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[Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long)
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[Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long)

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To: Reinier Post <rp@xxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long)
From: Aliaga <aliaga@xxxxxxxxxxxx>
Date: Thu, 11 Jan 2001 13:35:29 +0100

Hi,

At 12:06 11/01/01 +0100, you wrote:

>Servers with different rulesets are already running, see the metaserver.

It is on my "to do" list for this Century: Get steady link to the 'net,
spend endless hours playing ... let's wish...   :-)

Right now I'm playing a strategy PBEM, which I can afford with my tight time
schedule. The original Civs could certainly be re-engineered to be played
like that.


>The timeout can be changed during the game; on public servers any player
>can do this.  Many other settings can be changed as well.

Yes, but... how many people know the exact impact any of those changes can
have on a given game? By having some of them pre-set, neatly explained and
agreed upon on several different servers, things could be easier.


>Those are usually unfair.

I believe I'm not the only one who likes to try a "impossible" scenario
every now and then...   :-)


>We need player authentication before we can implement this reliably.

It's a matter of time, then, I assume.    :-)

Many people could get enticed to play endlessly by small things like that.


>I'm afraid we don't have enough players to do this well.

If I may quote The Good Doctor: "If enough people acts for a long enough
period of time, things happen".

I'd say just make sure young junior programmers get attracted to this thing
and it will get a life all by itself. Think Linux.    :-)


>This is an ambiguity within English: 'game' means both the game as a
>whole, and a specific instance of it.  Mike was referring to the game
>as a whole, and referring to the need for balance between game
>features, and between different possible strategies.  You are referring
>to a specific instance, and balance between players.  There's nothing
>wrong with the best player winning a game of Freeciv, of course.

It seems we all agree on that. But I try to be careful when calling
something a loophole. Let's face it: clever players will always find a new
way to up their performance. Not all of these will be "illegal" nor should
be banned. In a game based in a few rules, however complex their
interactions, the brain of the Homo Sapiens is bound to find some trick or
other... and remember the whole species is suspected to have a penchant for
war AND tricks... something in our DNA-based rules.txt, maybe...     :-)

My wish would be that for every possible "loophole" or "surefire" trick
there would be a way to nudge things so that successful strategies can be
waged against unavoidable defeat, thus allowing variety and fun to exist.

I know of at least one other good strategy game where that's the law of
life, and there exist at least twenty "unstoppable" ways to win... True, it
has needed a great deal of playtesting and bug-squashing and cheat-stomping
over the years, but it's my only other candidate to excellency against
Civilization.

M.A.

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