All the Simple Races |
Sun, 08 November 2015 10:04 |
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kicks | | Petty Officer 1st Class | Messages: 61
Registered: March 2005 | |
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Hi to all,
I played the first All the simple races (THX NMID, great job and dedication) and really enjoyed it. I have been hoping that a new similar game were launched, it didn't happen so here I am.
Basically the same parameters with a few exceptions on victory conditions, deadlines and race choosing.
Summary: A no-comms game with race design restrictions that prevent QS races and HP monsters and other frightening things.
8 players
-Medium / Dense / Distant
-Acc BBS
Race design restrictions:
--No immunities.
--No more than two clicks on any single setting on the production/factories/mines page.
--AR can make no more than one click to their "Annual Resources" setting.
--CA must be max-width on all 3 hab ranges.
--JoaT can't take NAS or OBRM.
Special gameplay rules:
--No communication allowed between players. All silence, all the time.
--Single victor only, either by unanimous vote or by victory condition.
Victory conditions:
--Own 60% of all planets
--Achieve tech 24 in 6 fields.
--Exceed second place score by 100%
--Winner must meet 2
--At least 100 years must pass
Standard cheat disclaimer
--Chaff allowed
--Split-fleet dodge allowed
--Heal after gating allowed
--Everything else under the "Player Exploitable Bugs" section of the Known Bugs list is cheating
Schedule
--Every 26 hours until at least 2420.
--Thereafter (as soon as someone requests a slowdown), every 50 hours
--Extend deadlines on request for a total of 10 days by each player
--Extend deadlines on request for national holidays, if at least 33% players agree
--No more extended deadlines unless by unanimous request
To add variety, I'ld like a game made by 8 players, just one player for each prt, so even the last one to choose can pick among at least three races.
Due to the ranking the weakest player starts choosing among all the 10 race, than the second weakest go ahead choosing among the remaining 9 and so on.
The strongest player will have to prove his skill with a (deemed) weaker prt.
When the rooster is completed, an adequate span of time (10 days?) will be granted to give everyone the chance of testing his race.
Note: I am playing, it would be nice if someone not playing would host.
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Re: All the Simple Races |
Tue, 10 November 2015 08:34 |
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Whether the race can win vs (Not So) Mighty Computer HE on its own grounds is not a determinant of a winning race. I've had races failing to make a stand vs single AI HE, and I've had races that beat two AI HEs allied to each other. In the end, it boils down to the way you play the race and how well it matches your playing style. All successful races I have seen had one thing in common: their design was coherent with the way they were played.
In this game, there are certain limitations applied to the design of the race, so it's the playing style that will decide the outcome. Still, within the prescribed limits you can design your race to help your playing strategy... or hinder it.
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Re: All the Simple Races |
Wed, 11 November 2015 15:00 |
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Gentlemen, I shall take the liberty to remind you that this ruleset was used with success two times already. kicks is referring to his game as the first one, which is not correct - he was playing the second one, hosted by nmid. The first Simple game was hosted by XAPBob. Lqdtr and I were both playing in that first game.
I suggest we don't change this ruleset unless there's a good reason behind such a change. I also concur with Lqdtr that we should not allow communication - this kind of game is not really lending itself well to diplomacy.
Now, to address specific bulletpoints by iztok:
Quote:HyperGrowth races are rather hard to play properly. Beginners will have problems.
I'd say it all starts with designing a race that is comfortable to play. Anyone can throw together a race along the HG guidelines, but making it fly the way you want is a challenge if you make mistakes during design, or you don't fine-tune your race in playtesting.
Quote:With most races HyperGrowth will AR PRT have a hard time to survive. OTOH 45 planets per player might alleviate this a bit.
Depends on how aggressive the AR actually is. Higher PGR ARs with good hab can spread rather quickly, and keep up with research in order to keep its starbases safe from surprise attacks. With 45 planets per player, this should be easy enough even for less aggressive ARs.
Quote:With limited factories and mines and no immunities is HE PRT severely crippled.
I beg to differ. HE, with its double PGR, needs only wide enough hab to make up for its half productivity. When all races cannot modify mines and factories too much, colonists make up for most economy anyway.
Quote:Max 12 mines operated makes Remote Mining LRT a bit more viable, but "low-ish" resource output of planets doesn't really need lots of minerals.
