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The winning conditions for LT36, multiple choices

Posted: Sun Dec 13, 2015 1:01 pm
by wieder
We may want to try something different this time or we may want to play more traditional way. I'm suggesting some options here but feel free to suggest something else if you like to.



1) The old fashioned way where there is a number of nations declaring victory and killing anyone who will resist.

2) space race victory where only the nation launching the space ship wins.

3) space race victory where n number of nations with the best score wins.

4) space race victory where the nation launching the space ship will need to declare the winners on the forum one turn after the launch of the space ship. Without doing that only that one nation launching the ship wins.

5) turn limit and tie if there are no winners based on previous conditions

6) same as 5 but if a space ship has been launched before the limit the game continues until the ship arrives, it's destroyed (conquering capital) or some other victory condition is met.

7) (perhaps my favorite this time) n number of alive players win based on score. With 30 players this could be 10 and if the winners want to make sure someone with a good score will not win when the game ends that player should be eliminated, made to have a lower score or forced to give up victory on the forum.


Number 7 would be really interesting since it would allow people to play a lone wolf, team up and still make it impossible to just hand out victory as a reward for something they did in the past. It would also make it less tempting to just give resources away for allies.

Posted: Sun Dec 13, 2015 1:40 pm
by HanduMan
Just out of curiosity, have you modified the score calculation as I suggested in this post?

The amounts of units built and units killed still exist in the formula for 2.5 version.

Posted: Sun Dec 13, 2015 2:04 pm
by wieder
The scoring system is currently unmodified. I'm not exactly sure how to do that and while there are some issues with it, going with the vanilla scoring is at least a step towards a game where fighting wars is not the only objective.

With the number option 7 this should be a possibility and disbanding and building more units would at least risk the security of your nation since you would lose the promoted units.

If someone has the changes to the ruleset for making the proposed changes I see no problem with adding them to the game but I'm not confident enough to do it myself :)

Posted: Sun Dec 13, 2015 2:46 pm
by Corbeau
How about a mixture.

Game ends when any of the conditions is met:
- space ship arrives
- a player has 50% of the score of everybody else combined (number may be discussed)
- midnight September 30th (too late? Meet the conditions sooner.)

OR

Game ends when THREE of the following conditions are met:
- three players research all technologies
- all wonders are built
- spaceship is built and reaches its destination (unless the game ends automatically; if that is the case, I'd lose the SS altogether and create one big wonder)
- world population reaches a certain value (7 billion? 10 billion? What is a realistic value for a game of this size? This can even be determined in the first month of the game!)
- same as above, just for number of cities
- when ONE player (or more - to be discussed during the first month) reaches certain population
- when one player (or more - as above) acquires a certain amount of territory

Players who actually meet individual conditions listed above get +5% (or +10%?) score.

You are "winner" if you have:
- best score
OR
- you are among the first N players
AND
- have more than X % of the best Player's score

"X" can be discussed. Simplest: keep it fixed at 50% or 75%. But can also depend on overall number of players (say, 100/sqrt(number_of_players) or something)

"N" can be discussed. I'd go with sqrt(overall_players) but can be discussed.
-------------

I am against the SS builder (or anyone) declaring additional winners without any additional conditions. If you want someone to win, help him survive. Someone who "took one for the team" and died can be a post-mortem hero, but not a winner.

Posted: Sun Dec 13, 2015 3:27 pm
by wieder
It's possible to set the game to end when the space ship arrives. Also possible to set it not to end when that happens. Currently the settings end the game when the SS arrives but that's because it's like that on the traditional rules. We can change that, no problem there. One way to do that would be ending the game on a turn limit after x turns the space ship has arrived.

The hard limits for end turns were not that popular in the past but if people want those I see no reason wny they couldn't be impossible. With LT31 that was 180 turns and some think the game could have ended naturally before T200. Then again LT32 felt too long and it lasted something like 230 turns. Ending it around T220 or something like that may have been also frustrating to some :)

Ending the game should be easy to understand and also very easy to figure out the winners. In the past games anything too complicated has been a major source of confusion and trouble. People don't usually want to read walls of text and I'm usually one who writes walls of text :)

"- spaceship is built and reaches its destination (unless the game ends automatically; if that is the case, I'd lose the SS altogether and create one big wonder)"

Why to lose the SS in that case? Once someone launches it there is still time to stop the space ship from reaching the target. That is done by conquering the capital of the nation launching the ship. With a one big wonder it would be possible to end the game in one turn by building a huge stack of caravans and then using those to build the wonder just minutes before the TC. I probably missed something there?

