May 27th, 2018, 13:58
(This post was last modified: May 27th, 2018, 13:58 by Sullla.)
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Yes, it happened to me in Epic One:
Stupid Mohenjo-Daro. Of course it was my own fault for having zero units on defense and not understanding how the city defensive strength was calculated, but to be fair, this was in December 2016 less than two months after release.
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I couldn't think of a better place to discuss this, so here it goes.
I think we need to address the use of Mods in the Civ 6 MP games. The specific reason I bring this up is that CQUI gives information to players that is not avaiable in the normal base game. Unless I'm missing something, you can't see the science and military power of players that you haven't met in the base game, but CQUI shows it.
I don't think it's a big deal, but discussing the issue is probably for the best.
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(June 1st, 2018, 14:09)Ichabod Wrote: Unless I'm missing something, you can't see the science and military power of players that you haven't met in the base game, but CQUI shows it.
As far as I'm aware that is correct. More precisely, the military score displayed factors in gold too (unlike the one in the world rankings screen), so early in the game it can let you spot barbarian camp clearances and give a hint of income. It is also affected by unit damage which can make it tricky to tell the difference between an influx of gold and some units healing.
In PBEM10 I think I had a correct unit count for all players for about the first 30 turns, after which things started to become a little cloudy.
I also don't think this is a big problem, certainly not enough to outweigh the benefits of the mod. Hopefully people agree, as CQUI seems to be allowed by default in our games now. I'm agreed that it's good for everyone to know what it's capable of though.
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My understanding was also that CQUI was accepted for all games. Personally I don't use it simply because thus far I've been too lazy to find and install it. But I don't mind the information (dis)advantage until (if ever) I get around to installing it.
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(June 1st, 2018, 14:09)Ichabod Wrote: I couldn't think of a better place to discuss this, so here it goes.
I think we need to address the use of Mods in the Civ 6 MP games. The specific reason I bring this up is that CQUI gives information to players that is not avaiable in the normal base game. Unless I'm missing something, you can't see the science and military power of players that you haven't met in the base game, but CQUI shows it.
I don't think it's a big deal, but discussing the issue is probably for the best.
Yeah, I think I had noted that type of "leakage" early on my in PBEM 10 reporting as well. I do know that in PBEM 10 we all agreed from the start that CQUI was acceptable and that it was part of the discussion because it was used in PBEM 7, at least pre-R&F.
I thought that mod use in PBEM's was restricted to "none" unless all players agreed otherwise.
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Is it true that you get that much Info about your opponents with this mod?
A detailed listing about what each enemy-city makes on production,food science is a reason to ban this mod.
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Normal RB approach is that any mods are banned unless agreed otherwise.
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(June 2nd, 2018, 02:07)Rowain Wrote: Is it true that you get that much Info about your opponents with this mod?
A detailed listing about what each enemy-city makes on production,food science is a reason to ban this mod.
Is that from a single player game or an MP game? I haven't seen food/production/science displayed for opposition civs while using CQUI in MP games.
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(June 2nd, 2018, 15:01)suboptimal Wrote: Is that from a single player game or an MP game? I haven't seen food/production/science displayed for opposition civs while using CQUI in MP games.
No idea. It is from the steam-page of this mod.
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