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End Game Diplomacy and Backstabbing Sat, 29 March 2003 07:15 Go to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
I have something that really troubles me...

In my experience from about 6-7 games now (excluding duels),
there have been 2 possible endings:

1.) One players is running away, and the rest of the universe
could stop him, or at least should try to, but doesnt.
Partly because of "its too late anyway", or because they
have "kill you last" or similar pacts with the leading race.

2.) An Alliance of players is bashing the rest of the universe,
and is definetly unstopable. But after the other races are
defeated or gave up, they dont start fighing each other and
claim the victory for the alliance, even if the game settings
state that there can be only one winner.

What I would like to know is, if my impression is correct, or
what can be done about it?

Stating in the game settings, that there can be only one winner
does not help at all IMHO.

When i am rank 2 player and allied with rank 1 player, who runs
away and the rest of the universe is unable to stop "us". And
the only way to make the game exciting would be to "backstab",
despite the "kill you last" agreement...
I would have a really bad feeling about that, so should i keep
my promise, let him win, and the game would have a boring end,
or shall I backstab, being the big a****, but making the game
interesting?

How are backstabbers treated in future games? I never met one,
but had several boring ending games...

There is currently one where i am rank 2 PP, intersetteled with
a rank 1 IS (he has 10% more resources than i have), and all
other races are either far behind in econ or tech. I will soon
be the first one with nubians, and i could kill the rank 1
player easily in a turn or 2...
but we agreed on ally end a LONG time ago, before we know we
would be the 2 powerful races in the game...
if i just play on and kill the 3 other reamining races, i will
be second place... for me thats ok, but for the 3 others the
game might be more interesting if i backstab...
and if my assumptions are correct, i will be the only one with
nubians and other superior tech in the game for a while, no real
challange for me also...

For what I learned so far is to NOT agree on any "kill you last"
agreements any more... that means it will be more difficult to
find someone to intersettle very much, and that means shifted
habs in race design make no more much sense, and that means...
ah - thats not a solution...

So how do you handle this?
Do you agree on temporary alliances only?
Do you just not intersettle?
Do you just have fixed borders?
Do you backstab for the sake of an interesting game?
How do you treat backstabbers in later games?

Hope I could make my problem clear... and would love to
hear some comments, and leave this discussion open to the
topic of "end game diplomacy and backstabbing"

Rolling Eyes

Robert



2b v !2b -> ?

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Re: End Game Diplomacy and Backstabbing Sat, 29 March 2003 12:06 Go to previous messageGo to next message
Hetzer

 
Chief Warrant Officer 1
Titans of Steel mentor

RIP Hetzer, Nov. 28, 2006

Messages: 139
Registered: November 2002
Location: Hollywood

My feeling at this point is that negotiating any treaty without an escape clause is a bad idea.

A 5 year disengagement clause is a good thing to have. It has many benefits as sometimes you can find yourself allied to someone that makes you want to thump him Puke2 I know this because in at least one case I was the one who deserved thumping Razz (was new and tried my allies patience severely)

So if the game gets to the point where, if nothing changes, the outcome is foreordained you can then execute the disengagement. This has the advantage of cutting way down on the yelling, screaming and finger pointing while keeping the game interesting for a while longer.

David Moen has excellent articles on diplomacy and should be required reading for everyone before they enter their 1st PBEM.
I believe that I've also seen posted somewhere an argument that there should be negotiated, before the start of a game, if the game is going to be "civilized" (breaking treaties is a crime punishable by having to listen to people moan, bitch and whine) or "realpolitik" IE "we're all veteran gamers here and this game is gonna be for blood" ...................(long thoughtful pause)..............hmm........tell you what, I'll be right back. I'm gonna have to take my own advice (I hate that).

Hope this helps




If you can't trust me, who can't you trust?

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Re: End Game Diplomacy and Backstabbing Sat, 29 March 2003 18:24 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Robert wrote on Sat, 29 March 2003 13:15

I have something that really troubles me...

In my experience from about 6-7 games now (excluding duels),
there have been 2 possible endings:

1.) One players is running away, and the rest of the universe
could stop him, or at least should try to, but doesnt.
Partly because of "its too late anyway", or because they
have "kill you last" or similar pacts with the leading race.

2.) An Alliance of players is bashing the rest of the universe,
and is definetly unstopable. But after the other races are
defeated or gave up, they dont start fighing each other and
claim the victory for the alliance, even if the game settings
state that there can be only one winner.

What I would like to know is, if my impression is correct, or
what can be done about it?


Unfortunately you are oh so right Crying or Very Sad

Quote:

Stating in the game settings, that there can be only one winner does not help at all IMHO.


Again you're right, it doesn't help a single bit! Once people start to like their friends they will NEVER turn against them, usually it starts by ganging up against the player who is doing his very well, who is staying on his own and is good at it, after they have killed him they stick together and lose all interest in fighting eachother Sad game over, this leaves you with a very empty feeling Sad

I utterly disgusted by such big alliances and do my best to keep only one ally and as less NAPs as possible.
Yet I must admit that when it comes down to the end and only one player can win it is indeed very hard turning against that one ally. Afterall you have been friends for 50-100 years and know eachother in and out, intersettling etc. The reason you two got this far is because of the wonderfull cooperation. Usually when I get that far the number 2 in the alliance gracefully steps down and let the number 1 take the credit, although without eachoter we would not have come that far.
Still it's not a true "only one can win" but if you don't want this than you shouldn't chose an ally at all ...

