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Can we b agree to refrain from exploiting the AI-weaknesses? Like selling Luxes for huge amount of gold or workerstealing from CS?
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I can get behind not stealing workers, but don't see a reason not to sell luxes
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(June 10th, 2015, 03:51)yuris125 Wrote: I can get behind not stealing workers, but don't see a reason not to sell luxes
It generates a nice income enabling faster settler/workers etc because the AI will buy no matter what.
June 10th, 2015, 04:32
(This post was last modified: June 10th, 2015, 04:33 by yuris125.)
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Yeah, but that's been part of the game since it was released, and with declaration of friendship necessary to sell for lump cash, it's not even that broken. I feel that banning lux trades is a variant of its own. It's a generally accepted tactic, and we can use the money
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I'm okay with selling luxuries, especially considering the changes in BNW.
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No other Pantheon was found during my turnset (or I completely missed the notification).
You are up for the save, Rowain. Timmy is on deck.
June 10th, 2015, 09:21
(This post was last modified: June 10th, 2015, 09:30 by T-hawk.)
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Luxury selling is fine. Firaxis has had a million chances to nerf it. It's part of the game. So is worker stealing if we get a chance, since that actually does have real opportunity cost in the friendship of the CS and also angering anyone protecting it.
On scheduling... I'm leaving on Friday for a long weekend. If we don't get through Rowain and Timmy tonight (which may be possible as they have a large timezone difference), can I take a swap to play a set Thursday evening before I go?
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I think my way to play the game and the so called "accepted" cheesy ways that are planned to be used here don't fit.
Ichabod I'm sorry but I'm out.
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@rowain - sorry to hear that but guess we have irreconcilable ideas. For the record I agree with yuris and t-hawk that we should be able to sell luxes, and on the general principle that the main variant is challenging/different enough so we shouldn't go adding more restrictions along with it.
worker stealing - this one I'm not sure we should allow. Or only allow with a faith-bought unit, which means way off in the future in practical terms,
OK, I can play late tonight then (pacific time). Masonry next sounds good.
Do have a mechanics question - is stone works disallowed if you settle on marble?
@T-hawk - I guess normally I'd agree on workers before settlers, but the 6hammer resource is better than any improved tile and I'm still tempted to go settler first. Yuris can you weigh in on this? right now Icha and me think settler first, t-hawk worker first.
Guess I have a question on our scout, do we want to keep him looking for possible stretch 2nd or 3rd ring cities, or send him far out looking for other civs and city states? Normally you do one and the other with multiple scouts but since we only have one its worth some thought I think.
June 10th, 2015, 11:27
(This post was last modified: June 10th, 2015, 11:29 by T-hawk.)
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Pretty sure Stoneworks can be built settled on marble, and I think it even still adds the hammer to the square. But 1 hammer and 1 happy isn't much for 75 hammers invested.
We won't work the 6 hammer tile at size 1, since the city couldn't grow. By the time we do work it, a worker at the capital will have improved 6 tiles for the same added productivity now and more coming later. Bottom line, a worker snowballs more than just one big tile.
Worker stealing - I say not with the scout, trying to follow the Civ 4 rule that scouts can't attack. OK with the warrior or any other unit acquired by variant rule. Although we won't likely have a chance for a while if ever.
Scout deep, staying near coast if we can, since city-states cluster there and barbs don't. We've got enough city sites to fill.
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