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Winning conditions Sat, 11 November 2006 17:57 Go to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Some of the posts I have been reading lately have dealt with winning conditions, specifically "Solo Win" or "only one winner" games.
The gist of the posts came down to this
1) Annoyed at small alliances claiming the win rather than fighting it out between them
2) Annoyed at players who dont go for the win (ie staying allied with the number 1 player until way past the point that, joining with the others to try to pull them down, would succeed)

I must admit this kind of thing buggs me too.
So what solutions do any of you have.

To start the ball rolling, in "Bidding for Techs" Dogthinker used a "every 10 years 1st and 2nd place, must break all treaties with each other and set each other to enemy"

My sugestion would be at the end of the game the higher the position you have (apart from 1st Laughing ) the lower your score and -2 to -5 points if you are allied with the winner
ie game of 6 players
1st wins, 6th comes second, 5th comes etc till 2nd comes last.



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Winning conditions Sat, 11 November 2006 18:22 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
joseph wrote on Sun, 12 November 2006 09:57

To start the ball rolling, in "Bidding for Techs" Dogthinker used a "every 10 years 1st and 2nd place, must break all treaties with each other and set each other to enemy"


And I must say, from observing the game as host, it has been a tremendously lively game. I know of a number of instances where the rule has literally started wars between players that had previously been allied or at least cooperating. It's hard to tell how much of the fluidity in the diplomacy is due to the players or the rule. If pushed I would say that the rule created a suitable atmosphere for lively diplomacy, and a few nudges. Not all the players like the rule - after all, it *is* very arbitary and to a certain extent unpredictable, but I think everybody has had a heap of fun so far. I think this is definately a viable method, and will be using variations of it in any future (1winneronly) games that I host.


[Updated on: Sat, 11 November 2006 18:23]

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Re: Winning conditions Sat, 11 November 2006 21:11 Go to previous messageGo to next message
ninja_squirrel is currently offline ninja_squirrel

 
Crewman 1st Class

Messages: 34
Registered: December 2002
Location: Toronto, ON, Canada

I actually prefer your second suggestion, or some version of it. Here's my take.

Each place has a certain number of points awarded to it, but, if there is an alliance, then the points from all players in that alliance are pooled, then reduced by some number and then that score is distributed equally among all members. Not sure what factor to use for the reduction. The penalty should be larger the higher the ranks of players involved.

However, this approach doesn't work well in situations where player A and B are allied, player A and C are allied, but player B and C are at war. Maybe each alliance could decide half of the points for player A?

Of course, this system would work better if the points were acculmulated across multiple games. That way, winning by a smaller margin would be undesirable, as would helping players of similar skill gain points.




The Dopelar Effect:

The tendancy for stupid ideas to seem more intelliegent when they come at you rapidly.

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Re: Winning conditions Sat, 11 November 2006 22:10 Go to previous messageGo to next message
Altruist is currently offline Altruist

 
Commander

Messages: 1068
Registered: August 2005
Location: Berlin
Another option would be the restriction wizard includes in many of his games:

Everyone has to be set to enemy except one ally. The ally can be changed once every 10 years. Tech exchange between enemies is not allowed.

For big games where you usually want to have more options available for diplomacy, you could allow tech exchange or a number of up to 3 players to form an alliance.

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Re: Winning conditions Sun, 12 November 2006 18:56 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
To clarify my second option - the idea is to punish those who could most likely have stopped the 1st player from winning (and thus encourage them to stop the player winning).

As such if you are second and you give up letting 1st win, you are infact the worst loser as you had the best chance of stopping them from winning - but you were so scared of them you didnt. At the other end of the scale if you are 12th you cant stop anyone so letting someone win is not a big loss for you.

The extra negative points for being allied is to cover the fact - you knew it was a single win game, you knew they were about to win, and yet you still were helping them. In effect fighting to make sure you lost.

I would also add that getting wiped out before the end of the game automatically makes you joint last.

The benefit of this kind of system is it doesnt stop any diplomacy (hey you could have 15 allies) but it does stop the "hey WE won" attitude of those who end up allied to the winner (basically because the game host at the end give the ranking and "hey - he won, You were 9th"

Oh and I really enjoyed Dogthinkers game even though I lost as first out in 2511



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Winning conditions Sun, 12 November 2006 19:59 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Here's another alternative way to score a game:

Take the integral of score over the entire game (with a fixed end date.) This would rank the players on their performance throughout the game, rewarding strong early/mid play as well as late game play. Going out in a blaze of glory could still get you a decent position, if your performance in early/mid game was strong enough to counter the tiny scores you'd be getting in the end game. Supporting a highly ranked race would be a worse move than usual, as their summed lead over you would be growing every year - jumping ahead of them in the last few years as 2nd rank players often plan to do, would not be enough (unless the gain was *massive*)


As an example, joseph has just abdicated at 2511 from Bidding for Techs, but from looking in from the outside, I think he deserves a little more recognitition for his performance than being ranked 6th (last.) Out of curiosity I will put the data together later (won't publish for a fair while though, as the game is still ongoing) and make an integral through to 2500. I think this scoring system would've placed his Brutes into 4th place, helped by their early/mid strength and hindered by their late game weakness. Of course a 2500 end would've been very premature for this particular match, as you can see by the fact that our first permanent inactive is at 2511 Shocked


[Updated on: Sun, 12 November 2006 20:49]

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Re: Winning conditions Mon, 13 November 2006 02:52 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
With regards to giving the players a score ... IMHO most will simply *not*care* about that score. And they won't act towards it in-game ...