Solutions:
-playing an "all enemy" game

-or allow an alliance victory but at the same time only one player can be set to friend and all others neutral (much harder because less black/white)

-give the players a goal so they can't let the game go on forever and make sure that the goal comes down to that in fact only one player can achieve it.

1 and 3 are in my new Penta team game BTW Wink Look it up in the New Games section! Still room!

Quote:

When i am rank 2 player and allied with rank 1 player, who runs away and the rest of the universe is unable to stop "us". And the only way to make the game exciting would be to "backstab", despite the "kill you last" agreement...
I would have a really bad feeling about that, so should i keep
my promise, let him win, and the game would have a boring end,
or shall I backstab, being the big a****, but making the game
interesting?


What I would consider a "backstab" is when my ally would come through my gates with blazing guns, IOW without warning and I have him still set to friend.
If you agree on the fact that things are getting boring because of the alliance and decide to end it after x years than it's not a backstab.

Quote:

How are backstabbers treated in future games? I never met one, but had several boring ending games...



Never met one either, also had several boring ending games ... Sad
Hm, not completely true, in one occasion I was the "victim" of a backstab, I was a WM allied to a HE (Zoid, pay attention! Laughing) and we were winning. We also had an SS ally but he was very small, I think about 5-10 planets while we had, each more than 70.
We left him allive because it was no use/fun picking on the little guy and he was still having fun helping us. Then all of a sudden he steals minerals from one of my planets and turns evil, he decided to play the rogue leader, he did it role playing and it was indeed interesting and fun as long as it lasted, ... we killed
...

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Re: End Game Diplomacy and Backstabbing Sun, 30 March 2003 14:54 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

My last post on backstabbing got me some serious abuse Very Happy

But here goes again. Backstabbing to win is fine and dandy by me, but not by most. So i avoid it, at least I do now, I didn't a few years ago.

Backstabbing for role play I am all for. Backstabbing to disrupt a predictable situation I am all for. I've played games where its reached a situation where the winner is already defined due to great start / solid alliance, only on two occasions has the ending not been so predictable....

Once where rank 3 backstabbed rank 1, they fought a war and both lost when rank 4 started to stomp the undefended rear of 1. Rank 4 came through and won. I was ranked 2 and I failed to take advantage... so I lost Sad

The other time is in MDI - for some odd reason rank 1 + 2 who COULD have easily wiped everyone out stopped attacking... they just slowed down and let me n Zoid (rank 4 and 3 respectively) catch up and it's reached a point where they're on the run from our bigger and better fleets.

Backstabs and lack of killer instinct are the only real things that can alter those end game situations.

Back to what Micha said.....


1. All enemy games are good... but the lack of diplomacy kinda ruins it somewhat.

2. Restricted games are great Very Happy the quest to find the best ally you can is always fun.

3. Specific goals are the way forward. For example have declared homeworlds and which ever single race gains control of say 5 out of 9 is winner. That way there can be only one winner. Rightful Heir 1 + 2 are prime examples, from what I have read they form alliances to remove X race from the planet and then battle over who gets to keep it, some races get involved straight away, others wait, some even let themselves out as mercs.

I'd love to join another game but right now I have enough on. Especially with Otaku2 having just hit the fan. I'm in first place and I've been handed the victory... but the host has declared a "lets kill anyone/everyone" situation to end the game with a laugh... and I have no defensive fleets :S could be interesting.

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Re: End Game Diplomacy and Backstabbing Sun, 30 March 2003 19:22 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
I try very very hard to structure my diplomatic relations so that I do not need to break an agreement in order to win. I am extremely circumspect in entering into "Kill You Last" arrangements and all others have clear opt out clauses.

Having said this, if it comes down to a situation that if I backstab I have a good chance of winning, but if I do not I will assuredly lose, I would opt for backstabbing. I figure that this is a game, the object of the game is to win, and anything that is not outlawed is allowed. Further, this is far more real, as in Realpolitik, than being the gracious and honorable loser.

I believe I was in the game that Micha just referred to. This was a "There can be only one" style of game. The behavior of other players in that game really screwed with my game play. Micha's race clearly started to pull away from all the rest of us, but if the right four or five of us had turned our combined focus on defeating Micha I believe we could have done so. I tried and I tried to convince the one race that we needed that his only hope of winning was to turn his focus, but for reasons that continue to escape me he refused to alter his focus from an irrelevant war to fighting Micha. It was very frusterating for me because I had worked myself into a situation in which I had a good chance of winning if everyone else also did their best to win, but since one or two races did not do their best to win I lost and Micha won. Crying or Very Sad

So, if the game says that only one can win, do your best to win. Try to stick to the letter of your agreements, but don't let that stop you from trying to win.

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Re: End Game Diplomacy and Backstabbing Mon, 31 March 2003 11:54 Go to previous messageGo to next message
yucaf is currently offline yucaf

 
Master Chief Petty Officer

Messages: 100
Registered: December 2002
Location: India
Interesting topic.

