I knew that it could be done in FFH. I had never tried it in BtS, but it doesn't surprise me.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
(June 11th, 2013, 21:34)pindicator Wrote: I'm not familiar with FFH haste, but i'm being told it's not the same.
Haste isn't identical. There's code to keep track of how many movement points a unit should have used, and if a unit would be in debt, Haste just goes to pay that debt. I think it does allow unload -> attack in the same turn, though.
The Mobility promotion in FFH is identical, and I honestly think it's actually the same promotion with a new name and icon.
But I also think FFH is mostly irrelevant to the question.
Quote:the argument I'm having with lurkers is that this is exploitative because it is getting around game mechanics by virtue of when the promotion was given. If you pick that unit up and try to do it again it wouldn't be possible.
I feel that this is in the same category as things like infinite passenger distance by chaining ships, Seven's 'avoid growth' trick to boost granaries, deliberate use of wonders for failgold (and especially failgold in multiple cities), prebuilding by maximizing overflow, saving overflow with Wealth, prebuilding by planning for upgrade in the build queue. I'm sure there are a dozen more things similar.
These are all tricks that are probably not exactly as the game system is intended. But - they behave consistently, generally have a small effect and a real cost. And they're not obviously against design intent; they're corner cases and grey areas. There's no clear line between these things and universally accepted actions like getting production by chopping or whipping workers instead of building them with food. They're all methods to get a little more benefit from the same inputs, within the game engine. If we were to start banning things in this category, it would be a major debate, and there's not an obvious place to start or stop.
It's not like the various bugs to get free production or multiple Oracle techs, or hacking the save to change settings, or reading an opponent's spoiler thread, or even double moving.
Pindicator would have more of an argument here if he was squeaky clean on the slightly iffy stuff. But he's used ship chaining, prebuilding, and probably others that aren't coming to mind. He's arguing that this is the exact location of the line between unfair and fair, when to me it seems to be somewhere in the fuzzy mess of 'nice trick, perhaps a tad unsporting'.
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
No, disappointed that the majority of the players on the RB team are bigoted to some extent.
?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.