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Home » Stars! 2.6/7 » The Bar » "Anti-Monster" game settings (How to even the playing field in game setup)
Re: "Anti-Monster" game settings Fri, 25 October 2013 05:56 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
Officer Cadet 1st Year

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Quote:
Shouldn't that be called a "quickstarter" (QS) or perhaps an "hypergrower" (HG)? These are quite dangerous beasts, but not what I usually call "monster". UFO abduction
Hmm, i think that all of you underestimating properly build HG monster:)

As for AR - AR with 2 clicks can be monster. I remember, that Lou had tested such race in the past and it could fit the term "eco monster". i did not seened the design - or i dont remember it.
One click should slightly reduce efficiency of such designs.

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Re: "Anti-Monster" game settings Fri, 25 October 2013 18:25 Go to previous messageGo to next message
Bystander is currently offline Bystander

 
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Helped track down one or more Stars bugs

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I agree with everyone participating on this thread in that AR has to handicapped very carefully.

But I disagree with a 1-click or perhaps even a 2-click method.

Non-AR races start out in the race wizard with poor settings for factories and mines.
They fall in the nether world between -f, and HG/HP, having no strengths to exploit.
So limiting them to 2 clicks either way is a strong handicap.

But many people consider the AR's default resource factor setting of 10 as ideal. Another good setting is 25. Less resources, but has the extra race points to widen habs and live in more places like a -f.

I have seen people post good results from setting of 8 to 12 and roughly 20 to 25.

However AR is handicapped, a player can adjust their playing style. So there may be no perfect solution.

Resource factor vs. Race wizard point cost
7 800
8 420
9 200
10 0
11 and up -40 for each

Forcing an AR player to a resource factor of 7, would be interesting!


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Re: "Anti-Monster" game settings Sat, 26 October 2013 04:07 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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XAPBob wrote on Fri, 25 October 2013 03:32
I've certainly learnt alot in my first game...


Though apparently not how to spell "a lot".

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Re: "Anti-Monster" game settings Sat, 26 October 2013 04:23 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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magic9mushroom wrote on Sat, 26 October 2013 09:07
XAPBob wrote on Fri, 25 October 2013 03:32
I've certainly learnt alot in my first game...


Though apparently not how to spell "a lot".


More likely my touchscreen keyboard suffered a failure, and I didn't bother profing.

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Re: "Anti-Monster" game settings Sun, 27 October 2013 19:51 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Sat, 26 October 2013 03:23
...I didn't bother profing.


ROFLMAO

I love this.



What we need's a few good taters.

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Re: "Anti-Monster" game settings Tue, 29 October 2013 04:22 Go to previous messageGo to next message
Tomasoid is currently offline Tomasoid

 
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AR is for large games. If it plays small/medium universe sizes, AR is already handicapped a lot. So I do not think AR needs any additional handicap.

Bystander wrote on Sat, 26 October 2013 01:25
I agree with everyone participating on this thread in that AR has to handicapped very carefully.

But I disagree with a 1-click or perhaps even a 2-click method.

Non-AR races start out in the race wizard with poor settings for factories and mines.
They fall in the nether world between -f, and HG/HP, having no strengths to exploit.
So limiting them to 2 clicks either way is a strong handicap.

But many people consider the AR's default resource factor setting of 10 as ideal. Another good setting is 25. Less resources, but has the extra race points to widen habs and live in more places like a -f.

I have seen people post good results from setting of 8 to 12 and roughly 20 to 25.

However AR is handicapped, a player can adjust their playing style. So there may be no perfect solution.

Resource factor vs. Race wizard point cost
7 800
8 420
9 200
10 0
11 and up -40 for each

Forcing an AR player to a resource factor of 7, would be interesting!






WBR, Vlad

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Re: "Anti-Monster" game settings Tue, 29 October 2013 06:38 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Tomasoid wrote on Tue, 29 October 2013 19:22
AR is for large games. If it plays small/medium universe sizes, AR is already handicapped a lot. So I do not think AR needs any additional handicap.


Wait, wait, wait. Are you saying AR has a chance in a large? An actual Large Normal?

Good luck running a 3i HE or a TT CA out of minerals in a large.

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Re: "Anti-Monster" game settings Tue, 29 October 2013 15:22 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Tomasoid wrote on Tue, 29 October 2013 03:22
AR is for large games. If it plays small/medium universe sizes, AR is already handicapped a lot. So I do not think AR needs any additional handicap.


I agree with you that AR is doomed^H handicapped by nature in small/medium games. I very much doubt that anyone wants to play an AR in one of these games. In the first game I tried with this ruleset, I just banned AR rather than try to make a rule for them. Tomasoid suggested the 1-click rule in this thread, and that seems to fit the spirit of the ruleset. I'm not really worried about handicapping AR, but if someone were to play with an AR with a setting of 7, or 25, it would just seem contrary to the intent of the ruleset.