First I would say that if there is a rule "only one winner" and 2 players are declaring they are the winner alliance, they are not respecting the rules. Conclusion: they are either loosers, either cheaters. If they don't play the game following the rules, what are they? Of course it's easy to win a game where everybody is trying to be the lone winner and a couple of complimentary races go alone and don't care about who of them is going to win (or maybe worse: secret pre-game alliance?) But what's the fun? Why did they joined the game with this rule in first place? I would certainly not accept that they are declared "winners"

Second, if a game stops to be fun and a winner is clearly appearing because nobody wants to form a coalition against this runaway leader, then the game is over! Just start another one, don't get bored until the winner has taken 90% of the planets. He will be a bit frustrated of his victory because he won't get the big empire he would like to show everybody and that he would only have if he conquered the universe by playing 30 more turns. I have seen such games where all is finished before the leader even starts building his final army. He was just waiting for someone to attack him to start building, meanwhile accumulating better and better techs and incresing further the gap... Just tell everybody: "since nobody wants to work an alliance against player X who is clearly leading now and will destroy everything in about 20 turns, I see no point in continuing the game. I declare player X the winner". Then you drop out. Unless the players decide to go "against". Dropping can be used as an argument obtaining what you want. If the other players want to see their empire smashed without hope, that's their problem. It's like saying in chess "mate in 6 turns". You don't need to play the turns if you can see what your opponent is saying. You rather start a new game...

Now don't take it the wrong way: even when it is a lost cause, some end games can be quite interesting for the players, either because they get to use the best toys for the first time, either because the situation is interesting (the leader could make a big mistake and the game still rebound) (I have seen big armies with wrong orders being destroyed, or also suddenly this huge pile of chaff is destroyed and the big army is suddenly vulnerable, etc.) - So use the "drop" argument wisely, only if there is really no hope left of having any fun in the game and the future winner is clearly defined. I hate when players drop only because they cannot win anymore but the game has still a lot of potential...

Now there is another delicate thing about this point: many times, a player wants everybody to ally against number one because "otherwise" he will win. However, what is often transparent in the message to those players, is "if we ally against him, *I* can win", and that's why the players don't want to form the coalition. In that case, for them it's a loose-loose situation, so why would they accept? Why would they care? If you want to have fun in this situation, then attack him yourself, alone, and unstabilize him. That way you may loose (and probably will), but the game has no clear issue. And maybe, those oportunistic players will enter the war as well and you'll get what you want... More or less Razz Of course there are cases where there is no hope at all even if #2 attacks #1 and then it's either an alliance or end the game.

I've had to make this choice in a recent game. #1 was running away unchecked and I was in a very dangerous situation, fighting against #3 and #4, being #2. There was no diplomacy allowed but public scores, so all was quite clear. But while I was busy fighting, nobody seemed to check #1. I finally decided to attack #1 and force him to stop his economic program and build an army. I lost several planets but at one point my empire was so compact I was able to use my army very effectively and I destroyed all my foes' armies (I w
...

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Re: End Game Diplomacy and Backstabbing Mon, 31 March 2003 11:54 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 3rd Year

Messages: 261
Registered: February 2003
Location: Finger Lakes NY, USA

Robert wrote on Sat, 29 March 2003 07:15


What I would like to know is, if my impression is correct, or
what can be done about it?


I agree with some of the other responses, but will summarize my opinions here.

0) I general I do not like to break agreements. I have only done that a few times, over many years. It is WELL remembered by those people that get hurt, and your reputation may never be the same, especially if it is an unforgiving person.
1) I like an escape clause or end date on any agreement that I make (though I did not always do this). Typically 5 years works for me. This allows me a graceful way out. If I am rank 2, I will generally not ally with Rank 1 (Though in one game I worked my way up to Rank 2 with the help of the Rank 1 player. He won due to in-game VCs, it was not joint victory.). If I am rank 1, I will tend to help out a bunch of the smaller ranks to help the game be more fun for them, and to have at least some allies.
2) I have never won an individual game (IIRC) without at least one good ally, or at least several neutrals and NAPs.
3) I like a game with a defined end. A while ago Micha and I ran a game called 'Capture'. The object was to see who could own the most of 5 target planets, though any number with fair positioning would work well. The finish could be set to a specific year, with owner of the most planet at that year being the winner. Or it could end when one player gets half or more of the target planets. (Note that I do not think Homeworlds make good target planets...)
4) I know MOST AH games do not use them, but the in-game VCs can still be used at times.
5) I am probably not the best person to reply in some ways, as I have not played too many public games. I prefer the team games. That way I get the benefit of an alliance, and I know that I will not get backstabbed. Most of my private games were with a closed group, and they mostly used the game VCs.

Quote:

There is currently one where i am rank 2 PP

I am impressed. I have yet to even play PP.

Dancer

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icon1.gif  Re: End Game Diplomacy and Backstabbing Mon, 31 March 2003 15:16 Go to previous messageGo to next message
Chee is currently offline Chee

 
Senior Chief Petty Officer

Messages: 91
Registered: November 2002
Location: Cincinnati, OH
I've had a number of disheartening experiences along the same lines as mentioned in the previous posts. I agree that stating that there can be only One Winner doesn't help. However, I do think that diplomacy and interacting with other real live people are some of the things that make this game so great and interesting. So, with that in mind, here are some of my thoughts:

If you suck at diplomacy (like I do), try playing a duel. Good clean straight up one on one fun. No teams, no alliance, no friends, just war.

I've never played in an 'all enemy' game (other than duels), but would agree that the limited diplomacy of such a game might be a hindrance rather than a boon.

