my personal definition, I know the rules and I'm happy!

But the above definition would be a cop-out for the current question. You want the GOTM to have good rules, and when you are defining the rules that definition of legitimate is of course useless.

So now I've been thinking about what "legitimate" should mean in some purer sense when the rules aren't defined. I think what it means to me is "what the game's designers intended", colored a bit with "what I feel makes sense within the game's design." (Which becomes a dangerous coloring but is probably unavoidable for many people when thinking about these issues.) Most of the time this would be an easy definition for me. And on reflection this has been implicit to me in the rules all along. There will always be exploits/bugs discovered. It goes without saying to my mind that they are disallowed, that advantages gained which are clearly outside the intended gameplay (reveal maps, infinite cash, no corruption, whatever) should never be used.

Ok, now to try to apply that to the pop rushing issue. It turns out I have a real conflict on this one. It does seem clear, especially so after the 1.17 patch, that the game's designers did not intend it to be so powerful. So that says it should be out. But adding the personal coloring, I kind of like it, feel it is a sensible game element, and would prefer that it be made easier to do (and depowered a bit) instead of taken out. I must however be rational about this. It seems clear that the game's designers did not intend that a military build-up via pop rushing be possible. And it seems that most players don't agree with my coloring that it is a nice game element. So that's it, it really should be out.

If it is out then I think we'll want a good definition of just what is out. To me, it feels like there are a few kinds of pop rushing, some of which are an intended part of the game and should definitely still be in. The kinds of pop rushing which feel like different game elements to me:
1) Rushing of city improvements. Should be in, there's little reason to ever do it in a "garbage" city, and the game carries a penalty for this in happiness.
2) Rushing in desperation. Should be in. Isn't much different from drafting. If one is willing to pay the happiness cost to squeeze out a badly needed unit, that fits what I think is the intent of the rush feature.
3) Rushing to build up an offensive army. Should be out. This is the use of pop rushing which doesn't fit.
4) Rush-converting captured workers, or rush-reducing a captured town, for ongoing military buildup. This is tricky, I could argue either way on these. They don't matter as much as initial buildup but may still be very powerful at times. Might be best to consider that converting workers is out but reducing towns is in. (Converting captured workers gives a virtually unlimited supply and is much the same as rushing to build up an army. Reducing a town gives a limited supply and requires dealing with the risk of culture flip while doing it.)

If future GOTMs use the 1.17 patch then I think the above can be distilled into one straightforward rule: No pop rushing in single citizen "conversion" towns. That would allow (1) and (2), eliminate (3), and eliminate the most powerful part of (4). It would also eliminate the approaches which "feel" tricky, leaving just the direct approaches.

If the GOTM stays at 1.16 the rule might be harder to state. (I'm glad we have a couple of weeks before that decision is necessary. A bit more time to see if there are clear bugs which would be game-wreckers or not.) Still, even with 1.16, maybe a clear enough rule is not difficult. I'd find a rule like "No pop rushing for offensive military buildup" to be clear in my mind to cover all of the above. I guess that if someone else did not find the rule clear they'd ask and it would get covered in a thread.

Now a question from me: How to apply this rule to GOTM#4? I've just started, am at a very early stage. I've gone back to 1.16 because I'm really nervous of the premature-contact bug. (If it happened during my GOTM I wouldn't be able to submit this month, it gives major pre-knowledge and would invalidate the game.) From the bit of the map I've seen so far, GOTM#4 looks a bit pop-rushable in the military buildup sense. My question is to others who have already played GOTM#4, especially to those who expect to be high-scorers: Did you do military pop-rushing on this map? I think we had it defined as legitimate when GOTM#4 started. If high-scorers have done it on this map then I might want to too. (The old "level playing field" competitive streak in me coming out again! :)) If not then I'll lay off it for this map. I'll wait a day or so for answers, it is high time I devoted a bit more effort to "real work" for a bit anyway! :)
 
SirPleb, you're one of the best analysts I've ever seen. :goodjob:

For the GOTM IV you may use these rules and you may choose to either play with 1.16 or 1.17, but I guess you'll play before the patch. ;)

In any case, the future GOTM's must play played with 1.17. The patch has been made for a reason. But I think that 1.17 savegames cannot be loaded without the patch installed, just like when 1.16 came out.

4) Rush-converting captured workers, or rush-reducing a captured town, for ongoing military buildup. This is tricky, I could argue either way on these. They don't matter as much as initial buildup but may still be very powerful at times. Might be best to consider that converting workers is out but reducing towns is in. (Converting captured workers gives a virtually unlimited supply and is much the same as rushing to build up an army. Reducing a town gives a limited supply and requires dealing with the risk of culture flip while doing it.)

If future GOTMs use the 1.17 patch then I think the above can be distilled into one straightforward rule: No pop rushing in single citizen "conversion" towns. That would allow (1) and (2), eliminate (3), and eliminate the most powerful part of (4). It would also eliminate the approaches which "feel" tricky, leaving just the direct approaches.
I can agree with this. Pop rushing in single citizen "conversion" towns :rolleyes: is disallowed.

