I think in this case the problem isn't really that the AI doesn't do it. Rather, IMHO it is that the strategy is simply much more powerful than intended. Of course, the best solution would be for Firaxis to make enslave not work on barbs.
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AU mod: The Javelin Thrower
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Originally posted by alexman
I don't like house rules of that sort. Just because the AI doesn't do something, it doesn't mean that it's automatically an exploit if the player does.
I'm not sure exactly how using the Javelin Thrower for barb farming fits into that picture. I suspect that it's not something the designers had in mind when they decided how to balance the unit, but I'm not sure of that. I'm also not sure how unbalancing it is in practice since (1) building early Javelin Throwers tends to cost REXing potential and (2) if you leave a camp around, AIs will swarm toward it sooner or later (even if they have to move through your territory to do it, if I recall correctly).
Probably, before we make any kind of a decision regarding a possible house rule, we need for people who have tried the trick and regard it as too powerful to make their case that it is in fact too powerful. Then we can listen and see whether they get an unacceptably large net advantage or whether it just feels like an exploit to them because they aren't noticing the price they pay in missed opportunities (for example, the fact that building their Javelin Throwers cost them granaries, settlers, and native workers in their REX).
On the other hand, if the use of Javelin Throwers for barb farming is not a good enough reason to adopt a house rule, I certainly don't view it as a good enough reason to justify changing the unit! A house rule seems like a much smaller change to me; indeed, players who don't regard barb farming as an unacceptable exploit would be free to ignore the house rule entirely in non-AU games played with the Mod.
Nathan
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Well, if we don't regard enslaving to workers as overpowered, the change will definitely not be needed. That is to say, my suggestion is totally based on the assumption that it is overpowered. And I believe so. Not only by barb-farming, but also in conventional wars, gaining pop-points by combat in ancient times is too much.
As regards to helping AI to gain enough workers, we should try the "build often" list first, not here. And AI do upgrade their warriors..
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Originally posted by Risa
Well, if we don't regard enslaving to workers as overpowered, the change will definitely not be needed. That is to say, my suggestion is totally based on the assumption that it is overpowered. And I believe so. Not only by barb-farming, but also in conventional wars, gaining pop-points by combat in ancient times is too much.
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Well, if we don't regard enslaving to workers as overpowered, the change will definitely not be needed. That is to say, my suggestion is totally based on the assumption that it is overpowered. And I believe so. Not only by barb-farming, but also in conventional wars, gaining pop-points by combat in ancient times is too much.
It's personal playstyle choices that make things like this either balanced or overpowered. As such, an AU Mod change is out of line, IMO. The mod isn't supposed to balance out individual gameplay decisions and strategies short of those that are the de facto standard - ToE-Hoover is one, and below Emperor, Philosophy beeline is another.
If we ban barb farming, then we should also ban ...
suicide galleys
, palace jumping,
offensive ground unit bombardment,
building scouts and explorers,
the use of the luxury slider,
leaving a city without garrison, et cetera.
The more of those I reread, the more I think you were kidding. I really don't think this needs changing, and as I've said before, I think there should be more civs with ancient enslavement. Even better, if we could expire enslavement with the discovery of Democracy, but I think that's not doable.
There's one specific strategic decision where I think Enslavement can be exploited, and unless we're playing AS the Maya in an AU course, it doesn't need addressing. If we do play as the Maya, I see no point in messing with a balanced UU just to ensure everyone is playing from the same deck. A house rule would suffice, but even then, it would be interesting to see the difference in outcome and level of success between the farmers and the non-farmers."Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos
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NO: Change enslaved unit to Warrior
I like barb workers."As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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NThe greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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