Home » Stars! 2.6/7 » The Bar » "Limits to Growth" new game idea
"Limits to Growth" new game idea |
Fri, 29 November 2013 17:54 |
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Fezz | | Crewman 3rd Class | Messages: 4
Registered: November 2013 | |
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Hello universe!
I last payed a couple of games waaaay back in 2003, and made a fool of myself with harebrained mineless -f races (should have tested it before trolling), arguments about growth rates, and rather heated political debates about future of United Stated (which were immature, but with hindsight, sadly accurate predictions about economy and space travel, didn't foresee the rise of China tho, oh well, YMMV). And then my internet died, then i got kicked out of the house, then my new(ish) laptop wouldn't runs STARS! Then its 10 years later and the modems don't make those funny machine noises, the 4X games are all dumbed down eye-candy shovelware, and the STARS! universe has entered a slow heat death stage.
Well, I'd like to play a few games before the inevitable happens.
So.
Here is the game idea, quick show of hands from those that are still alive and want to play:
Small-Normal universe for six races [21 planets per players; within 2 warp-9 jumps]
Accelerated start.
Weapons set to EXPENSIVE [arms race is more fun when it is expensive and takes a long time]
No Improved Fuel Efficiency [no cheap warp 9 means that the small universe is effectively normal size]
No NAS [Less MM on scouting and no 300ly God Scanner from the start]
No JOAT and CA [they are boring...]
15% max growth rate for SS, WM, IS, SD, PP, IT
AR can set weapons to CHEAP [hopefully that and the 4% growth bonus compared to other races should make AR competitive even in the small universe]
PUBLIC SCORES [helps to keep things fair without observer race and makes it harder for the pack leader to runaway]
All PRTs must be unique, so no two SD or HE or whatever...
CHEATING POLICY:
Obvious game engine exploitations are unacceptable, however split-fleet dodge, chaff sweeping and pop-dodge all have real-world military equivalent [eg. dispersion, force screening and evacuation] and so are legitimate tactics. I do think, however, that target starbase order should not be allowed, since logically chaff should be able to screen starbases. And besides, it is more fair to AR...
So anyone interested in a low-growth game?
"Anyone who believes exponential growth can go on forever in a finite world is either a madman or an economist" --Kenneth BouldingReport message to a moderator
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Re: "Limits to Growth" new game idea |
Sat, 30 November 2013 06:25 |
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neilhoward | | Commander | Messages: 1112
Registered: April 2008 Location: SW3 & 10023 | |
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Fezz wrote on Fri, 29 November 2013 14:54Hello universe!
...
15% max growth rate for SS, WM, IS, SD, PP, IT
...
PUBLIC SCORES [helps to keep things fair without observer race and makes it harder for the pack leader to runaway]
...
CHEATING POLICY:
Obvious game engine exploitations are unacceptable, however split-fleet dodge, chaff sweeping and pop-dodge all have real-world military equivalent [eg. dispersion, force screening and evacuation] and so are legitimate tactics.
...
So anyone interested in a low-growth game?
Hello.
IS and more IT will have a significant advantage over SS, WM, etc.
Rather than public scores which activate at 2420 iirc, you might set low game settings victory conditions for an effective public player score at a later date (e.g. 2440).
What is pop-dodge? I am intrigued.
Hell yes I am interested!
[Neil Howard runs off to start drafting a letter of resignation]
Will the host be playing?
What kind of schedule are we looking at?
Will you allow mine damage allocation (as opposed to mine damage dodge)?
Can we have an additional handicap on mine settings?
Will this allow a single player or alliance victory?
Is diplomacy/communications/tech trade allowed?
Are we required to have all players set to enemy?
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Re: "Limits to Growth" new game idea |
Sun, 01 December 2013 05:09 |
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I'd mention that IS gets less of a net advantage here through on-the-move growth than if the races were all taking 20% PGR. However, their defensive ability will matter a lot more against popdrops in a low-growth game.
How do you enforce the no duplicate PRT rule easily? Should players declare their desired PRT when they join to make sure there's no overlap and nobody has to redesign their race multiple times?
[Updated on: Sun, 01 December 2013 05:20] Report message to a moderator
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Re: "Limits to Growth" new game idea |
Sun, 01 December 2013 15:37 |
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Fezz | | Crewman 3rd Class | Messages: 4
Registered: November 2013 | |
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skoormit wrote on Sun, 01 December 2013 12:03I'm interested.
I would prefer a no-comms rule. Mostly to save the rest of you from my grandiloquent loquacity.
But I love grandiloquent loquacity, it makes other players send huge mass packets to my HW on in 2025.