"I am against the SS builder (or anyone) declaring additional winners without any additional conditions. If you want someone to win, help him survive. Someone who "took one for the team" and died can be a post-mortem hero, but not a winner."

Yeah this is true. We should have a way to prevent the winners just selecting the additional winners.

Mixture is probably the way to go.

I hope this would be a game where the newcomers would have a better chance to win and we wouldn't be forced to repeat the old patterns. Of course there needs to be a way to kill every nation if someone decides to go that way but it should be also possible to go for different strategies. I remember that some of your friends, Runner, Rango... etc. had some unfortunate experiences when playing LT33 and the old players basically teamed up and conquered everyone one by one. This time I hope players like them could return and get a more fair chance to play the game. I actually sent them some personal invites like to some other players I think were interesting opponents/allies.

Gone are the strict limits for the number of winners and it should be possible to make better alliances. LT36 is also not going to have tech trading so the veteran players can no longer simply destroy the newcomers by not trading with them. I think that worked reasonably well on LT34 - at least until the late game.

Posted: Sun Dec 13, 2015 9:08 pm
by HanduMan
wieder wrote:The scoring system is currently unmodified. I'm not exactly sure how to do that and while there are some issues with it, going with the vanilla scoring is at least a step towards a game where fighting wars is not the only objective.

With the number option 7 this should be a possibility and disbanding and building more units would at least risk the security of your nation since you would lose the promoted units.

If someone has the changes to the ruleset for making the proposed changes I see no problem with adding them to the game but I'm not confident enough to do it myself :)
The score calculation cannot be modified through ruleset changes. Someone should modify the source code for the server. The file is score.c and the function in there is

Code: Select all

/**************************************************************************
  Return the civilization score (a numerical value) for the player.
**************************************************************************/
int get_civ_score(const struct player *pplayer)
{
  /* We used to count pplayer->score.happy here too, but this is too easily
   * manipulated by players at the endrturn. */
  return (total_player_citizens(pplayer)
          + pplayer->score.techs * 2
          + pplayer->score.wonders * 5
          + get_spaceship_score(pplayer)
          + get_units_score(pplayer));
}
Just take out that last part where units score is added. Unless you are running strictly unmodified freeciv version.

Posted: Wed Dec 16, 2015 9:24 am
by StratThinker
wieder wrote: 4) space race victory where the nation launching the space ship will need to declare the winners on the forum one turn after the launch of the space ship. Without doing that only that one nation launching the ship wins.
7) (perhaps my favorite this time) n number of alive players win based on score. With 30 players this could be 10 and if the winners want to make sure someone with a good score will not win when the game ends that player should be eliminated, made to have a lower score or forced to give up victory on the forum.
I like the above two with some modifications. Suppose there are 30 players, then the a game is over when one of these conditions is satisfied:
a) One of the players launches a spaceship and it arrives, then that player can declare victory for up to 10 players who have build some expensive wonder (I like the idea of a player being able to use this as a high risk win that is independent of their score, so I would not like to see this option combined with scores).
b) At most 10 players are left and they agree that they won.
c) There is an x <= 10 for which the sum of the top x players' scores is more than double the sum of all the other players' scores, the x-th player must be at least 1.5 times the (x+1)th players' score; they must agree that they are the only victors (there might be a case where the top 9 players are clearly winning but 10th player refuses to give them the victory, so if they need to eliminated him and do so, then the 11th player becomes the 10th player who can refuse as well); and if one the xth to 30th players started a space ship, then their capital must be destroyed (the reason I add this, is because I see this option as an acceleration of the game to the inevitable, but if someone has started a spaceship, then it is not really a given that the top x will win).

Posted: Wed Dec 16, 2015 9:22 pm
by wieder
I suppose we might have 30-40 players if some more people will join the game. Unless there will be lots of more or too many people will not confirm I suppose we could use max 10 winners. Less winners will of course mean more ranking score.

I'm not 100% sure how to follow c) or at least how easy it would be for the players to understand calculating the scores.

With the spaceship I think only one ship can reach the target and the game will decide the winning ship if more than two reach the target at the same turn. Building or launching the ship shouldn't count as a victory but only reaching the destination.

Posted: Wed Dec 16, 2015 11:24 pm
by Corbeau
wieder wrote:The hard limits for end turns were not that popular in the past but if people want those I see no reason wny they couldn't be impossible.
Like I said, my idea is that it would be *one* of the ending conditions.

