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Old December 11, 2003, 13:38   #61
Dominae
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If that's true, so much the better.
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Old December 11, 2003, 13:54   #62
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2. Yes
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4. Yes
5. Yes (assuming #3 gets voted down)
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Old December 11, 2003, 13:57   #63
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Old December 11, 2003, 22:31   #64
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Old December 12, 2003, 10:48   #65
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Old March 4, 2004, 09:14   #66
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I'm bumping this thread since it is where the discussion of curraughs probably really belongs.
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Old March 4, 2004, 09:18   #67
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[Moving a discussion here from the Privateer thread]

Quote:
Originally posted by Dominae

Curraghs should be like Scouts: vulnerable.
They are very definitely vulnerable. Warriors usually survive barbarians okay partly because barbarian warriors don't swarm units in a single turn the way they used to and partly because, in connection with that, land units can rest and heal between battles. But with curraughs unable to rest and heal outside a city, their vulnerability to barbarians (once barbarian galleys start showing up) is rather considerable even with a defense value.

Quote:
Can we at least agree that Curraghs are the most game-altering change introduced in C3C? Given how powerful they are, I see this as problematic.
To the extent that curraughs are game-altering, much of their power is for good rather than for evil. Do you remember in the PTWDG when Vox was in a position to deny Gathering Storm contact with any other civ until after we discovered Map Making and got a galley out to meet other civs, and all Vox would have had to do was nothing? [Edit: well, I guess they did have ot park a warrior or two on a chokepoint a few tiles from home if you count that as doing something.] There were four civs on Bob that could trade with each other, while Lego was stuck all by their lonesome. Curraughs can go a long way toward evening out such disparities.

The biggest problem with curraughs is that AIs aren't much good at figuring out when and how to make good use of them. Even with the AU Mod, the AIs in AU 501 were a lot later than we humans were at getting them out to meet the neighbors. That difference is highly exploitable on archipelago maps.

But making curraughs easier for barbarians to sink would actually increase the value of getting curraughs out earlier rather than later. I don't view that as a good thing either in terms of increasing strategic options for the human player or in terms of helping the AIs.

Last edited by nbarclay; March 4, 2004 at 09:44.
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Old March 4, 2004, 15:15   #68
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Quote:
But making curraughs easier for barbarians to sink would actually increase the value of getting curraughs out earlier rather than later. I don't view that as a good thing either in terms of increasing strategic options for the human player or in terms of helping the AIs.
Just want to point out that this will make seafaring more powerful, because of the (mostly) coastly starts. I don't know if this is good or bad, though.
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Old March 5, 2004, 08:35   #69
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Under consideration:

Yes/No: Reduce attack and defense of Curraghs to zero.

Voting in a week.
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Old March 18, 2004, 10:27   #70
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Hey, I missed this one!!

Panel, vote please, you have 24 hours.

My vote: No.

I don't think the benefits (which I see) are enough to justify a change at the moment.
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Old March 18, 2004, 11:01   #71
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No. Reduce the attack to 0, maybe; but not both.
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Old March 18, 2004, 12:00   #72
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No.

Quote:
Originally posted by ZargonX
No. Reduce the attack to 0, maybe; but not both.
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Old March 18, 2004, 12:13   #73
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Yes.

Curraghs: Scouts of the seas!
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Old March 18, 2004, 13:27   #74
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No. but I'd vote for -1 hp if it was suggested.
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Old March 18, 2004, 14:04   #75
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NO
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Old March 18, 2004, 23:42   #76
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No...

aaaah,

Yes.

On second thought, No.

Buuuut....

This is actually a very tough one. The human player advantage is just too great, given current AI behavior.

No, for now, but let's keep re-visiting this issue.
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