HG usually don't need more than 12-13 mines per 1k colonists anyway. Wider habs and lower consumption should make it well enough.
Quote:45 planets per player will require a lot of MM, esp. when wars will start.
Assuming most players get to settle this many planets. Some empires will inevitably end up cramped between more aggressive neighbours and won't use their full potential.
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Re: All the Simple Races |
Wed, 11 November 2015 17:18 |
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Loucipher, of course you are right on everything.
A game like this is thought to minimize the setup differencies, thus giving more importance to the ability of playing well rather than designing the best race. Same with no diplomacy: the best player wins, not the more communicative; moreover the lack of diplo allows a much speeder pace.
As stated, I just introduced some minor changes for a better playability.
1 - Extended deadlines: the previous game was marred by delays (and regens), basically by one player only. At first sight a 10 days period for delaying the game may seem a lot, yet it fixes a time equal for every player and allows everybody to go on holidays. Delays should be taken for a minimum period of 1 day and at least with 1 turn advance.
2 - Victory conditions: these conditions will be tighter than the past, to be sure the winner is the best player.
3 - Every player will choose a different prt: it should be more fun than having the usual JOAT against IT, with some WM and SS mixed in. Furthermore the strongest players will be able to prove their skills with different prt.
In conclusion, these game settings are aimed to prize the best player and I am confident that the slight changes to the previous successful game will be an improvement.
Needless to write, NO REGENERATION - NEVER
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Re: All the Simple Races |
Thu, 12 November 2015 00:43 |
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Lqdtr | | Crewman 1st Class | Messages: 28
Registered: February 2012 Location: Ru | |
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Floater wrote on Wed, 11 November 2015 17:37Quote:NO REGENERATION
What ???
"How to Host a Game, v2.0" by Omonubi 1996 v2.6/7
"Re-generating a turn: DO NOT do this if you have already sent players their turns for the day. Many players may decide to drop if you offer to re-gen the turn after sending the files (due to technical problems), as this means that some players will re-do their turns in order to "change history". If you do decide to re-gen, pull out the "backup" directory from your game directory, and make sure that you move ALL of the .h-files, .x-files, and the .xy file from the original game directory into the backup. Then delete the original game directory and re-name the backup. Easy."
[Updated on: Thu, 12 November 2015 00:44] Report message to a moderator
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Re: All the Simple Races |
Thu, 12 November 2015 02:40 |
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Could not agree more with this golden rule. I remember at least one game that ended in tears due to arbitrary regens for no apparent reasons. Last-minute changes of generation schedule work to the same nasty effect. Playing a regenerated turn always leaves this bitter taste in everybody's mouth - especially when you know that every other player gets the chance to correct what went wrong for him, or even get another chance at a battle that went well for you... which might come out entirely different after regen.
Regeneration of a turn BEFORE sending the files to the players, as Omonubi describes, can remedy the problem (as players won't know how the turn went before it was regenned), but such regeneration is - I am afraid - impossible here on Autohost. The files are available for download on Autohost at the instant the turn is genned, even if the e-mails don't go out. The host would have to disable downloading the files from Autohost directly, and check them for technical issues before sending them manually to players. This would defeat the purpose for which Autohost was created in the first place - to automate submitting and sending turn files.
This, however, should not be our concern for now - there's an assumption that the host shall keep things honest and transparent, especially that the host himself isn't playing. I was satisfied with the way the first Simple game was hosted, and I hope this game will be no different.
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Re: All the Simple Races |
Tue, 17 November 2015 18:29 |
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kicks | | Petty Officer 1st Class | Messages: 61
Registered: March 2005 | |
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Hi to all,
there are a lot of interested players - since not all are posting here.
here is the schedule:
- within 23 november 23:00 pm greenwich time, players must join the game (only by public posts here, pls no private messaging - first come, first served);
- within 27 november 23:00 pm greenwich time, players must choice their prt;
- within 4 december 23:00 pm greenwich time, players must send their set up.
THX TO EVERYBODY AVAILABLE TO HOST!
This game is opened to all kind of players, since the green players will benefit from a better prt and the settings are aimed to avoid monster races.
[Updated on: Tue, 17 November 2015 18:29] Report message to a moderator
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