Well I guess this is a better place to discuss than T-Hawks report thread. Here's my thoughts on these issues...
Sirian Wrote:We're also starting to get dangerously close to some items going up on to the Exploits list. Among the things I consider to be intrusively gamey:
* "Pre-chopping" forests so that a whole bunch can be "finished off" in rapid fire once a new tech comes in or a new resource online. This is systematic abuse of features added for other reasons, which circumvents the intent with regard to "prebuilding", and is especially hard-hitting with early game military rushes. This category also includes "pre-working" tiles in other ways, in any systematic approach intended to circumvent exposure to pillaging.
Pre-chopping and pre-working are dodgy... I think that cancelling all workers on a tile should result in the loss of 1 turns work (as it sort of is in SMAC), possibly work should further decay if left un-done. Making stop-starting "lossy" would go a long way to eliminating excessive worker micro - but I feel this would be best as a mod solution.
I do abstain from pre-chopping (at least not more than 1 forest at a time) because I do feel it's pretty cheap.
Quote:* Deliberate avoidance of learning Masonry to boost the power of early game Great Prophets.
Yer kidding? What'd a Great Prophet ever do to you? Philo isn't the strongest trait (IMHO) and further reducing their early lightbulb options would make them even weaker. Just rename the Great Prophet Lightbulb to "Theology Popper" because that'd be about the only tech left that might be worthwhile.
Masonry sucks anyway it's only really needed for Wonders, Aqueducts and Construction.
Quote:* Systematic "binary research".
Binary science rate, I'm divided on...
Firstly I like BSR a lot, and here's why:
1) It allows for flexibility, the commitment to a particular tech is delayed (good for tech trading), you can choose between research or unit upgrades.
2) It combines very well with tech discounts - both denying them to the AI and gaining them from the AI.
3) It puts more information on-screen, you see clearly your gold surplus (or deficit!) per turn, and can thus track the effect of new cities, marketplaces and such, as well as avoiding surprise strikes (you see the gpt creeping down and down...).
4) It's not much micro - it would be no additional micro at all if the slider only had 0% and 100% settings

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And why I DON'T like BSR:
1) In reports it makes it hard for the reader to track your general science rate, especially when the setting is 100% (the +gpt at 0% is quite meaningful).
2) The strength of BSR is partly grounded in Integer Maths quirks.
3) The slider can only be moved 10% at a time.
BSR I view as half legitimate strategy and half trick... I tend to use it all the time when quite far behind in tech or with a very sick economy (can't afford to accidentally hit negative gpt), if I'm ahead in tech though I don't bother since the trading point is moot - unless I want a constant and large gold stockpile for emergency upgrades or rushbuy.
One thing I don't use BSR for is the integer maths benefit, although I recognize that it is there.
So overall my opinion on BSR is that the game so overwhelmingly favors it that the interface should be changed to just have "Science On / Science Off"

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Trying to ban or regulate BSR would be quite a tangly thing, because I think it IS a legitimate strategy with a sick economy or in the modern ages with US for rush buy. Another solution (Mod) would be making extreme min-maxing lossy, such as having a slight inefficiency at 0-20% and 80-100% (I think this would be a positive thing, especially combined with slightly eased upkeeps at the higher difficulties).
Quote:* "Seed Corn" Civ4 style.
I recently wrote my thoughts on this on Apolyton...
"Worker poaching (stealing the AI freebie starting worker with your starting warrior) is very powerful and IMHO exploitive, since the AI does not react in a sensible way... it doesn't try to avoid losing the worker and doesn't bother with retribution... it's supposed to be an AI bonus but it's easy and painless to turn it into a human bonus and that kind of defeats the purpose of having AI bonuses....
So anyway, I abstain from worker poaching unless it's part of a real invasion where I have a credible military and AI cities are going to fall."
I avoid Worker Poaching because there is no legitimate reason to ever declare war on the AI when you have no military, except to steal the worker, which you can only get away with because the AI doesn't react in any sensible way, it's also unduly powerful since a worker early on is a lot of hammers to get for free (I don't exaggerate when I say a poached worker will probably provide more benefit than game-long systematic whipping-bug exploiting, simply because of the turn advantage of those ultra-early 60 hammers).
As such I wouldn't at all object to this being added to the exploits list. The wording shouldn't be unduly difficult either - along the lines of "no stealing workers from the AI if you have no credible military."