Originally posted by donsig
BTW I think it's safe to assume that Matrix doesn't cheat either since I beat him out in the last TWO GOTMs!;)
Just wait for this GOTM. :p If you want to start a personal vendetta, fine by me. ;)
 
Just wait for this GOTM. If you want to start a personal vendetta, fine by me.

Well, not a vendetta. Let's call it a duel. Can we start the March GOTM at high noon?

Oh oh, I forgot this month. My English were battered! I may have lost the duel already.:eek:
 
:blush: Thank you Matrix!

I just tried loading a couple of my 1.17 tests using 1.16. They crash nicely :crazyeyes So it is as you expected, it seems that a GOTM#5 created with 1.17 will be covered, will require 1.17 to play.
 
I kind of like the idea of not allowing pop-rushing to build up an offensive army.

That being said, I do like pop-rushing for city improvements, emergencies etc., and if fully allowed in a GOTM, I will probably exploit it fully.

Perhaps the pop-rushing exploit could be avoided with the following GOTM rule:
Workers/settlers can only join a city that is not in disorder and has at least 1 working citizen.

Any city used as a conversion town will quickly build up enough unhappiness so no citizen will be able to work. This rule should answer all the points SirPleb made and it seems like a good way to close up the pop-rushing loophole. Also this kind of fits in the current game structure as I think you can't add workers to cities in disorder anyway.
 
I submitted my GOTM4 about 3 days after it was posted. I've yet to go with an all out pop rush in any of the GOTM's, but have done at least a few pop rushes in every one so far. It certainly helps in GOTM4 to get a quick 20 horsemen or so, after that I didn't see any added value in it. The pop rushing questions weren't raised until after I had submitted, and to disallow it for this GOTM would be to give us early finishers too much of an advantage.

I think the ruling on pop rushing should be to allow/disallow what is possible through the game mechanics that are set for pop rushing. Making up a set of guidelines as to when it is or is not allowed adds a lot of judgement calls that each player has to make while playing the game. While they may be more in the spirit of the game, rules like "only in emergencies", "only if workers haven't been added", and "no offensive units" would lead to games being played under slightly different conditions based on the players interpretation of those rules. Also they would add a lot of micromanagement on the part of the player, like keeping track of which cities workers had been added to, and which units have been tagged "emercency" or "defensive" through their being pop rushed. The exception would be the "only improvements may be rushed" rule, which would an easy one to keep track of.
 
Pop-rushing
In despotism, you can build cities which are ment purely for unit rush building. Other cities build workers, add those to the rush building cities and these cities use them to rush build units. This is disallowed, so do not build these kind of cities.
Agreed?

I've seen some people talking about "infinite cash". Could anyone care to explain how that works and if it's still possible after the last patch?
 
You might clarify the last bit:

This is disallowed, so do not build these kind of cities,
or use captured enemy cities in this way.

The way I might do things, is on the first page where players get the file, mention reloading, reading the spoiler thread, pop rushing, and using an editor, because these are the most effective ways to boost a score. On the second page go into more detail.

Example:
The following are disallowed for the Game of the Month:
- Reloading or restarting the game
- Reading the spoiler thread before you see the world map
- Exploiting Pop rushing to build military units
- Using an editor to modify the game
If you do any of the above, your game is not valid for submission. Please follow the rules so that the competition is a fair one and remains a fun one. If you need further clarification on these rules follow this link: xxxxyyyy

The shorter you can make the rules, the more likely they are to be read and followed. For the few that are unsure about a rule, they can follow the link or maybe post on the forum.

At the link, go into more detail. Discuss the valid reloads for a game crash or a mismove mouse slip. Go into how you can post to the spoiler thread, but not read it before obtaining the world map because prior knowledge of the map is an unfair advantage. Go into more detail about the pop rushing and how pop rushing one or two citizens to complete a building is within the rules, but joining workers for the purpose of pop rushing to build units is definitely out.

Example:
Reloading or restarting the game is against the rules. The exception is in cases of a game crash or an accidental mismove. Reloading for a poor combat result is disallowed. Restarting the game due to a poor start is disallowed. Please play the game with these rules in mind. If a player wants to replay a game for fun that is fine, but the replay is not valid for submission.

Reading the spoiler thread to obtain prior knowledge of the map is against the rules. Players may post to the spoiler thread at any time. After you obtain the world map, reading is allowed. Please keep any spoilers in the appropiate thread.

Using the editor or playing with a mod or a different version of the game is against the rules, because a player can get an unfair advantage. The current GOTM is for version 1.17f.

In despotism, you can build cities which are meant purely for unit rush building. Other cities build workers, add those to the rush building cities and these cities use them to rush build units. This is disallowed, so do not build these kind of cities, or use captured enemy cities in this way. Pop rushing one or two regular citizens to finish a building or to build a unit is within the rules and the spirit of the game. What is against the rules is joining workers to cities for the purpose of pop rushing.
 