I don't think it matters much, since I don't think anyone is going to play AR.

Would people play AR if the "kill starbase" battle order was banned?


[Updated on: Tue, 29 October 2013 15:25]




What we need's a few good taters.

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Re: "Anti-Monster" game settings Tue, 29 October 2013 16:19 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Tomasoid wrote on Sun, 20 October 2013 08:54
(...a lot of really good thoughts about JOATs and luck...)


Tomasoid, that was a lot of meaty stuff and I've been letting my brain chew on it for a while.

I think your JOAT argument is based on these two premises:

1) JOAT is usually handicapped by the game rules; let's assume JOAT sacrifices a bit of hab to meet the handicap.
2) JOAT, with his higher pop cap, therefore acheives the same economy with slightly fewer planets than non-JOAT race with similar econ settings.

We must recognize that #1 is not a guarantee. Maybe I would rather sacrifice PGR, take more expensive tech, and/or uncheck the g box. But for comparison purposes, I'm fine with a discussion based on premise #1.

I can agree with #2, given #1. A JOAT with somewhat tighter habs gets same economy as non-JOAT with somewhat wider habs.

You argue that point #2 means JOATS can consolidate newer space more efficiently. That's an interesting point.
  • The non-JOAT has to build a few more colonizers and freighters, since he has to take over a few more planets than the JOAT does. But that's a pretty small cost in the overall picture.
  • The non-JOAT has to spend a few more years bombing out abandoned planets. Okay, yes, that's a pretty good point. Moving the bombing fleet around takes the non-JOAT a few more years, so the JOAT benefits from his gains more quickly than the non-JOAT.

You argue that good luck with hab values of border planets benefits a JOAT more, essentially because the JOAT has more capacity and therefore more total pop growth per planet.
  • I agree, but I don't think this advantage is restricted to border planets. If we accept premise #1, that the JOAT has tighter habs, then finding a good breeder is already more beneficial than for the non-JOAT, even though it is just as likely to occur.
  • If the JOAT is 45 wide in all 3 habs, and the non-JOAT is 50 wide in all 3 habs, and both are centered the same, a great planet (+-5 clicks from center in all 3 habs) for one race is also a great planet for the other.

So, okay. If a JOAT pays for his race handicap by narrowing habs, then luck plays more of a role than for a non-JOAT with similar econ settings.

But isn't this true for any race that narrows habs? Why is this more true for JOATs than for other races?

Having narrow habs puts you at the mercy of the planet draw moreso than does having wide habs.
Consider a race with centered habs 21 clicks wide.
  • 1 in 93 planets will be habitable according to the RW.
  • If you find a great planet (+-5 clicks from center) close to your HW, you have exceeded your average expectation by an enormous amount. You weren't even expecting to find one habitable planet within 3 hops, and here you have a great one. Extraordinary luck!
  • Now you can export pop when you hit 25% on your HW, and pretty soon you'll have twice the pop growth and twice the resources and minerals than you were expecting to have with average luck.

If you were a wide-hab race (let's say centered habs 71 clicks wide), finding a great planet next to your HW is still pretty darned nice. After all, +-5 clicks in all 3 habs is 1-in-500+ planets, no matter how wide your habs are. But you were expecting to find plenty of green planets nearby anyway. Finding this one great planet doesn't mean you will have twice the pop growth, resources, and minerals as you were expecting with average luck. Maybe 10% more. Maybe 20% more. But not 100% more.

Planets mean more to a JOAT than a non-JOAT, because planets are a JOATs primary strength. Therefore the luck of the planet draw affects JOATs more than non-JOATs. That's an argument I can agree with, but I think it's an academic argument. Everyone needs planets. It is hard to argue that a JOAT needs them more. If a JOAT gets lucky and ends up with an extra planet, the JOAT can do more with it than a non-JOAT, but again: that's the primary strength of a JOAT. The non-JOAT has some other ability that we aren't talking about. The JOAT should look good if all we talk about is planets and econ.

(nex
...




What we need's a few good taters.

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Re: "Anti-Monster" game settings Tue, 29 October 2013 17:07 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Tomasoid wrote on Sun, 20 October 2013 08:54
(...a lot of really good thoughts about this ruleset and luck...)