A 'no friends' game might be an interesting alternative: Players are allowed to use only the 'neutral' and 'enemy' settings. This would allow a certain amount of coordination and teamwork, but alliances would have to work without each other's stargates and around each other's minefields.

Personally, I consider ALL my alliances to be temporary. Therefore, I try not to intersettle, unless there are large discrepancies between the two sides (because if they are a lot weaker I could destroy them if I needed, and if I'm a lot weaker I'm desperate for new planets).

Would I backstab to make a game interesting? No, but I have broken alliances in order to keep the game balanced. I always give a warning before attacking (but not necessarily before changing someone from friend status to neutral or enemy). Personally, I think there isn't any honor (or fun) in siding with the current leader or being the second best in a winning alliance. If I'm a lower ranked player in an alliance that has just taken the lead from another player or alliance it's time for me to switch teams or go out on my own, and chances are that I've been preparing for the transition many years in advance.

Unfortunately, I have seen too many other players who are content to ride out the game on another player's coattails, and feel no need to break up an overly dominant alliance.

Actually, that 'no friends' game sounds interesting enough to me that I'm going to make a post in the New Game Announcement folder to see if any one else might want to give it a try.

I'll also invite anyone who's interested in come on over to the Dueling Club and have a game.

Enjoy,
Dan

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Re: End Game Diplomacy and Backstabbing Mon, 31 March 2003 15:37 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Quote:

Back to what Micha said.....


1. All enemy games are good... but the lack of diplomacy kinda ruins it somewhat.


I look at it differently: NO MAILING!! YES! Very Happy More time to actually play instead of twisting in all directions to write a diplomatic message that sounds exactly right, I can spend upto 2-3 hours writing a message of 20-30 lines Confused
These kind of games without talking consuming all your energy can be a blessing! Even more if English is not your native tongue ...

Quote:

2. Restricted games are great Very Happy the quest to find the best ally you can is always fun.


Too much trouble, I prefer a straight out fight above all that talking. I will most likely never join such a game again.

Quote:

3. Specific goals are the way forward. For example have declared homeworlds and which ever single race gains control of say 5 out of 9 is winner. That way there can be only one winner. Rightful Heir 1 + 2 are prime examples, from what I have read they form alliances to remove X race from the planet and then battle over who gets to keep it, some races get involved straight away, others wait, some even let themselves out as mercs.


My favourite! I find that you can make your race around more specific strategies, have a clear timeframe to work them out etc.

regards,
mch


[Updated on: Mon, 31 March 2003 15:38]

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Re: End Game Diplomacy and Backstabbing Mon, 31 March 2003 21:21 Go to previous messageGo to next message
Peptis is currently offline Peptis

 
Petty Officer 3rd Class

Messages: 45
Registered: November 2002
Location: Canberra, Australia

I would have to agree with yucaf here, except for the bit about dropping. IMO there is nothing worse than a player who drops from a game, whatever the reason. You should always have the decency to find a replacement player if you are too busy to play. Dropping because you are losing is just unacceptable.

I have hosted a small number of games now and I have had a number of players drop on me already. Some do it without saying a word, which is so rude that I can't even begin to explain my frustration. Other players at least let me know that they are going to drop, but then leave it to me to find a replacement. I'm not too happy about that either.

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Re: End Game Diplomacy and Backstabbing Mon, 31 March 2003 21:59 Go to previous messageGo to next message
yucaf is currently offline yucaf

 
Master Chief Petty Officer

Messages: 100
Registered: December 2002
Location: India
Peptis wrote on Mon, 31 March 2003 21:21

I would have to agree with yucaf here, except for the bit about dropping. IMO there is nothing worse than a player who drops from a game, whatever the reason. You should always have the decency to find a replacement player if you are too busy to play. Dropping because you are losing is just unacceptable.



Sorry, but I have to correct you here: I never said that you can drop just "because you are loosing". I mean propose to end the game because it's over. Most of the time, if you have some experience you can predict this (if you can't predict it then either it's not the case, either you have not enough experience yet to see it and should continue playing until it becomes evident). I said you can announce that the game is over for you if you feel that the issue is already clear and nobody want to do anything about it. I guess I use the wrong word in english: maybe "dropping" means get out without warning and no replacement solution, I don't know. This I never do. What I mean is exiting a game saying you see no more interest in it but you announce it publicly and wait/search for a replacement player or give the pw to the host. If the players want to play 20 more turns to verify your theory, then be it. You can also force the leader to destroy you, to the point that leaving the game is not a concern anymore.

I have been in games where everybody was saying "let's continue" while the leader was clearly winning with an empire bigger than all others summed together and a huge army impossible to defeat. What is the interest to wait for him to conquer the next 50% of the galaxy? What is the interest for you? This means only huge micromanagement but I do not think this is the essence of the game (my very HO of course). I would rather invest that time in another game.

Don't drop in the sense "abandon the game without notice", but if you feel the game has no interest left in it for anybody (and here you SHOULD think in the other players, especially if they are beginners, give them a chance to learn), then decline politely the obligation to continue. This does not mean you should just leave. Play your turns while you find a replacement, etc. It's not that hard. However, present clearly the situation so your replacement do not discover when he enters the game "hey! what's that!? you never told me this game was almost over!"

