I would not agree with using discovered exploits of any kind.
EitB XXXVIII Setup and Tech Thread
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(November 27th, 2014, 14:43)Kragroth Wrote: Yeah but this allows crazy tactics the game wasn't designed for like switching for Civ specific buildings ( not just warrens), giving cities to philo civs or industrious civs for quicker wonder production. Giving cities to organized civs just for command posts. It adds a whole new level of micromanagement and further increases the divide between having the right civ and the wrong civ. Do you even hear yourself? First turn switching means just that - you can't give cities to Philo civs just to get GPP, nor to IND civs for wonders, and you can't swap around for civ specific buildings. You choose on the first turn and that's that, no extra micro or anything.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(November 27th, 2014, 16:03)Qgqqqqq Wrote:(November 27th, 2014, 14:43)Kragroth Wrote: Yeah but this allows crazy tactics the game wasn't designed for like switching for Civ specific buildings ( not just warrens), giving cities to philo civs or industrious civs for quicker wonder production. Giving cities to organized civs just for command posts. It adds a whole new level of micromanagement and further increases the divide between having the right civ and the wrong civ. Lol
The fact that you want to ban clan is telling of the brokenness. The fact that suddenly Expansive leaders become that much more valuable than they should be.
This also needs an option for the next version of EITB to disallow team gifting cities.
Could you keep your balance critiques and suggestions for improvement to the appropriate forum, please?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
It's very appropriate. This directly affects the efficacy and enjoyment of the game. Like OO and Tsunami. If city sharing is at all allowed, we're forced to have an expansive leader to be competitive.
Kragroth, as REM recently pointed out in our thread, the fact that settler-boosting leaders are good for team games is in the nature of how civ works - the same is done for BTS as for FFH2, for such a major part of the game it makes sense to have the civ most specialized in it to do the grunt work - the same is true for Industrious civs and wonders, arcane civs and magical units, philosophical civs and great people, spiritual civs and disciple units, and so on. A team game works by exploiting the various civs by focusing on their strengths and covering their weaknesses, it doesn't make sense to change the rules because one leaders specialties happen to be particularly useful - yes, to play well you will need an EXP civ, but that's due to how big a facet of the game expansion is, not an issue that needs to be fixed.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
It sounds like you guys might be close to having a final determination on all of the settings I need to make the map?
If someone could please tell me which of the following have a consensus (at least 4 votes for or against) I'd appreciate it: * Map mirrored? * Map script? (sounds like most people want a modified Inland Sea?) * Pre-gen or hand-drawn (the latter will obviously take more time) ? * Game speed? (I personally strongly recommend quick- teammates already significantly increase tech costs in EitB) * Era? * Any other starting settings I forgot to list. I also need the player civ picks if you all are ready to send them. A player order would also be greatly appreciated, since that means I won't need to fiddle around editing the WB file in Notepad to reorder everyone. Thanks! |