(Beard Rinker)
Workers/settlers can only join a city that is not in disorder and has at least 1 working citizen.
I think that almost works but might still leave loopholes. E.g. capture an enemy city, add in a bunch of recently captured workers as soon as it is in good order, then reduce it into military units via pop rushing. And it might preclude some legitimate/useful moves. E.g. capture an enemy city which one wants to keep because of a wonder. Discover that it is in disarray due to the AI's rushing/drafting. Might want to add some workers to try to turn the city around.
(Aeson)
The exception would be the "only improvements may be rushed" rule, which would an easy one to keep track of.
I'm not sure I'd like that - there are times that rushing a single unit in a "good" town would be worth the penalties. I think it is desirable to have a rule which would follow the spirit of the game better if only we can find a description which seems clear enough.
(BillChin)
In despotism, you can build cities which are meant purely for unit rush building. Other cities build workers, add those to the rush building cities and these cities use them to rush build units. This is disallowed, so do not build these kind of cities, or use captured enemy cities in this way. Pop rushing one or two regular citizens to finish a building or to build a unit is within the rules and the spirit of the game. What is against the rules is joining workers to cities for the purpose of pop rushing.
I like those suggested extensions to Matrix's paragraph. I'd suggest a few other changes to generalize a bit more:

"In despotism and communism it is possible to use cities purely for unit rush building. Workers can be added to such a city and then the city can then use them to rush build units. This is disallowed, so do not create these kind of cities. Pop rushing one or two regular citizens to finish a building or to build a unit is within the rules and the spirit of the game. What is against the rules is joining workers to cities for the purpose of pop rushing."
 
(Again) I find your words best, SirPleb, so I used those. I don't think we need to mention the spoiler thread in the rules page. It'll only make the page cluttered. We might decide that the first poster should mention those rules, or I'll add such a text to the first post of the spoiler thread every month, just like with the Word Association thread in Off-Topic.
 
I have seen a new exploit with the 1.17 patch. Specifically, you can upgrade army units!

The way to do this is to use the new "j" command to move a stack which contains the army units to be upgraded, as well as some like units not in an army. This effectively, and in a graphically weird way, separates the units from the army. You can then "load" new upgraded units into the army. :eek:

I don't think this should be allowed in the rules...:o
 
Just my two cents:

Allow, what the AI does! They often block small islands - maybe not intentionally, but when the only free squares are hills they often do block them - so that should be allowed.

also, the AI somtimes tries to herd my settlers away from good spots to get his settler there - but only for the last 1 or 2 tiles - so just keep it to that.

It`s all an honor sytem here anyway!
 
Speaking of armies, what about free armies from goody huts? That seems common in 1.17f and an early army makes for a very easy game. Can one of the adminstrators look into turning off goody huts like they do on Apolyton (www.apolyton.net), at least until they fix this huge bug?

Or is the feeling that the same seed will make for about the same number of free armies for each player so it is not a problem? Just asking.
 
Originally posted by BillChin
Speaking of armies, what about free armies from goody huts? That seems common in 1.17f and an early army makes for a very easy game. Can one of the adminstrators look into turning off goody huts like they do on Apolyton (www.apolyton.net), at least until they fix this huge bug?

Or is the feeling that the same seed will make for about the same number of free armies for each player so it is not a problem? Just asking.

Somwhere in another thread I found the following explanation:

there`s two versions of the patch. The first gives armies and that is considered a bug. Firaxis quietly put up the fixed patch without changing the number (like to 1.17f.2 or so), so some people have it some don`t. I guess we`ll just have to ask everyone to install the new version!
 
Originally posted by BillChin
Speaking of armies, what about free armies from goody huts?

really??

i've not played with the 1.17 rules yet but that sounds cool. personally i don't think armies are that great. the fact they can only attack once a turn really limits their use and the retreating is already possesed by the mounted units (which you will be mostly using anyway).

do you really think having an army unit early (as opposed to say, a free tech or a free settler) would unbalance the game?

ever curious,
-ChumChum
:cooool:
 
Originally posted by ChumChum
do you really think having an army unit early (as opposed to say, a free tech or a free settler) would unbalance the game?
The big benefit in having an early army is being able to build Heroic Epic. That is definitely a big deal because it improves the chances for subsequent Great Leaders, making them 4/3 as frequent. Depending on the map and situation this could be even better than getting a settler. If you planned to use a Great Leader to build an army for this purpose (getting Heroic Epic) then getting an army from a hut is equivalent to getting a Great Leader! It is certainly hugely better than getting a tech I'd say. So I guess it adds a second very lucky possible result from huts. (I only think of settlers as being very lucky. Maybe techs sometimes if they're badly needed or expensive ones.)
 
Originally posted by SirPleb
The big benefit in having an early army is being able to build Heroic Epic. That is definitely a big deal because it improves the chances for subsequent Great Leaders, making them 4/3 as frequent.


Then it seems the key to high scores is to get heroic epic early and Military Academy get great leaders and rush every single wonder.
Therefore in future game of the month it may be wise to set barbarians to sedentary as having then attack is a cheap way for good players to get elite units and therefore great leaders.
 
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