Quote:
--- Luck #1 - proper successful guessing about your neighbors
So, with restricted game starting, the balance of game tend to be equal. In restricted game we have much less chances of players dropping - economy is almost equal, so standing is too.
In normal game usually you get few players that are quite behind because relied on good planets draw and failed, or for other race design reasons.
So game is unbalanced early and everybody knows that, and so you can __predict__ who will be the first target etc. In all equal game you need _luck_ for that all - who will be the first target, who will be gunk up (can it be you?) etc. - you just do not know, so you do not know what to prepare for, where to relocate forces, whether to build lots of forces or not and when etc. You need _luck_ to catch up and guess it all well, have luck to guess it properly. In normal game you usually need much less guessing, you just see what player will be attacked first and help the opposite side race to kill it quickly to do not miss your own piece of pie.
So, Luck in guessing to get proper border setup, proper fleet allocations, proper planets strengthening, choose proper targets and planets for attacking etc. is very significant for restricted game. Even experience here may have lower effect, just luck.


I agree that in non-restricted games there are bigger differences between races, therefore many more opportunities to see for yourself how those differences are affecting the game, therefore much more information to use when deciding what your early plan will be--who will be weak, who will attack whom, etc.
But I disagree with your conclusion. You conclude that in the restricted game, you need luck to make the right decisions early. I think you need more skill. Races will be closer together economically, but they won't be identical. The small economic differences will matter more. Board positions will matter more. Effective early scouting will matter more. If you don't have the skill to make these early decisions in a restricted game, then sure, you are relying on luck. But skillful players therefore have more advantage, in this respect, in the restricted game than in the non-restricted game.


Quote:
---- Luck #2

When you normally design the race, you usually design it with some idea, and choose settings to satisfy that idea and requirements related to game settings. In restricted game, you have most races more or less "equalized" in this sense.

In a normal game (and without JoAT Smile ), as game progresses, players usually stick with the race design idea and proceed to achieve race design goals. If get some luck in that in sense of planets or neighbors, nice. If have bad luck, it does not affects much the overall game result and standing, just slightly. Race design, its idea, affects the game much more than additional factors like good planets draw or weak neighbor. (If you designed your race to depend on luck of good planets draw... You already built this into the race design idea, so luck here plays completely different role, and we do not account this case here).

In a restricted game like yours, economy is equalized. To break the balance, become #1-2, dominate few turns ahead with economy, you need to be really lucky (assuming equal players experience) in many things all together. And that is _overall_ luck, gathered from all the small various and different "lucks". To have them more than others - that is where you need to be really "lucky". Without that, all will remain equal and the game will last for really-really long ). So, game is driven by "general" luck for each player and less by race design - player standing depends more on how many "small lucky things" that player catches up and manage to use, and, more importantly, depends on having them. 2 good initial planets 82 l.y. away from HW and you think you already not #1? Not likely, you may get lu
...




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Re: "Anti-Monster" game settings Tue, 29 October 2013 17:21 Go to previous messageGo to next message
Tomasoid is currently offline Tomasoid

 
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skoormit wrote on Tue, 29 October 2013 22:19
Tomasoid wrote on Sun, 20 October 2013 08:54
(...a lot of really good thoughts about JOATs and luck...)


Tomasoid, that was a lot of meaty stuff and I've been letting my brain chew on it for a while.

I think your JOAT argument is based on these two premises:

1) JOAT is usually handicapped by the game rules; let's assume JOAT sacrifices a bit of hab to meet the handicap.
2) JOAT, with his higher pop cap, therefore acheives the same economy with slightly fewer planets than non-JOAT race with similar econ settings.

We must recognize that #1 is not a guarantee. Maybe I would rather sacrifice PGR, take more expensive tech, and/or uncheck the g box. But for comparison purposes, I'm fine with a discussion based on premise #1.

I can agree with #2, given #1. A JOAT with somewhat tighter habs gets same economy as non-JOAT with somewhat wider habs.
...


You did not read accurately.
It is not about overall economy.
It is about the capturing planets (using of luck to benefit from it).
I assumed you have 2 races already developed at mid game with equal economy, 1 JoAT and 1 non-JoAT. That's all.
Now start over: JoAT have better cap, so, by picking up good planets to capture, JoAT benefits more from situation than non-JoAT. That's all ) I told in the end it will all equalize, did not I? But some years of benefit will give JoAT some more resources, that will have some cumulative effect... so on.






WBR, Vlad

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Re: "Anti-Monster" game settings Tue, 29 October 2013 17:24 Go to previous message
Tomasoid is currently offline Tomasoid

 
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skoormit wrote on Tue, 29 October 2013 23:07

...
Once more, I agree with your premise but disagree with your conclusion. If races are very similar, then the total of skill AND luck matters more.


Agree about skill. We talked about influence of _luck_ on the game not skill. I assumed players have equal experience in my statements about why luck have more influence.


[Updated on: Tue, 29 October 2013 17:25]




WBR, Vlad

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