"- spaceship is built and reaches its destination (unless the game ends automatically; if that is the case, I'd lose the SS altogether and create one big wonder)"
Why to lose the SS in that case? Once someone launches it there is still time to stop the space ship from reaching the target. That is done by conquering the capital of the nation launching the ship. With a one big wonder it would be possible to end the game in one turn by building a huge stack of caravans and then using those to build the wonder just minutes before the TC. I probably missed something there?
You missed something here. I want multiple and flexible endgame conditions. I thought spaceship arrival ends the game unconditionally. If it can be set so it doesn't, I'd be glad to have it as *one* of the engame conditions and a score bonus for the player who does it first.
Gone are the strict limits for the number of winners and it should be possible to make better alliances.
I really think the "winners" criterion should not be alliance or diplomacy- based. That way you'd avoid a group gang up and don't let anyone come through. I'd rather have it score-based, either the way I proposed or something else (many possible ways, actually) so that you can also have someone not connected with the main group. Yes, a threat of less conflict, but also more flexibility and I think more flexibility is always good.
LT36 is also not going to have tech trading so the veteran players can no longer simply destroy the newcomers by not trading with them. I think that worked reasonably well on LT34 - at least until the late game.
If there is no tech trading, then tech conquering and tech stealing must be hardened because otherwise conquest will become a 100% win strategy (or, rather, a non-conquest buildup a 100% lose strategy). Also, I assume you'll have tech leakage again? it's basically the only way for some people to remain in the loop because, otherwise, once you're only a bit behind, you never recover.

Also, I seriously recommend grabbing the techtree Morphles created, with ALL tech having root-techs and making it impossible to have advanced technologies without having most of the previouis ones.

What about map wrap? How about a X-only, for a change?

Posted: Wed Dec 16, 2015 11:27 pm
by Corbeau
Oh, and about the actuall unmber of winners, I think 10/30 may be a bit too much. I'd definitely like the number of winners to depend on how much points they actually have compared to non-winners. I gave a proposition, discuss it or discard it, please. (I atually gave a whole array of propositions, based on numbers).

Posted: Thu Dec 17, 2015 9:01 am
by wieder
"You missed something here. I want multiple and flexible endgame conditions."

It should be easy to understand who would win if the game would end at any moment. Usually it would have been a tie in the past games. The reason for this is that in the past people got confused and frustrated when it was too complicated. While LT31 and LT34 had too strict limits for ending the game or defining the winners the end conditions were understandable for most players. Only few people asked me/someone about how those games were supposed to end. I mean that the rules shouldn't be more complex. Yeah, LT34 had two choices for the number of winners (5+3 or 6+1) but there were some additional scenarios and we need some of those no matter what.

Building the wonders feels like too complicated to me and also too sudden since those can be built instantly and even with multiple wonders it's not really that easy to understand when the game might end. With the space ship the game might end in a week once the ship has been launched and even that's slightly too fast. The SS victory feels like the same as a rapid conquest victory. Both can happen really fast.

Here is an example of how complex the winning rules should be at the most complex level:

"If the game is ended with the space ship scenario the TOP 5 alive nations from the scores list will win no matter what. In addition to that the nation launching the space ship can name up to 5 additional alive nations winning the game. The nations must be named on the forum and this must happen (at the latest) the next turn after the ship has been launched. The top scores will be counted when the game ends. If one of the nations named to be a winner dies before the game ends that nation can no longer win and it can't be replaced with another nation."

Something like that will probably require some explanations but it should be understandable for the casual players. Counting scores or wonders may be tricky for a casual player or for a newcomer.

"If there is no tech trading, then tech conquering and tech stealing must be hardened because otherwise conquest will become a 100% win strategy"

This was already done for LT35. With LT35 the teams had just a 5% chance of stealiong techs when conquering cities and a 2% chance when stealing with spies/diplos. With LT36 this is currently 10% and 5%. How do you feel about that?

(10% is the chance for getting the tech and for stealing with a spy it becomes 5% because LT36 has a 50% base chance for spies/diplos to succeed)

"Also, I seriously recommend grabbing the techtree Morphles created, with ALL tech having root-techs and making it impossible to have advanced technologies without having most of the previouis ones."

Good idea. I completely forgot about this.

"What about map wrap? How about a X-only, for a change?"

It's a possibility but let's see what kind of maps we can do with the generator. The problem with x-only is that some starting locations may become unfair. Yeah, they may be already unfair but more unfair..? Let's see the maps.