Anyway, turn generation is on SUN, MON and WED, THU. 2 years per turn till 2020. [Gets in the game early, keeps the turns half-hour or less for most of the game, at the time when people have the most free time, and minimizes player dropout due to RL.] Hopefully, the game will be fast and easy enough so that the people won't drop out...
"Anyone who believes exponential growth can go on forever in a finite world is either a madman or an economist" --Kenneth BouldingReport message to a moderator
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Re: "Limits to Growth" new game idea |
Sat, 07 December 2013 01:27 |
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So there's no growth restriction for HE? This could get fun.
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Re: "Limits to Growth" new game idea |
Sun, 08 December 2013 17:32 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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Fun fact I just learned:
In an AccBBS game, an HE with LSP and OBRM and a 17(34) PGR begins the game with 136,500 colonists on the HW, exactly 100 colonists below 25% capacity.
[Updated on: Sun, 08 December 2013 17:33]
What we need's a few good taters.Report message to a moderator
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Re: "Limits to Growth" new game idea |
Sun, 08 December 2013 23:02 |
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LSP = free points! And you'll use the PGR later on, even if your homeworld is crowded a bit at first the lost growth will be caught up in no time. The overcrowding would also give you a few extra resources for your first factories, to start compounding off well there.
What do you think about taking LSP specifically to spend the RW points on starting factories? I'm pretty rusty, and feel like the answer to this should be obvious.
[Updated on: Sun, 08 December 2013 23:06] Report message to a moderator
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Re: "Limits to Growth" new game idea |
Sun, 08 December 2013 23:19 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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Coyote wrote on Sun, 08 December 2013 22:02LSP = free points! And you'll use the PGR later on, even if your homeworld is crowded a bit at first the lost growth will be caught up in no time. The overcrowding would also give you a few extra resources for your first factories, to start compounding off well there.
What do you think about taking LSP specifically to spend the RW points on starting factories? I'm pretty rusty, and feel like the answer to this should be obvious.
It's not quite free points, but it's hard to turn it down. For most races LSP takes 2 or 3 years to recover from. For a 30+ PGR HE it takes one year and change.
I wouldn't spend the points on starting factories. There are so many other things I'd rather spend 50 points on that give me more bang for the buck than 10 factories. Better hab, better factory settings, better mines, start at 3 box, etc, etc, etc.
What we need's a few good taters.Report message to a moderator
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Re: "Limits to Growth" new game idea |
Wed, 18 December 2013 03:33 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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skoormit wrote on Mon, 09 December 2013 02:40I'm skeptical that a HE with a PGR higher than 15(30) is even viable. I'm extra double skeptical that it would be overpowered in this game setup. You'd grow pop really fast for a few turns, but then crowding kills your growth rate and you have nowhere near enough hab to stay uncrowded.
As for an HE with PGR between 8(16) and 15(30), I don't think any of those would be all that powerful in this game setup either. The half-size planets is just too crippling with very little room to expand.
An HE at 7(14) or below is clearly within the rules of this game, so no discussion needed, I think.
Har. Har. Har.
15(30)% HE can achieve 5k@2420 with trivial ease (expansion largely limited by scouting thanks to turn-1 W9 capacity) and most of that's disposable income. HE takes 3-4 times its "rightful" space (since it's facing non-IFE, 15% races which won't be able to stand up to it), wins. Not as badly as it does with AccBBS off, but still.
[Updated on: Wed, 18 December 2013 03:35] Report message to a moderator
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Re: "Limits to Growth" new game idea |
Wed, 18 December 2013 04:06 |
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Yeah, I think 9(18)% is as high as I'd be comfortable facing in a game like this, and even then it would be highly dangerous - an SD could probably wall it up in the earlyish game, though. 8(16)% is reasonable.
[Updated on: Wed, 18 December 2013 04:07] Report message to a moderator
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Re: "Limits to Growth" new game idea |
Wed, 18 December 2013 04:33 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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Coyote wrote on Wed, 18 December 2013 20:06Yeah, I think 9(18)% is as high as I'd be comfortable facing in a game like this, and even then it would be highly dangerous - an SD could probably wall it up in the earlyish game, though. 8(16)% is reasonable.
Growth rates between 7(14)% and 11(22)% are kinda a dead-zone for HE anyway as far as I'm aware. Growth keeps getting better at a pretty steady rate, but there's a huge hump in RW points between 6 and 10% which means that if you're going for high growth, you'd best go all the way to 12% or so.
For example, this is what happens to the points of my Mimigas (6% 3i HE) as you raise their growth rate.