Still, the best solution is often attacking the leader. Either you get stomped fast (which was the issue anyway) and exit freely the game, either you get the others to react and follow your example (and the game's interest is renewed). The worse situation of course is when you are far away in the universe and cannot attack the "winner" but only the "loosers" between you and him, which is quite boring, don't you think? In that case, personnally, I would "drop" Very Happy the game...

FWIW,

YucaF

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Re: End Game Diplomacy and Backstabbing Mon, 31 March 2003 22:11 Go to previous messageGo to next message
yucaf is currently offline yucaf

 
Master Chief Petty Officer

Messages: 100
Registered: December 2002
Location: India
Chee wrote on Mon, 31 March 2003 15:16

I agree that stating that there can be only One Winner doesn't help


This I do not understand very well. It's not only stating, it's a victory condition. That's something that the host should look closely while the game is going. If at some point 2 players are in a strong alliance, intersettling, exchanging ships with key technologies, etc, and clearly starting to get a strong lead from that, then you should as a host, remind them politely but clearly that shared victory is not allowed in the game. That you expect them to be clear about it and that at some point their alliance will have to break up. That if they don't, they won't be declared co-winners. That if they pretend to win that way in the end then this it is a "case of gaining an unfair advantage by disrespecting a rule of the game", in other words, a cheat. They are, in fact "cheaters", or at least "spoilers" and risk to be remembered as such.

Don't be afraid to enforce the rules. Don't overdo it however or you will become unpopular very fast. A "I'll kill you last alliance" is valid in this context. However, I would ban it in this kind of game because it's quite contradictory and tend to make the game uninteresting for the others. Well, others in this thread have proposed very good sets of rules to avoid the problem, I won't repeat it all...

YucaF

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Re: End Game Diplomacy and Backstabbing Mon, 31 March 2003 23:23 Go to previous messageGo to next message
Peptis is currently offline Peptis

 
Petty Officer 3rd Class

Messages: 45
Registered: November 2002
Location: Canberra, Australia

yucaf wrote on Tue, 01 April 2003 13:11



This I do not understand very well. It's not only stating, it's a victory condition. That's something that the host should look closely while the game is going. If at some point 2 players are in a strong alliance, intersettling, exchanging ships with key technologies, etc, and clearly starting to get a strong lead from that, then you should as a host, remind them politely but clearly that shared victory is not allowed in the game.


What if they are not going for a shared victory? Perhaps one race is happy to let the other player win.

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Re: End Game Diplomacy and Backstabbing Tue, 01 April 2003 08:03 Go to previous messageGo to next message
Chee is currently offline Chee

 
Senior Chief Petty Officer

Messages: 91
Registered: November 2002
Location: Cincinnati, OH
THIS has been my experience exactly:

Peptis wrote on Mon, 31 March 2003 23:23

What if they are not going for a shared victory? Perhaps one race is happy to let the other player win.


I have been in a game where a large alliance walked away with the victory rather unchallenged. This was in a One Winner game - a fact that was reminded to everyone a number of times through out the game, however the races (and there were a lot of them) that were sided with the current leader were unwilling to break their long term friendship in order to bring down the leader. They were happy just ending the game knowing they didn't break their alliance and didn't get wiped out of the universe, even though the didn't win.

It was exceptionally frustrating for me, because I was in close second place with the winner, but he had about four or five STRONG allies, and I had one. None of his allies would turn against him, so he was declared the winner.

I can (sort of) see their side of things. It can be hard to turn against a loyal friend. However, I always go into the game with the intention of WINNING (not riding out on someone else's coattails), so for me the changing of alliances is always in my plan. If you don't plan for that eventuality, it can be difficult to make happen (as in, you'd rather just end the game than try and reform your empire against a longterm friend).

A few more of my random thoughts,
Dan

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Re: End Game Diplomacy and Backstabbing Tue, 01 April 2003 20:54 Go to previous messageGo to next message
Peptis is currently offline Peptis

 
Petty Officer 3rd Class

Messages: 45
Registered: November 2002
Location: Canberra, Australia

Chee, I totally see your point of view, but I was in the opposite situation in another game I was in.

I was in 3nd place and was allied with the 1st place guy. The 2nd placed player wanted me to ally with him. I saw no reason why I should help the 2nd placed player win instead of the first placed player, so just ended up declaring the 1st placed player as the winnder. The game was already becoming less and less fun for me, and I was hoping to finish it soon so I could start another.

You've gotta remember that people are always going to do what is in their best interest. Since it's a game they're always going to do what is most fun.

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Re: End Game Diplomacy and Backstabbing Wed, 02 April 2003 04:27 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
Very Happy
yes... i think i am the only one who does not think PP is weak.
i have posted my arguments in the pp-section, but nobody believes
me i think... so i started a game to prove it...

and there i am, 55K resources behind the number one with 60K,
not much difference... but my nubians (and nobody else has
some) make a difference soon i guess...
also we intersettled, and i am pp... does not look too well
for him i think...

anyway... PP is still the most underestimated PRT i believe...

robert



2b v !2b -> ?

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Re: End Game Diplomacy and Backstabbing Wed, 02 April 2003 14:09 Go to previous messageGo to next message
yucaf is currently offline yucaf

 
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Chee wrote on Tue, 01 April 2003 08:03

THIS has been my experience exactly:

Peptis wrote on Mon, 31 March 2003 23:23

What if they are not going for a shared victory? Perhaps one race is happy to let the other player win.


