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In Sulla's defense, he had stated the reasons for his wanting to exit the game and offer a draw a full turnset before the policy bug popped up (end of the Turn 147 report). I think the policy bug was more the back-breaking straw rather than the primary motivation to leave the game.
As far as the late game mechanics go, there do seem to be some serious issues that have cropped up. The production costs (and increasing yield from improvements) could probably be done via mod in the current state of the game. I wonder if a unit could have the district cost model applied to it by modifying the XML code? That would cause the unit costs to scale with harvest costs, at a minimum. Then it's just a matter of figuring out new base costs.
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(May 8th, 2018, 13:54)suboptimal Wrote: As far as the late game mechanics go, there do seem to be some serious issues that have cropped up. The production costs (and increasing yield from improvements) could probably be done via mod in the current state of the game. I wonder if a unit could have the district cost model applied to it by modifying the XML code? That would cause the unit costs to scale with harvest costs, at a minimum. Then it's just a matter of figuring out new base costs.
This is 100% possible. I've spent too long mucking in the SQL to not know.
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(May 8th, 2018, 13:54)suboptimal Wrote: In Sulla's defense, he had stated the reasons for his wanting to exit the game and offer a draw a full turnset before the policy bug popped up (end of the Turn 147 report). I think the policy bug was more the back-breaking straw rather than the primary motivation to leave the game.
As far as the late game mechanics go, there do seem to be some serious issues that have cropped up. The production costs (and increasing yield from improvements) could probably be done via mod in the current state of the game. I wonder if a unit could have the district cost model applied to it by modifying the XML code? That would cause the unit costs to scale with harvest costs, at a minimum. Then it's just a matter of figuring out new base costs.
I agree with suboptimal here. It was clear that Sullla's preference was to leave the game, but he (temporarily) decided to stay on because other players wanted to play on. Then the bug came and killed any enthusiasm for further play by Sullla.
I've had this happen to me before, and I can pretty much guess exactly how Sullla derived his thought process.
Travelling on a mote of dust, suspended in a sunbeam.
May 10th, 2018, 18:46
(This post was last modified: May 10th, 2018, 18:47 by MJW (ya that one).)
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Worship the VA. There's some other stuff like getting ripped-off gold and the armies/fleets thing but that's BS after the fact to deny that you worship the VA.
I think it's too soon to throw in the towel because England must be suffering outlandish war weariness and the team thread isn't being updated anymore (which is a great sign) but no going back now.
Archduke/EMP-K and Woden/CMF draw is most fair. Archduke/EMP-K are in a better position but only because they didn't get attacked and Woden/CMF stole the VA which caused the downfall.
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(May 5th, 2018, 13:53)Emperor K Wrote: Well now a general consession. That is a shitty way to end this if you ask me. What do you want to do. I am fine with what ever you want.
Well it looks like the game will end in a draw.
VA should be banned on anything other than a true Pangea (this map is a long snake a not a true Pangea). I cannot wait until Sullla makes his overview post and attacks the VA.
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I can certainly see an argument for banning the VA. When I originally saw it in civ 6 my first thought was that they gave no thought to multiplayer with it. At the same time though, everyone knew what its effects were going in. I think Woden and CMF deserve credit for recognising how important it was and putting the micro and resources in to build the thing(love me some good wonder micro!  ). The other teams just didn't value it so highly.
Calling a wonder broken often feels like it has the side effect of diminishing the player who built it. So I wanted to say nice job to their team again.
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I feel like the VA would really be just fine if it only worked for the city you built it in. Still quite powerful, but not your civ's only identity. Plus it would in a small way hlp with the "new cities chopping and harvesting are better than old established cities" feeling we have going on.
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When do we tell Chevalier that Sullla knew about the Sea Dogs, thanks to the interface leaks? That was almost as big a swing as allowing Sullla the first strike in the first place.
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(May 11th, 2018, 09:34)T-hawk Wrote: When do we tell Chevalier that Sullla knew about the Sea Dogs, thanks to the interface leaks? That was almost as big a swing as allowing Sullla the first strike in the first place.
I'd say about now.
I also feel the need to point out, for all the hoopla surrounding the VA, it's not the reason Sullla and Singaboy can't win the game (if indeed that is the case). They have precious few coastal cities, and losing the ones they have in the east and south would not put them out of the running. Moreover, they're winning at sea, CMF has to have massive amounts of WW (can confirm this happens when you lose 20+ ships), and they still have the advantage on land against Woden in former Khmerland. If indeed their position is unwinnable, it's because they botched the last round of diplo and are stuck in a 2v1, not because they can't make progress against CMF/Woden.
Very disappointed with the ultimate outcome, but I do understand one too many bugs being enough to spoil the fun.
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I think a lot of it was psychological, seeing the English military power refuse to fall and assuming that it meant they were insurmountable. I’d be interested to know how much of the English military power was coming from new ships vs. upgrading older ones in those last couple of turns.
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