Hmm... I'm not sure I like all the tournament rules. I'll give it a shot, though. I like the fact that different factions start with different techs, and generally find that the factions are fairly well balanced out of the box. But I'll give it a shot.
I'm not sure I understand the rationale behind certain of the tournament rules. For example:
- Inserting Stockpile Energy into a build queue after a military unit
Is there a bug associated with this? If so, I've never found it, primarily because I rarely stockpile energy. So what's the difference between stockpiling energy after the last structure in a build queue, just canceling a queue to stockpile energy instead, and having stockpile energy be the last thing in a queue after a military unit (or even putting it in the middle, which doesn't make a whole lot of sense to me).
- If probe... must declare vendetta.
Why? If two factions want to clandestinely exchange techs, they can do so by the usual means; I fail to see where ignoring probe actions can unfairly benefit the ignorer (though I can easily see how it might benefit the prober, though that's the problem of the probed, IMHO).
- Social engineering... (no flip flop within turn). Oh, I think I get it. One could have, for example, FM on while the turn executes (thus collecting one's money), switch to, say, Planned, use the lesser cost to rushbuild something, then switch back (which would probably only cost the usual 32, less than that gained by being in FM). I can see why this would annoy some people. I can hardly believe I never thought of it before. Then again, I'm more of a roleplayer, less of a min/maxer.
- No base trading with the AI.
I think I see what this is aimed at preventing (people who get a submissive, then to prevent their extermination (and thus, their loss of a free vote in the council), give them a base in the middle of their territory (where they can't be touched unless someone first conquers the player). Personally, I don't see this as especially exploitive, or unhistorical (the United States has done the same with several groups that were displaced by a rebelling power, such as the Cuban exiles, and the British hosted a government-in-exile of France during World War II). In a game with few players, the computer players go from being a roadblock to being a sort of prized posession. I think I like that effect, though I haven't played much PBEM, so I wouldn't know how this plays out in an actual game. If you ask me, it looks kind of like the juvinile condemnation of the "Jumpkick-throw" manuver in Street Fighter 2 during the early nineties.
At any rate, I'm looking forward to starting!
I'm not sure I understand the rationale behind certain of the tournament rules. For example:
- Inserting Stockpile Energy into a build queue after a military unit
Is there a bug associated with this? If so, I've never found it, primarily because I rarely stockpile energy. So what's the difference between stockpiling energy after the last structure in a build queue, just canceling a queue to stockpile energy instead, and having stockpile energy be the last thing in a queue after a military unit (or even putting it in the middle, which doesn't make a whole lot of sense to me).
- If probe... must declare vendetta.
Why? If two factions want to clandestinely exchange techs, they can do so by the usual means; I fail to see where ignoring probe actions can unfairly benefit the ignorer (though I can easily see how it might benefit the prober, though that's the problem of the probed, IMHO).
- Social engineering... (no flip flop within turn). Oh, I think I get it. One could have, for example, FM on while the turn executes (thus collecting one's money), switch to, say, Planned, use the lesser cost to rushbuild something, then switch back (which would probably only cost the usual 32, less than that gained by being in FM). I can see why this would annoy some people. I can hardly believe I never thought of it before. Then again, I'm more of a roleplayer, less of a min/maxer.
- No base trading with the AI.
I think I see what this is aimed at preventing (people who get a submissive, then to prevent their extermination (and thus, their loss of a free vote in the council), give them a base in the middle of their territory (where they can't be touched unless someone first conquers the player). Personally, I don't see this as especially exploitive, or unhistorical (the United States has done the same with several groups that were displaced by a rebelling power, such as the Cuban exiles, and the British hosted a government-in-exile of France during World War II). In a game with few players, the computer players go from being a roadblock to being a sort of prized posession. I think I like that effect, though I haven't played much PBEM, so I wouldn't know how this plays out in an actual game. If you ask me, it looks kind of like the juvinile condemnation of the "Jumpkick-throw" manuver in Street Fighter 2 during the early nineties.
At any rate, I'm looking forward to starting!
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