I have been in a game where a large alliance walked away with the victory rather unchallenged. This was in a One Winner game - a fact that was reminded to everyone a number of times through out the game, however the races (and there were a lot of them) that were sided with the current leader were unwilling to break their long term friendship in order to bring down the leader. They were happy just ending the game knowing they didn't break their alliance and didn't get wiped out of the universe, even though the didn't win.

It was exceptionally frustrating for me, because I was in close second place with the winner, but he had about four or five STRONG allies, and I had one. None of his allies would turn against him, so he was declared the winner.

I can (sort of) see their side of things. It can be hard to turn against a loyal friend. However, I always go into the game with the intention of WINNING (not riding out on someone else's coattails), so for me the changing of alliances is always in my plan. If you don't plan for that eventuality, it can be difficult to make happen (as in, you'd rather just end the game than try and reform your empire against a longterm friend).

A few more of my random thoughts,
Dan


I understand your points of course. But I would guess that was a beginner / novice game... Why would there be a 4 or 5 players alliance in a one-winner-only (OWO) game? This rule is there to force the players to fight early, maybe doing and undoing alliances of 2 or 3 on the way. But I can see many weaknesses in that plan of course. Enforcing a maximum of 2 players in an alliance at one point is a good additional rule. Maybe limiting any alliance to 20 years or so would be a good additional one?

What victory is that? "I won an OWO game in an alliance of 5" Confused2

And what is this "I'm happy to let him win because he's my ally". In a OWO game this just means "you loose!", there is no second place. Acceptable for beginners, but I would certainly not be happy to end up 2nd in that scenario. In fact I am pretty sure I would backstab the leader at the worst moment, sending armies through his gates etc.

You cannot do much if the players don't understand or want to play the kind of game you set up, unfortunately. Play in experimented players games and this should become exceptional, because those players are looking for different games.

my 2 cents

YucaF

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Re: End Game Diplomacy and Backstabbing Wed, 02 April 2003 19:07 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
Say, what do you guys think of a rule prohibiting whatever player is holding number #1 ranking from having any allies? Allies allowed for everyone, but when you reach number one you have to immediately use neutral and enemy settings only. Anyone tried anything like this? Or will that just not work for some reason?

That might make a game interesting, unless I'm just overlooking something. Seems like there'd be lots of changing cycles of whose on top, and alliances would be changing often enough that nobody could fall in love.

Editting: Changed "....there's be lots of changing...." to "....there'd be lots of changing....".(typo)


[Updated on: Wed, 02 April 2003 20:01]




I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: End Game Diplomacy and Backstabbing Wed, 02 April 2003 20:24 Go to previous messageGo to next message
OOMatter is currently offline OOMatter

 
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Location: Scottsdale, AZ

Are you saying that the #1 rank can't have anyone set to friend, or that the #1 guy can't do anything that would normally be done with allies (ex. tech trading)? You can still be allies if your settings are neutral, it's just harder. I think it would be difficult to enforce having players cut off all alliances at the drop of the hat. Maybe if you made it so the #1 could not communicate with anyone and had to set all other races to enemies you would have something workable?

"Sorry, my host says I'm not allowed to talk to you anymore..." Razz



Because OOMATTER

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Re: End Game Diplomacy and Backstabbing Wed, 02 April 2003 20:55 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

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Location: Seattle, WA USA
I don't know that this is really something amenable to structural solutions. If one or more players are not playing with winning in their top two goals then structural solutions aren't going to change this.

To get back to endgame diplomatic backstabbing; this is very much in the eye of the beholder. One player's careful parsing of a treaty is another player's blatant dishonesty. As my wife says,
Aren't these people playing a game? If they don't want to win, why are they bothering?

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Re: End Game Diplomacy and Backstabbing Thu, 03 April 2003 09:40 Go to previous messageGo to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

yucaf wrote on Wed, 02 April 2003 14:09


<big snip of alliance-related commentary>
Enforcing a maximum of 2 players in an alliance at one point is a good additional rule. Maybe limiting any alliance to 20 years or so would be a good additional one?

<snip>
And what is this "I'm happy to let him win because he's my ally". In a OWO game this just means "you lose!", there is no second place. Acceptable for beginners, but I would certainly not be happy to end up 2nd in that scenario. In fact I am pretty sure I would backstab the leader at the worst moment, sending armies through his gates etc.

You cannot do much if the players don't understand or want to play the kind of game you set up, unfortunately. Play in experimented players games and this should become exceptional, because those players are looking for different games.
YucaF


A few comments...

1. I doubt player(s) go into the game to "play for 2nd" -- but due to circumstances/position then modify their stance. My guess is that the stance becomes one of the following:

a. Position near-hopeless, not generating enjoyment or worth the additional investment of time and effort. Generally results in a dropped player - and a position that is difficult to get a replacement for. It *does* impact the game for the other players since the leading powers can essentially ignore this race if they so choose.
===

b. Position near-hopeless, but going to go down biting and kicking as at least a minor irritant. [I'm currently doing this now in a game - and to be honest it's a case of being stubborn rather than having fun.] Quite possibly a bad investment if one is investing time/effort in exchange for a "fun" experience.
===

c. Minor power in an alliance with a leading power. Could be "riding coattails" to a higher relative finishing position. Getting out of treaty via bail-out clause will probably lead to (a) or (b) above rapidly (presumably due to timing, stength of major powers, and inability of opposed major powers to bail you out.) An outright backstab would be a massive loss of 'honor' as well as a bad player reputation. Lastly, will changing sides improve your position, or just cause a change in leadership among the major powers?
[To be honest, the best result is the major powers gutting each other while you play catch-up.]