Posted: Thu Dec 17, 2015 9:05 am
by wieder
"Just take out that last part where units score is added. Unless you are running strictly unmodified freeciv version."

I will check with akfaew about this but my current guess is that server changes are not something we will make without extremely good reasons.

Posted: Thu Dec 17, 2015 12:58 pm
by Corbeau
wieder wrote:It should be easy to understand who would win if the game would end at any moment.
"Easy to understand" is a dangerous trap that may end up with dumbing down too much. Nobody here is *that* retarded so as not to be able to understand a few points.
Building the wonders feels like too complicated to me and also too sudden since those can be built instantly and even with multiple wonders it's not really that easy to understand when the game might end. With the space ship the game might end in a week once the ship has been launched and even that's slightly too fast. The SS victory feels like the same as a rapid conquest victory. Both can happen really fast.
One of us doesn't understand the other one and I'm not sure which one it is. I never proposed wonders or SS to be the winning condition. I meant them to be ONE of the endgame conditions that add 5 or 10% to the final score. Actually, aren't wonders already calculated into the total score? They were in the original Civ, isn't that the case here, too?
Here is an example of how complex the winning rules should be at the most complex level:

"If the game is ended with the space ship scenario the TOP 5 alive nations from the scores list will win no matter what. In addition to that the nation launching the space ship can name up to 5 additional alive nations winning the game. The nations must be named on the forum and this must happen (at the latest) the next turn after the ship has been launched. The top scores will be counted when the game ends. If one of the nations named to be a winner dies before the game ends that nation can no longer win and it can't be replaced with another nation."
I hope that this is just an example because I think that one player declaring other players winners is a TERRIBLE idea!

But since we're tossing examples, here is mine. Like I said, numbers are open for debate.
The winners are all players with score > (1-X)*top_player_score.

X, and consequently (1-x), is determined before the game, based on the number of players and equals sqrt(number_of_players)

So, for example, if the winning player has 1000 points:
in a game with 16 players winning score is 750 (or 3/4 of the top player's score),
with 25 players winning score is 800 (4/5),
with 36 players winning score is 867 (5/6)
etc.

The catch here is if you're at the limit of being a winner, you won't be sure until the last moment because maybe the top player will increase his score in the last turn. But that would be a part of the fun: there is no guarantee for anything.

Game ends when THREE of the following conditions are met:
- three players research all technologies (+5% score for those players)
- all wonders are built
- world population reaches X*
- spaceship is built and reaches its destination (+10% score for the player)
- Y* cities are built
- when two players reach population W* (+5% score for those two players)
- when two players acquire Z* square miles (+5% score for those two players)


* - to be determined based on map size and/or number of players before the game starts
I don't really think this is so difficult to grasp.
Something like that will probably require some explanations but it should be understandable for the casual players. Counting scores or wonders may be tricky for a casual player or for a newcomer.
How tricky can it be? You ook at the score table. End. Yes, I know that some people don't understand numbers, but I think you are going a bit too far.
"If there is no tech trading, then tech conquering and tech stealing must be hardened because otherwise conquest will become a 100% win strategy"

This was already done for LT35. With LT35 the teams had just a 5% chance of stealiong techs when conquering cities and a 2% chance when stealing with spies/diplos. With LT36 this is currently 10% and 5%. How do you feel about that?
Perfect!
"What about map wrap? How about a X-only, for a change?"

It's a possibility but let's see what kind of maps we can do with the generator. The problem with x-only is that some starting locations may become unfair. Yeah, they may be already unfair but more unfair..? Let's see the maps.
There is no "unfair" in a 30-player game. Someone will always have some kind of an advantage: good geographical position regarding deep seas or having weak neighbours (which I think is the greatest advantage of all, and there is no way in hell you can fix that). Besides, if someone gets too far, if other players really don't like it, they can always gang up on him.

Posted: Thu Dec 17, 2015 2:41 pm
by wieder
The final scores from LT33:

http://forum.longturn.org/viewtopic.php?pid=4708#p4708

With that game there would have been not too many winners even if the winners would have needed to have just 50% of the score of the #1 player. Then again requiring something like 50% of the score might lead to interesting situations where the former allies would be forced to attack each other if they wanted to win. That might be very good indeed since the top players could limit the number of winners by gaining more score and that way gaining more ranking points. Everyone who knows electricity and builds the Atlantic Telegraph Company (gives an embassy with everyone) will see the scores. Before that it's relatively impossible to know how you are really doing with the score.

The world population will grow faster with LT36 since I changed how the granaries work.