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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: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long)
From: "Mike Jing" <miky40@xxxxxxxxxxx>
Date: Thu, 11 Jan 2001 14:45:12 -0500
Reply-to: mike_jing@xxxxxxxxx

Aliaga <aliaga@xxxxxxxxxxxx> wrote:

[snip]
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... :-)

I didn't use the word "loophole" simply because I like the sound of it. I think I did found a loophole in the game which makes a game-unbalancing strategy like ICS possible even at the highest difficulty setting. Clearly, the concept of unhappiness and the existence of number-of-cities thresholds are designed as game-balancing features to limit the extent of outward expansion, i.e. once you have reached a certain number of cities, it makes more sense to expand upward (grow your cities bigger) rather than outward (found more cities) because you will run into hapiness problems if you have too many cities. However, it can be circumvented in CivII by using a certain wonder or form of government. That's what I call a loophole, and it can be easilly fixed in Freeciv (because the source is free, of course).

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.

ICS in itself is not really a "loophole", or even a "surefire" trick. It simple enjoys too much of an advantage due to the basic design of the game, and if there is no measure to limit its effectiveness, it will simply make any alternative strategy obsolete, while at the same time render a great part of game feeatures utterly irrelevant. Fortunately, a counter-balancing measure is already built into the game. The question is simply whether people are willing to use it or not.

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.

Here is hoping enough people will embrace this idea to make a different kind of Freeciv game possible.

Mike


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