===
d. Major power trying to catch the leading power/alliance. Boy, do you have problems... You probably want/need a coalition of minor powers working together to pull anything off. But - how do you serve both their and your interests? Races in position (a) or (b) probably have poor morale and might fold at the slightest pressure or set back. They're suspicious of you since you might just be looking for cannon fodder, or be unwilling/unable to help them if the leader attacks.

And you're probably also trying to lever away the leader's allies via diplomacy. And what do you have to offer them that's better than what they're getting now (especially in proximity to whatever the leader can/will throw at a departing *former* ally.) I doubt you'll offer them what they really want -- you and the leader trashing each other while the jackels feed.

===
e. "Neutral" major (minor) power. You're doing what (d) is - but probably attempting to do it economically rather than militarily. A balancing act really. Have to hope that (d) doesn't decide that you're part of the problem rather than the solution. And that the leader doesn't decide that you're diplomatically isolated enough to be worth taking a chunk out of.
It might also be that the leader is quite willing to have you in that position since it allows them to "divide and conquer".

=== (added to be a completist)
f. Leading major power. Uneasy rides the crown, eh?
Odds are you have allies. How are you keeping them happy? Carrot, stick, or have they happily settled into (c) above where just surviving as a non-winner is acceptable? If you're dominant enough the game is probably
...




Time flies like an arrow.
Fruit flies like a banana.
- Groucho Marx

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Re: End Game Diplomacy and Backstabbing Fri, 04 April 2003 00:38 Go to previous messageGo to next message
zoid is currently offline zoid

 
Ensign

Messages: 348
Registered: December 2002
Location: Murray, KY - USA
Good post, overworked.


I'M NOT AN EXPERT AND I'M OFTEN PROVEN WRONG. TAKE THAT INTO CONSIDERATION WHEN YOU READ MY POSTS.
Math? Confused Ummm, sure! Nod I do FREESTYLE math.

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Re: End Game Diplomacy and Backstabbing Sun, 06 April 2003 15:45 Go to previous messageGo to next message
yucaf is currently offline yucaf

 
Master Chief Petty Officer

Messages: 100
Registered: December 2002
Location: India
overworked wrote on Thu, 03 April 2003 09:40

2. I think Stars! games are won psychologically most times well before a military solution is reached. Probably with a direct correlation to length of game. Longer the game, more important the psychological factor.

Often, the destruction of a main battle fleet will cause a race to fold. Chances to win are reduced, but the economic damage (so far) may have been minimal. Hard to replace, yes, but has the race really been hopelessly crippled?

This ties directly into the "it's a game" theme. Once the time/effort investment is not longer educational (makes me a better player), enjoyable, or competitive (have a reasonable chance of 'winning') you're running on a different mindset. Stubborn maybe, or possibly hold yourself responsible to finish what you started. Some take this farther than others.



I like that. I think as well that when the game is psychologically over, then it's finished. Back at my beginner time, I was willing to continue fighting so I would get access to the next technologies and learn a little bit more about the game. Today I prefer to propose to end the game, and generally everybody accepts this solution, only some novice says "I could continue but I have no hope of winning".

For all the above, I don't like to play "one winner only" games. I would rather engage in a more open game and see if I have the possibility at some point to go alone to the victory, which is a rewarding finish. Which takes us back to the subject of the thread about backstabbing... If you are in that position, the temptation to backstabb an ally would become very strong Twisted Evil
I do admit that the rule "one winner" is interesting in the sense that all players should be aware that in this context no ally is "forever", nobody should intersettle, diplomacy and exchanges should be very equilibrated (making for great negociations) and always should take care of his "friend"'s movements and development, but it is a rule very hard to enforce and many games have been spoiled because of that. Not a perfect world Wink

my 2 cents

YucaF

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Re: End Game Diplomacy and Backstabbing Wed, 09 April 2003 11:04 Go to previous messageGo to next message
overworked is currently offline overworked

 
Lt. Junior Grade

Messages: 403
Registered: November 2002
Location: Pittsburgh, PA

yucaf wrote on Sun, 06 April 2003 15:45


For all the above, I don't like to play "one winner only" games. I would rather engage in a more open game and see if I have the possibility at some point to go alone to the victory, which is a rewarding finish. Which takes us back to the subject of the thread about backstabbing... If you are in that position, the temptation to backstabb an ally would become very strong Twisted Evil

I do admit that the rule "one winner" is interesting in the sense that all players should be aware that in this context no ally is "forever", nobody should intersettle, diplomacy and exchanges should be very equilibrated (making for great negociations) and always should take care of his "friend"'s movements and development, but it is a rule very hard to enforce and many games have been spoiled because of that. Not a perfect world Wink

my 2 cents

YucaF


I've used the "one winner only" VC condition in my last two hosted games simply to make clear that I will not officially recognize a declared "alliance victory". My congratulatory post-game message will just recognize the 1st place race as the winner.