5%: 556 pts
6%: 0 pts.........(-556)
7%: -807 pts.....(-807)
8%: -1713 pts...(-906)
9%: -2195 pts...(-482)
10%: -2627 pts.(-432)
11%: -2984 pts.(-357)
12%: -3340 pts.(-356)
13%: -3697 pts.(-357)
14%: -4220 pts.(-523)
15%: -4743 pts.(-523)
So I don't know whether 9% is really such a game-changer here, since the really nasty mega-growing HEs are in that sweet-spot around 12-15(24-30)%. I'd say allow 9%, but only 9%.
[Updated on: Wed, 18 December 2013 04:47] Report message to a moderator
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Re: "Limits to Growth" new game idea |
Thu, 19 December 2013 17:15 |
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skoormit | | Lieutenant | Messages: 665
Registered: July 2008 Location: Alabama | |
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magic9mushroom wrote on Wed, 18 December 2013 02:3315(30)% HE can achieve 5k@2420 with trivial ease (expansion largely limited by scouting thanks to turn-1 W9 capacity) and most of that's disposable income. HE takes 3-4 times its "rightful" space (since it's facing non-IFE, 15% races which won't be able to stand up to it), wins. Not as badly as it does with AccBBS off, but still.
I respectfully disagree. Jumping out to a lead is one thing. Winning a PPS game without gates is another.
[Updated on: Thu, 19 December 2013 17:18]
What we need's a few good taters.Report message to a moderator
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Re: "Limits to Growth" new game idea |
Fri, 20 December 2013 03:41 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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skoormit wrote on Fri, 20 December 2013 09:15magic9mushroom wrote on Wed, 18 December 2013 02:3315(30)% HE can achieve 5k@2420 with trivial ease (expansion largely limited by scouting thanks to turn-1 W9 capacity) and most of that's disposable income. HE takes 3-4 times its "rightful" space (since it's facing non-IFE, 15% races which won't be able to stand up to it), wins. Not as badly as it does with AccBBS off, but still.
I respectfully disagree. Jumping out to a lead is one thing. Winning a PPS game without gates is another.
6 players; if two people go HE and they ally, it's game over for the other four. Even solo, it's down to ifs and maybes; a 30% HE is so fast that its popdrop waves are only a couple of turns behind its scouts. The others will realise what's going on when PPS triggers at 2420 - by then, the HE will have made serious inroads on taking out their first target (I know this, because I was already making progress against my first target by that point in Lowtek, which was a) less crowded (medium normal with 10 players), b) AccBBS off (benefitting me, yes, but it still did move the schedule back), and c) I was +f). Target 1 dies, Target 2 is probably crippled by the time the others can build gates and organise. Now it's 3 vs 1, except that that 1 probably has a disposable income rivaling the three combined (because it can assimilate conquered territory so fast, and its 30% growth has been compounding its advantage over 15% this whole time - at 15% vs. 10% achieved growth, it's doubled its pop 6 times over instead of 4 by 2430). That could go either way, and that's assuming the HE doesn't manage to get an ally and that there's only one of them.
Seriously, the growth differential in this case is just insane. HE needs to have their growth restricted to some degree to match the handicaps on all the other races.
[Updated on: Fri, 20 December 2013 03:47] Report message to a moderator
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Re: "Limits to Growth" new game idea |
Sat, 21 December 2013 00:39 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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skoormit wrote on Sat, 21 December 2013 05:02It seems like you agree that the goal of such an HE is to have an insurmountable advantage by the time gates come into play.
You acknowledge that the game being non-AccBBS was a benefit. I'd say that you might be underestimating how big a benefit that is.
Is it possible that Slower Tech Advances was another factor in your favor in Lowtek?
This game has AccBBS and does not have STA, so it will not take nearly as long for the non-ITs to get gates.
Lowtek also had races with over 15% growth in it. If you're trying to make a game without the rabid weasel HGs and -fs flying around preying on the weak, it's a pretty dumb idea to leave the most rabid weasel of them all totally unrestricted.
AccBBS off is an enormous advantage (specifically, it gives a >20% HE 1-2 turns worth of extra growth while saving them 1-3 turns of initial HW crowding), but so is playing against a universe of hobbled races.
EDIT: I'm not saying that such a race would automatically achieve a solo win in a game like this. I'm saying that even without an ally and with the entire universe uniting against it, such a race has a chance of solo victory (it wouldn't if there were 10 players, but 6 isn't necessarily enough). This is sufficient to justify a ban, because it is clearly overpowered - in a balanced game of Stars, loose cannon "I'll kill you all" players have no chance of victory whatsoever.
[Updated on: Sat, 21 December 2013 01:04] Report message to a moderator
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