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I think what most call misclicks has nothing to do with manual dexterity but with sloppy play. And it is just extremely hard to make a clear rule when you do allow reloading till which point it is fine. Also, as soon as you allow it, it will leave a bad taste at some point if the players don't know each other well. At least from my experience.
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(July 19th, 2013, 13:24)Serdoa Wrote: I think what most call misclicks has nothing to do with manual dexterity but with sloppy play. And it is just extremely hard to make a clear rule when you do allow reloading till which point it is fine.

Maybe this isn't my place, but I personally make a lot of misclicks, and I'd say about 75%, but by no means all, of my misclicks come from sloppy play. It varies, sometimes, though. For example, right now I'm wearing a splint on my dominant hand. It hasn't really caused any civ4 misclicks, but I keep accidentally closing tabs when I mean to switch to them and making typos. So, I guess that it's just hard to assume either way, you know?
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.
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I get what Serdoa says about grey areas. For example, someone might move a worker to build a cottage, and then later in the turn after doing other micro realize it would have been better to go back and use it to road instead. No new information was revealed, so it would be really easy to justify going back. And then there are greyer and grey areas down the line until we're down to things like moving a scout without thinking much and finding an animal and then saying "whoops that was a misclick". And sometimes the mistakes and misclicks turn out slightly favourably - so whether they are corrected is biased by the outcome.

I get people who want to play in such a way that they're allowed a little leeway for mistakes, to emphasize the big picture of strategy, but I'd prefer a multiplayer game not to play that way. Every ambiguous grey area is a place where someone who has a flexible sense of what is fair allows them to get a small advantage over someone who does not.
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You should never correct a scouting move, as you gain new information from it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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