Beyond that I'm basically refusing to judge things to a large extent. Per my earlier post I think the conditions a race is operating under affects how they react - some are willing to simply ride coattails; others are willing to try to turn a game. You could probably go heavily into game theory and come up with defendable reasons for most of these behaviors. Especially once you start dipping into Meta-game factors such as time investment, other interests, what constitutes "fun" to them in Stars, and all the other associated opportunity costs of "Real Life".

Also, does a galactic conquest necessarily have to be military? or complete in the "view" that we have. Some of the game ending "empires" seem to essentially be the formation of a dual monarchy surrounded by a set of satellite lesser states. Something like the Austro-Hungarian Empire to draw a very loose parallel to European history.

Along the lines of non-military victory and drawing parallels we see various cultures gaining great influence due to non-military exploits - economic, technology, or cultural in general. Historically speaking you see a great deal of Latin influence in the European Middle Ages, French influence in the 19th century, and American influence in the present day. These effects being without infantry in the streets - or well after they've left.

[Aside: This is not a political statement. I'm just drawing parallels to known Earth history.]

Though, in Stars!, what we might be seeing is probably closer to "gunboat dioplomacy" where a fleet turns up to keep a rowdy small state behaving. Perhaps dropping some Hush-a-booms to make a point. (don't want to destroy the infrastructure since your investors will get upset. Smile )

Hmm, I seem to have wandered afield...

I also have the opinion that strict (and complicated) diplomacy rules are potentially as harmful as the preceived abuses of no rules at all. From the sets I've seen so far I think there will always be scenarios where the rules seem to constrict player options unduly. However, it's still a host/player decision to use them. I can simply opt to not play in any such game. I also fear the questions of enforcement and rules lawyering. Just read some of the cheat/chaff threads.

To Summarize (and make a quotable section to maintain context)
1. What a given player wants from a given game of Stars! probably varies widely. And quite possibly changes during the game.
2. Is "victory" in a RP-sense always purely military in nature? (* - see below)
3. Do stricter diplomacy rules necessarily make a better game?

(*)- As posted previously I theorize that the win occurs when the opponent has psychologically conceded. This often seems to occur previous to absolute military or economic supremacy being established.

- Kurt
...

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Re: End Game Diplomacy and Backstabbing Sat, 12 April 2003 12:17 Go to previous messageGo to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Quote:

I've used the "one winner only" VC condition in my last two hosted games simply to make clear that I will not officially recognize a declared "alliance victory". My congratulatory post-game message will just recognize the 1st place race as the winner.


IMHO players don't care being "officially recognized as the winner". Confused So any restriction in how many players are allowed to share a victory is just moot. (Is moot the right English word here?)
IOW if you really only want "one winner only" you can't rely on the players good intentions. Sad You'll have to come up with some rules that you can control. And the only true thing you can control/check are the features the game itself presents regarding relations: the [F6] and the [F7] windows. Wink
(And you need a non-playing party for that.)
When the game ad says: "one winner only", than 5 people set eachother to friend without thinking how this will end out (and they will stay allied), giving a lousy ending for several parties.
When the game ad says: "one winner only and all races will be set to enemy" (which the neutral party can check), than chances are you will indeed get only one winner ...
I say "chances are" because you can trust me when I say that some people will form some kind of NAPs etc, since afterall there are a lot of thing that a neutral party can not verify ...

Quote:

I also have the opinion that strict (and complicated) diplomacy rules are potentially as harmful as the preceived abuses of no rules at all. From the sets I've seen so far I think there will always be scenarios where the rules seem to constrict player options unduly. However, it's still a host/player decision to use them. I can simply opt to not play in any such game. I also fear the questions of enforcement and rules lawyering. Just read some of the cheat/chaff threads.


Such rules might indeed be as bad as no rules at all ... But you are completey right that you're free to join or to stay out of the game.
As for enforcing the rules, like I said above make sure you can control them with the features the game offers. In my example of all other races set to enemy you can't forbid NAPs, no way to enforce that. Sad
Or when allowing one player set to friend you can't imagine what a wondering thing the human mind is, be sure your players will find ways around what you set in your game ad. Evil or Very Mad
(Indeed, just like with trying to ban chaff.)

You can try to make clear what the idea is behind the game, what the idea is behind the rules that are supposed to enforce the idea. For example tell your players that an "all enemy game" is truely an "all enemy game", NO NAPs, NO info sharing, NO cooperation at all, ... no talking, nothing, just arm your weapons and let those speak!
Maybe that this is more clear to the players than just the rule, explain where you are going with those rules, tell them why you are using that rule and what kind of game you are looking for to host.
Afterall the host has a certain kind of game in mind and will make up the rules so the game will fit to the image he has.

Quote:

To Summarize (and make a quotable section to maintain context)

Oh! Surprised Open questions or not? Smile To tempting to not answer and since you mentoined "quoting" that implies answering. Grin
Quote:


1. What a given player wants from a given game of Stars! probably varies widely. And quite possibly changes during the game.

I agree with you here. I mostly join Stars! games to experiment with different race designs, how well do they perform against humans. Of course there is a little "could I even win with that? 8O" involved, since that's measuring the quality of your race design (and of course your play, including diplomacy).
But I'm not going for a win, sometimes just not getting killed is a huge goal to accomplish.
Quote:


2. Is "victory" in a RP-sense always purely military in nature? (* - see below)

You're right about that too. But usually the soon-to-be winner is starting to show
...



[Updated on: Sat, 12 April 2003 12:22]

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