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  #1  
Old January 19th, 2011, 09:38 PM
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Aethyr Aethyr is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 13/16 players left

Quote:
Originally Posted by WraithLord View Post
# VPs owned (list only nations with more than 1):

Jotun: 3
Rlyeh: 2
Pythium: 2
Greetings, IIRC after the intial count (above) the VP total was to have been maintained in the initial thread. WL, could you update please?
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  #2  
Old January 20th, 2011, 03:57 AM
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Default Re: GotM: Gardens of the Moon, vets, busy, 13/16 players left

Sure Aethyr. Thanks 4 the reminder.
Please bear in mind that I'm basically sharing my knowledge. There's no magic chart on the server that lists the VPs since we turned off capital VPs.

BTW, I'm not sure I'm that fond of this setting. It ends up generating bookkeeping hassle and everyone quickly learns where all the capitals are anyway. so what's the point?
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Old January 20th, 2011, 06:29 PM
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Default Re: GotM: Gardens of the Moon, vets, busy, 13/16 players left

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Originally Posted by WraithLord View Post
BTW, I'm not sure I'm that fond of this setting. It ends up generating bookkeeping hassle and everyone quickly learns where all the capitals are anyway. so what's the point?
just use capital vps, and set the goal to all, so the game does not end apruptly and you dont have to count manually. btw, asia twist does mark all capitals with a very big spot.
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  #4  
Old January 21st, 2011, 07:15 AM
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

good point.

And while I'm at it: Happy weekend guys, rest well and prepare for the epic battles next week will bring
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  #5  
Old January 21st, 2011, 12:14 PM

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Default Re: GotM: Gardens of the Moon, vets, busy, 13/16 players left

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Originally Posted by WraithLord View Post
BTW, I'm not sure I'm that fond of this setting. It ends up generating bookkeeping hassle and everyone quickly learns where all the capitals are anyway. so what's the point?
Well as a big fan of these settings myself, seeing as how I use them in all my newbie games, I thought I'd better defend them (even though I'm not in this game).

The settings themselves are fine, but there were two big errors made with this game.


1 - The map (if it's the default Asia Twist one) had known pre-set starting locations. One of the main ideas about not VP marking the capitals is that it helps stop rush nations bee-lining for the nearest crown, and forces them to actually find the capital of their nearest neighbour. (Since rush nations really shouldn't be given any extra help to crush others inside of 10 turns). This might only result in a few extra turns of delay for the rush nation, but given the likely lack of scouts in the first few turns, this could be critical. As anyone who has ever had to defend a rush knows all too well how much of a difference an extra few turns can be.

So for this 'rush-hindering feature' of these settings to work, you need to have a 3rd party arrange the start locations, and not give the final .map file used for the game to the players (as only the llamaserver needs the .map file). For those playing in the No Wankers Allowed game (or any of my newbie games), this is what I have done in these games (since I'm the non-playing admin of all these games). Of course, finding a 3rd party to arrange starting locations for hidden capitals is another matter. But one is needed for this 'rush-hindering feature' to work (unless you go with random starts, which are nowhere near as bad as some players make out. But that is just IMO of course)


2 - For some baffling reason, you are keeping a running record of the number of capitals that players currently own. Thereby punishing the players in-game who have bothered to put time, effort and resources into running constant surveillance operations on the capitals of the world, so that they always know when one changes hands, and as such if someone if getting too close to the winning line.

But doing this simply rewards the lazy players who can't be bothered to operate a proper scout network, or invest the gems into a Stone Sphere piggy-bank. As by effectively giving everyone back a VP graph in the OP, nobody has to be worried about someone suddenly capturing a load of capitals they haven't got a constant eye on, because they will now be given this info in the OP if this happens. (of course a big factor here is also a player's own view regarding 'hidden / stealth' wins, due to the other players being unaware that one player was close to winning. I think they're great personally, and a natural penalty for those players who don't pay attention to the larger picture. But others hate them for obvious reasons)


Of course, everyone has their own tastes and preferences for game settings, but as I said, being a fan of the ones in this game, I feel you are not really seeing the benefit of them because of the two mistakes that I have just outlined. Either of which on their own can seriously de-value these settings, but together almost certainly make the basic idea of "not marking capitals with VP's" pretty much pointless.

So I'd ask anyone to please not knock these settings unless you've actually tried them within the context of their proper set-up, and when they are WAD which is not the case here unfortunately (which is in no way a criticism of Wraithlord the admin, as a lot of game settings require both trial and error and experience in order to find out what is required to get the best out of them. And I've admined a lot of games)


Sorry for butting-in (I think it's a habit I really do have to stop )


ps. Just want to say thanks to WL and Ex for all the diplo posturing and wind-blowing on the thread. I had started to lose a little faith recently in no-diplo games, since my last few had been spoiled by a few factors that are less evident in diplo games. But seeing you two bash it out on the thread has starkly reminded me why I hate diplomacy so very very much, and as such all the reasons why no-diplo games simply rule.

So thanks for the reminder, and long live no diplomacy games!!!!

Last edited by Calahan; January 21st, 2011 at 12:21 PM..
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  #6  
Old January 21st, 2011, 05:38 PM
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

#1 is a good point if indeed turn 10 rushes are common. My personal experience doesn't suggest that this be the case.

#2 is also a good point. I put it for the players to vote and most wanted to make the list known. Please take into acct that we do play with graphs on, and VP victory condition, so the approach in this game was to feed the players with graphs info from the starters.

I played in two non graphs MP games and they were horrible b/c the assumption that all players would scout vigilantly did not hold water. What happened is that a nation would long run away with the game with scarce anyone taking note until it's too late. You could play with LA Ermor or R'lyeh and they'd become unstoppable but still most players would be unaware. It doesn't help that one or two players catch on as it's neigh impossible to convince the others. Note that I'm sure that the mix of players does make a difference here.

I think perhaps a # of provinces VC might make more sense for graphs on diplo games. Re. non graphs: I personally dislike them since they add a lot of work and allow nations to run away with the game. That said, I'd be willing to give it a retry, either as an admin or player or both.

I do agree that I absolutely like RAND game more, but then and again it's nice to enter the mud wrestling arena of diplo games and practice the tongue & finger muscles
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Old January 21st, 2011, 06:13 PM
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Herode Herode is offline
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Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

Hey, I foocking KNEW you loved that
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