I found a poll about that (Replaying the Same Turn Multiple Times ) and I must react...
If you allow reloading then attacking units can win every combat. It would be better to give every unit attack 50 and defense 1 in rules.txt and reloading of combats wouldn't be needed...
But I don't think a game where an attacker always wins is very interesting...
I think this is a matter of foolishness.
I play the game because of thrill from anticipation, sense of responsibility for own decisions and all those similar entertaining things. People that reload (or cheat other way) lose all that.
I understand that some people may prefer win to everything other, or to have an easy game without running into problems or having to think. But then they should play SP, go to cheat menu, and reach the Alpha Centauri in 3900BC.
There is no midway between these two approaches. If you count with a possibility you will reload (or cheat) then you lose that entertaining elements.
I care. I would not take defense factor of my unit in if I supposed others players reload.
An entertaining point in Civ2 is planning. For planning you need some assumptions. For assumptions you need that players respect some rules.
I disagree. Reloading is not limited. With reloading you can win every combat.
Players should always agree on some house rules for each game. Then it is clear what is cheating and what is not. I wonder how most games start without a rule agreement.
But even with no rules I would consider it as clear cheating. You break unaffected flow of the game. I don't see a difference between reloading and adding one unit by hexediting every turn.
In Seeds of Greatness PBEM we are preparing a following rule:
If you allow reloading then attacking units can win every combat. It would be better to give every unit attack 50 and defense 1 in rules.txt and reloading of combats wouldn't be needed...
But I don't think a game where an attacker always wins is very interesting...
Originally posted by Kull
For me (and I think this is true of most others here), this is a matter of personal honor.
For me (and I think this is true of most others here), this is a matter of personal honor.
I play the game because of thrill from anticipation, sense of responsibility for own decisions and all those similar entertaining things. People that reload (or cheat other way) lose all that.
I understand that some people may prefer win to everything other, or to have an easy game without running into problems or having to think. But then they should play SP, go to cheat menu, and reach the Alpha Centauri in 3900BC.
There is no midway between these two approaches. If you count with a possibility you will reload (or cheat) then you lose that entertaining elements.
Originally posted by Chris 62
I have played in plenty of PBEMs, if you need to replay your turn for perfect results, who cares?
I have played in plenty of PBEMs, if you need to replay your turn for perfect results, who cares?
An entertaining point in Civ2 is planning. For planning you need some assumptions. For assumptions you need that players respect some rules.
Originally posted by Kull
When he says "who cares", Chris is at least correct in that ... this issue is miniscule in the big scheme of things.
When he says "who cares", Chris is at least correct in that ... this issue is miniscule in the big scheme of things.
Originally posted by St Leo
However, it's not cheating.
However, it's not cheating.
But even with no rules I would consider it as clear cheating. You break unaffected flow of the game. I don't see a difference between reloading and adding one unit by hexediting every turn.
In Seeds of Greatness PBEM we are preparing a following rule:
You can reload typos and similar mistakes ONLY under following conditions:
1. You can take back only 1 'action'. Action is
a movement or another order to one unit
rushbuild
improvement sale
2. You didn't intend to execute that action, you did it by mistake.
3. The action cannot be taken back if ANY kind of new information is revealed by that action (new terrain is revealed, a new unit is detected, a formerly revealed square has changed (an irrigation is built on it, a foreign city has changed size etc.)...).
4. You can NEVER take back fortuitous actions: combats, hut popping, tech stealing etc.
5. You must correctly repeat all actions between the last save and the mistake that is taken back. The game cannot be reloaded if there is any fortuitous action (combat, hut popping, tech stealing etc.) among actions that are to be repeated (so it is suggested to save after combats, hut popping etc.).
1. You can take back only 1 'action'. Action is
a movement or another order to one unit
rushbuild
improvement sale
2. You didn't intend to execute that action, you did it by mistake.
3. The action cannot be taken back if ANY kind of new information is revealed by that action (new terrain is revealed, a new unit is detected, a formerly revealed square has changed (an irrigation is built on it, a foreign city has changed size etc.)...).
4. You can NEVER take back fortuitous actions: combats, hut popping, tech stealing etc.
5. You must correctly repeat all actions between the last save and the mistake that is taken back. The game cannot be reloaded if there is any fortuitous action (combat, hut popping, tech stealing etc.) among actions that are to be repeated (so it is suggested to save after combats, hut popping etc.).
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