Background ¡V Read the ¡§Dirty Little Lie¡¨ first
Basically, Vondrack had everything (MA¡¦s & MI¡¦s) advancing into my territory.
I kept disbanding and retreating, thinking he could not reach my only source of aluminium before I got the last tech to build the last SS Part.
Apparantly, I screwed up, and left a single tile with a Railroad left on it.
I also did not realise his spy stole my map, and he knew where my aluminium was.
I missed his tactic of using transports to drop workers along my coast¡Kthus building a rail network into my territory faster than I thought.
Vondrack had everything on our front line, and left his territory unprotected.
I lost my aluminium on the turn I needed it.
However, I had set up a transport chain across the ocean.
I built marines on the same turn.. transported them across the ocean with some tanks.
Took his coast city with marines. Took another coastal city with MA to capture a harbor.
Then headed inland until I reached his aluminium.
Used a combat settler to connect the aluminium..instantly connecting it to my core.
I switched by prebuild to the last SS part.
Game over¡K I won with a Spaceship build.
It did not even occur to me, that Vondrack would think transport chains were an exploit.
When I was originally told it could be done, I thought it was an exploit, but then after reading the arguments, I was convinced otherwise.
The tactic is not banned in any Diplo game I am in.
It¡¦s use was discussed by Trip within the ISDG
The C3C ISDG actually allowed it as a valid tactic.
Only MZO has it listed as an exploit, which I am not involved in.
> H> 3. The Transport hopping.
> H> Unfortunately, Vondrack believes it is an exploit, and I doubt I
> H> will be able to convince him otherwise. I know the feeling all to
> H> well, when you think you have won the game...and then to get
> H> screwed by an event you have no control over. With me... it was not
> H> having any uranium. And I assume with Vondrack... it was me using a
> H> tactic he thought an exploit.
>
> I've never really pondered all that much about the reasons why ship
> chaining should be an exploit - I just felt it was unnatural, to be
> able to ship units across the whole map in a single turn. Though when
> I think about it, one could find good reasons how to explain that (if
> you consider a transport more a "part of a ship lane", rather than a
> single vessel, it may even make sense).
>
> It was that I read about it several times and it was mentioned as a
> no-no or grey-area stuff at those times. Probably just bad luck I did
> not join C3C ISDG - because later on, doing a research on how much of
> an exploit it was considered to be, I found out C3C ISDG expressly
> allowed it. I still think it's a questionable tactics, but I would be
> able to live with it, IF I ONLY KNEW IT WAS ALLOWED. I was very upset
> about what happened, because I knew the only way to attack my coastal
> cities with marines finished in a given turn on that very turn was to
> use transport chaining - and considering that disallowed, I did not
> plan for it.
>
> That was why I left all my cities completely undefended as long as you
> had not a single marine (that was one of your mistakes in this war -
> had you built just one or two, you would never had to face that many
> MIs . That was why I stationed my cities with 1-2 defenders when I
„« saw the first (1) marine on your rooster.
Again.. I did not know that spies gave you my military roster.
You had more info about me than I realised.
I knew your coastal cities were undefended. But did think about using my single marine to take one, because you were not supposed to advance into my territory so quickly.
>
> But yes, it was the fact that all my planning and strategy crumbled
> because of playing by different rules that made me disgusted. Again,
> nothing personal - it was an "unsolvable" issue. That's why I told you
> I was sick of playing a game that needed a 10-page legal paper to make
> sure everybody was playing by the same rules.
>
> H> If it's any consolation... had my marines failed and I was unable
> H> to reach your source of aluminium, I was going to "retire" from the
> H> game. I had a surrender email already typed up and ready to send
> H> out.
>
> Well, yes, I felt I needed just 1-2 more turns and you would be done.
> No aluminium meant no SS win and no new MAs.
>
> H> I am reasonably sure you would beat Leo as well, and with it, a
> H> conquest victory. So...maybe if it eases your mind... if you
> H> consider it an exploit... then I had no other options available to
> H> me, and I was going to retire the next turn and essentially hand
> H> the game over to you.
>
> Well, you know... the issue of the exploitiveness aside (I am still
> uncertain about whether ship chaining is or is not an exploit - and
> I've been pondering about it about quite some time now), it was the
> fact that I didn't know it was allowed that screwed the game for me.
>
> If I knew it WAS allowed, I would have to play very differently,
> though - seeing no marines on your rooster would hardly be a reason to
> leave my coastal cities undefended, significantly lowering the number
> of troops available for my desperate thrust into your lands. I doubt I
> would be able to get as far as I did then. But OTOH, I could use the
> tactic to my own advantage...
>
> Dammit... it's like you organize a great party and it rains then. You
> cannot really blame anyone, but you are still pissed off.
>
Clearly we have different opinions of exploits.
I think the extreme combat settlers was closer to an exploit than ship chaining.
I did not always think that way, but after reading some of the arguments why it should be allowed, and the fact that some of the regular apolytoners believed it a valid tactic (ie Trip), then I changed my mind some time ago.
It is totally bizarre that we have such different views on the three topics above.
I think Extreme combat setters is possibly exploitive.
Yet diplomatic lying & ship chaining is fine.