One-Winner-Game: two people ally in 2410, they fight, grow, conquer together and slay all competition, by 2480 they rule the universe, they have bonded, are brothers in war, they got this far *together* ... *they* will *feel* they have won. Oh wait the score board has something that is called 1st and 2nd place? Huh, and host says one of us did *not* win? Weird ... <shrug> let's celibrate!
What people *feel* matters much more than some scoring that is "artifically" created and pinned upon them ...

IMHO if you want a OWG you'll either have to find the players with the right *attitude*, or work with the *in-game* friend/enemy/etc restrictions (and even then players will look for loopholes!), just some fabricated and imposed score will not work.

mch


[Updated on: Mon, 13 November 2006 02:54]

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Re: Winning conditions Mon, 13 November 2006 03:02 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Altruist wrote on Sun, 12 November 2006 04:10

Another option would be the restriction wizard includes in many of his games:

Everyone has to be set to enemy except one ally. The ally can be changed once every 10 years. Tech exchange between enemies is not allowed.

For big games where you usually want to have more options available for diplomacy, you could allow tech exchange or a number of up to 3 players to form an alliance.

As a note to complete Altruist: this is allowing a 2 player alliance win.

I've played in several games with similar rules (hosted a few myself) and *in general* this tends to work.
They are not perfect since it is hard and almost impossible to stop a race/allinace that is really outgrowing all others, everyone will be fighting their own wars and can't work together to form a joined front ...

mch

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Re: Winning conditions Mon, 13 November 2006 08:39 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Hi.

Deal Plain "Single player may win" rule actually works (to extent).
There will be players who see it unneccessary to win. Their motives are often very understandable. None of them however cares about any "point systems". Nod
a) "I had bad start in small corner with bad planets so i cant win. Should i drop out now or try to join some big neighbour as sidekick to learn from him something?"
b) "That moron attacked me and severely crippled, so i cant win. It makes me only happy he is in trouble with #1 now."
c) "I think half of these guys are stronger players than me. Thanks to this player i have got quite good rank. He is #1 now. No way i switch sides."

Deal "#1 may not have allies" works ok (to extent). Only downside that players will deliberately avoid being #1 there. Smile

Deal "Player may have only one ally. Rest of them must be set to enemies." This also works (to extent). Downside is it smells more like 2 player team game not single player win game. 2 player team game however is also no way bad. Wink

Deal "Restricted communication" also works (to extent). Cant communicate, cant ally. Wink However one fine side of the game (diplomacy) is also turned off there. Confused

Possible are mixes and blends of above. I have tried lot of them and plain "Single player may win" has been most favorite despite its downsides. Probably i would like to try Dogthinkers system (or very similar) next. This looks quite ok blend/mix of most of the above systems, but before trying cant say anything. Very Happy


[Updated on: Mon, 13 November 2006 08:40]

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Re: Winning conditions Mon, 13 November 2006 10:19 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

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Going by your post, I'm assuming you mean the top-two diplomatic restrictions idea, not the summed scores idea. Just for clarification.

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Re: Winning conditions Mon, 13 November 2006 11:14 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
A problem with the "one ally" rule is that it prevents building coalitions to counter a player or alliance that is running away with the game. Now, for some players and some games this would be a feature, but it doesn't match my diplomatic gaming style Twisted Evil

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Re: Winning conditions Mon, 13 November 2006 15:05 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Dogthinkers wrote on Mon, 13 November 2006 17:19

Going by your post, I'm assuming you mean the top-two diplomatic restrictions idea, not the summed scores idea. Just for clarification.

No, not that idea of points and end ranks and sums and maths ... there i agree with Micha that one who does not care about winning does care lot less if he becomes 4th or 8th by some math. Laughing

Only real restriction systems matter and so i meant the one that you actually hosted.
I think it combines the restrictions to number of winners (1), top rank player treaties (#1 and #2 may not have treaty) and communication (#1 and #2 may not communicate with each other) well. It may be even extended that between #1 and #3 are similar restrictions in larger games. Wink

As long i have seen that most interesting games are the ones where top rank races fight against each other. Very Happy At other edge the alliance of IT #1, IS #2 and SD #4 mopping up neighbour after neighbour is the most boring variety imaginable. Confused

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Re: Winning conditions Tue, 14 November 2006 09:08 Go to previous message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
Dogthinkers wrote on Sat, 11 November 2006 18:22

joseph wrote on Sun, 12 November 2006 09:57

To start the ball rolling, in "Bidding for Techs" Dogthinker used a "every 10 years 1st and 2nd place, must break all treaties with each other and set each other to enemy"


And I must say, from observing the game as host, it has been a tremendously lively game. I know of a number of instances where the rule has literally started wars between players that had previously been allied or at least cooperating. It's hard to tell how much of the fluidity in the diplomacy is due to the players or the rule. If pushed I would say that the rule created a suitable atmosphere for lively diplomacy, and a few nudges. Not all the players like the rule - after all, it *is* very arbitary and to a certain extent unpredictable, but I think everybody has had a heap of fun so far. I think this is definately a viable method, and will be using variations of it in any future (1winneronly) games that I host.


A side effect of that rule was that I did not take the offensive since I was wary of an ally turning against me on the 10 year (which came true when I finally did!).

Solo victory combined with 'all bets are off from turn 90' ought to do it.

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