With the winning conditions, I think we will make them simple but...
Posted: Tue Dec 22, 2015 11:24 pm
With the winning conditions, I think we will make them simple but with some very simple exceptions.
In the past people complained how the winning conditions allowed to players reward those who sacrificed their nation for greater good. It was also complained how playing well didn't matter that much if the winners were just agreed by the winning alliance. Another issue has been alliances being able to remain unbroken from the beginning of the game to the end. This should make it less complicated even while this requires the players to know the meaning of the wonder (Atlantic Telegraph Company) changing how the game can be won. That's complicated but it's just one wonder.
1) The old school way of winning: If the game is won before anyone gets electricity and builds Atlantic Telegraph Company (giving the player an embassy with everyone) at most 30% of the players can win. This is of course very unlikely but we need to prepare for this if some players manage to pull it off. In this case the players can claim victory on the forum and the claim will be invalid if someone objects in less than a week.
2) Once the player or his/her ally has Atlantic Telegraph Company victory can be claimed on the forum. The trick is that in this case all and only players with 40% (*) or more of the max score any player has can and will win the game. You can only say you object (in less than a week) and the game continues. The player objecting can be anyone alive. The actual winners will be decided basing on scores when the game is ended.
3) The space race victory. This is basically the same as with 2) but only players with 50% (**) or more of the max score can and will win. If a nation gets the ship to the target that nation is added to the winners list no matter what the score of that nation is.
(*) 40% may be changes but at the moment it looks like something that might work
(**) 50% same. Sounds like ok but we can chance this.
In the past people complained how the winning conditions allowed to players reward those who sacrificed their nation for greater good. It was also complained how playing well didn't matter that much if the winners were just agreed by the winning alliance. Another issue has been alliances being able to remain unbroken from the beginning of the game to the end. This should make it less complicated even while this requires the players to know the meaning of the wonder (Atlantic Telegraph Company) changing how the game can be won. That's complicated but it's just one wonder.
1) The old school way of winning: If the game is won before anyone gets electricity and builds Atlantic Telegraph Company (giving the player an embassy with everyone) at most 30% of the players can win. This is of course very unlikely but we need to prepare for this if some players manage to pull it off. In this case the players can claim victory on the forum and the claim will be invalid if someone objects in less than a week.
2) Once the player or his/her ally has Atlantic Telegraph Company victory can be claimed on the forum. The trick is that in this case all and only players with 40% (*) or more of the max score any player has can and will win the game. You can only say you object (in less than a week) and the game continues. The player objecting can be anyone alive. The actual winners will be decided basing on scores when the game is ended.
3) The space race victory. This is basically the same as with 2) but only players with 50% (**) or more of the max score can and will win. If a nation gets the ship to the target that nation is added to the winners list no matter what the score of that nation is.
(*) 40% may be changes but at the moment it looks like something that might work
(**) 50% same. Sounds like ok but we can chance this.