The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Announcement
Collapse
No announcement yet.
Settler Chop while still growing city - Exploit or Feature?
agreed, civ has always left too much to those that want to delve into the mathmetics of things and not put enough detail into the manual and civlopedia.
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
absolutley, if circumnavigating gives you an edge and it doesnt suggest trying that in hte manual then you have exploited the game to your own advantage.
by the wy, what it the advantage if any of circumnavigating the globe ??
GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
The first to circumnavigate the globe gets a +1 movement bonus to all his ships (for the rest of the game, it seems).
But it's not an exploit, clearly. The AI can get this bonus as well, and you get a clear message about it when it happens. It's not in the manual, true, but then the manual is at fault, not the game. The game's working as designed, here.
At any rate, an undocumented feature is not an exploit. An exploit is a human player doing things in a way that the game designers did not expect to gain an advantage.
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
Rasputin, your definition of "exploit" I think is not shared by many.
I've discussed this issue in many a multi-player game. An "exploit" is using a feature of the game in a way which either is destructive to the general purpose of the game, or creates a result not intended by the game. Not all intended results are documented in the manual, and, indeed, some things documented in the manual may not be available in the game.
Now that is not to say you may not be exploiting an opponent's lack of knowledge if you know they lack that knowledge and you use that to your advantage (by, say, circumnavigating the globe ahead of them). But that isn't an "exploit" of a feature of the game itself.
The fact that the game allows you to complete the chop and then switch back is, IMHO, not the intended result; it is only possible because they don't take away production on a prior build when you switch something to interpose, which is new to this game. That being the case, I expect they will figure out how to stop that from happening if they see it as an issue. For the reasons I expressed earlier, I don't think many will bother with the effort to gain a paltry 2 or 3 foods of city growth each chop.
I playEuropa Universalis II; I dabble in everything else.
I think this would actually be more significant with chopping wonders for Ind civs, ensuring that a chop always lands on a wonder, like building a settler with food while chopping the wonder.
Rather than worry about it if it is an "exploit" or not, the question should be whether the action makes the game better or worse. Personally, I think the one being discussed makes the game worse because it gives incentive for a weird kind of micromanagement.
I agree that it matters most for multiplayer, since the single player can just not do it, but would prefer for it to not be there even in SP as it gives another advantage to the human that the AI (I assume) does not take into account. At some level this AI weakness has to be compensated for though less organic advantages for the AI.
I would definitely call that an exploit. But, at the same time, I consider chop rushing of any kind outside the spirit of the game. It just seems..... too easy. To each his own, of course.
"Exploit" generally implies a negative connotation, especially when associated with software. The general inference in computer gaming is that exploit means:
An act in the game by which you gain an advantage through a bug or "unintended functionality" in the code.
This particular "exploit" (by my definition above), is most likely "unintended functionality". But to know that for sure you would have to ask one of the developers.
If this was something they foresaw then it would not be an exploit it would simply be part of the game. One that you could use to micromange the heck to get an advantage in the early game. It basically gives you a balance ability to produce a settler/worker and grow, while saving the typical spillover of shields and food.
No way is that an exploit, heck if it is an exploit it's a pretty bad one at that.
I mean using that compared to the normal chop rush you'd get your first settler out about 1-2 turns later, use one more forest, and have your cap at size two. I really don't see much of an advantage to that.
You can do a slavery overflow thing to get settlers part way done without losing growth. You can't really pop rush at size 2 until you are at over 70 hammers for your next settler so not much there.
Personally, I'd rather save some forests for Pyramids/Oracle/Great Library or even just a plain library. Using up all your forests that fast for about 3/4 of an extra pop is not worth it to me, because pops aren't that crucial until you can improve resources or get cottages out.
Volstag: Chop-rushing is definetly in the spirit of the game, there is a good balance in getting 30 hammers now or using that tile for 30+ turns getting 30+ hammers over time. Also when you get replaceable parts+railroad, a decent production city can become a powerhouse with 2food/3hammer city tiles.
Comment