You (and I guess Leo) have the absolute opposite views.
Basically, Vondrack had everything (MA¡¦s & MI¡¦s) advancing into my territory.
I kept disbanding and retreating, thinking he could not reach my only source of aluminium before I got the last tech to build the last SS Part.
Apparantly, I screwed up, and left a single tile with a Railroad left on it.
I also did not realise his spy stole my map, and he knew where my aluminium was.
I missed his tactic of using transports to drop workers along my coast¡Kthus building a rail network into my territory faster than I thought.
Vondrack had everything on our front line, and left his territory unprotected.
I lost my aluminium on the turn I needed it.
However, I had set up a transport chain across the ocean.
I built marines on the same turn.. transported them across the ocean with some tanks.
Took his coast city with marines. Took another coastal city with MA to capture a harbor.
Then headed inland until I reached his aluminium.
Used a combat settler to connect the aluminium..instantly connecting it to my core.
I switched by prebuild to the last SS part.
Game over¡K I won with a Spaceship build.
It did not even occur to me, that Vondrack would think transport chains were an exploit.
When I was originally told it could be done, I thought it was an exploit, but then after reading the arguments, I was convinced otherwise.
The tactic is not banned in any Diplo game I am in.
It¡¦s use was discussed by Trip within the ISDG
The C3C ISDG actually allowed it as a valid tactic.
Only MZO has it listed as an exploit, which I am not involved in.
> H> 3. The Transport hopping.
> H> Unfortunately, Vondrack believes it is an exploit, and I doubt I
> H> will be able to convince him otherwise. I know the feeling all to
> H> well, when you think you have won the game...and then to get
> H> screwed by an event you have no control over. With me... it was not
> H> having any uranium. And I assume with Vondrack... it was me using a
> H> tactic he thought an exploit.
>
> I've never really pondered all that much about the reasons why ship
> chaining should be an exploit - I just felt it was unnatural, to be
> able to ship units across the whole map in a single turn. Though when
> I think about it, one could find good reasons how to explain that (if
> you consider a transport more a "part of a ship lane", rather than a
> single vessel, it may even make sense).
>
> It was that I read about it several times and it was mentioned as a
> no-no or grey-area stuff at those times. Probably just bad luck I did
> not join C3C ISDG - because later on, doing a research on how much of
> an exploit it was considered to be, I found out C3C ISDG expressly
> allowed it. I still think it's a questionable tactics, but I would be
> able to live with it, IF I ONLY KNEW IT WAS ALLOWED. I was very upset
> about what happened, because I knew the only way to attack my coastal
> cities with marines finished in a given turn on that very turn was to
> use transport chaining - and considering that disallowed, I did not
> plan for it.
>
> That was why I left all my cities completely undefended as long as you
> had not a single marine (that was one of your mistakes in this war -
> had you built just one or two, you would never had to face that many
> MIs . That was why I stationed my cities with 1-2 defenders when I
„« saw the first (1) marine on your rooster.
Again.. I did not know that spies gave you my military roster.
You had more info about me than I realised.
I knew your coastal cities were undefended. But did think about using my single marine to take one, because you were not supposed to advance into my territory so quickly.
>
> But yes, it was the fact that all my planning and strategy crumbled
> because of playing by different rules that made me disgusted. Again,
> nothing personal - it was an "unsolvable" issue. That's why I told you
> I was sick of playing a game that needed a 10-page legal paper to make
> sure everybody was playing by the same rules.
>
> H> If it's any consolation... had my marines failed and I was unable
> H> to reach your source of aluminium, I was going to "retire" from the
> H> game. I had a surrender email already typed up and ready to send
> H> out.
>
> Well, yes, I felt I needed just 1-2 more turns and you would be done.
> No aluminium meant no SS win and no new MAs.
>
> H> I am reasonably sure you would beat Leo as well, and with it, a
> H> conquest victory. So...maybe if it eases your mind... if you
> H> consider it an exploit... then I had no other options available to
> H> me, and I was going to retire the next turn and essentially hand
> H> the game over to you.
>
> Well, you know... the issue of the exploitiveness aside (I am still
> uncertain about whether ship chaining is or is not an exploit - and
> I've been pondering about it about quite some time now), it was the
> fact that I didn't know it was allowed that screwed the game for me.
>
> If I knew it WAS allowed, I would have to play very differently,
> though - seeing no marines on your rooster would hardly be a reason to
> leave my coastal cities undefended, significantly lowering the number
> of troops available for my desperate thrust into your lands. I doubt I
> would be able to get as far as I did then. But OTOH, I could use the
> tactic to my own advantage...
>
> Dammit... it's like you organize a great party and it rains then. You
> cannot really blame anyone, but you are still pissed off.
>
Clearly we have different opinions of exploits.
I think the extreme combat settlers was closer to an exploit than ship chaining.
I did not always think that way, but after reading some of the arguments why it should be allowed, and the fact that some of the regular apolytoners believed it a valid tactic (ie Trip), then I changed my mind some time ago.
It is totally bizarre that we have such different views on the three topics above.
I think Extreme combat setters is possibly exploitive.
Yet diplomatic lying & ship chaining is fine.
You (and I guess Leo) have the absolute opposite views.
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