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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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Ah - the AI "pushovers"
What do the teams want from the AI?
Sparta:
want - builders/researchers, who will grow fast, but will be weak militarily, so that conquering them will be easy
PKs, Drones, University, Cult
don't want: Strong military competitors or hard-to-take-out defensive factions
Hive, Believers, either alien faction, Pirates
Angels:
want - research powerhouses, so that probing them (and after infiltrating, tech-share benefits) will be mammoth
University, CyCon,
don't want - militaristic factions that will threaten them
Hive, Believers, either Alien faction, Pirates
Morgan:
want - Friendly builders, who will create megacities for super-profitable trade
PK's, University, Drones, Hive
don't want - Factions that don't like FM or Wealth and that are aggressive by nature
Believers, Cult, Pirates, either Alien faction
Gaians:
Not sure. Factions that plant lotsa forests so that Gaian envoys have plenty trees to run naked through? Come on, Gaians, help me out. What are you looking for in AI factions? Who don't you want?
So the lowest common denominator is:
PeaceKeepers,
University,
Drones,
G
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Maniac
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Gent, Belgium
Jul 1999 time: 06:36
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quote: Originally posted by Googlie
IBut I disagree that they only penalize the Gaians and sparta, which is what I inferred from the posts. I maintain that even Morgan is comparatively disadvantaged by the giving to other factions of equal goodies. |
Isn't it per definition impossible for ALL factions to be comparatively disadvantaged? 
quote: (If you freshstart a game, with "look first" disabled, then activate the Scenario editor after the first turn is complete, you'll see how the game engine allocates start positions) |
I don't understand. What would I see that affects this discussion?
quote: The usual reason, though, that a CMN boosts the start position is usually to give PBEMers something to do for those first ten to fifteen awfully boring turns |
I know. If everyone is a pure builder, there's no problem with that and I would be in favour. But with the current mix of many possible playing styles...
quote: So, to summarize, I agree that it is imbalancing, but I disagree that it affects only the Gaians and Sparta |
I agree that it affects all factions. However I think that it affects especially Morgan positively and Sparta and Gaia negatively. 
Anyway, you stay with your position, but besides the argument of Morganites supposedly unable to popboom (which I already replied to), I honestly can't see unanswered arguments from you or Chaunk that support your position or do harm to my position.
quote: Originally posted by Kody
Faster development in the early game means that the mid and late game comes around faster. Hence the window for an early mometumn rush is reduced. |
Heh. I hadn't even considered that. Now I'm certainly against a boosted starting position. If there will be possible momentum factions in the game, it should be done with all those extra advantages to builder strategies. 
quote: Originally posted by jtsisyoda |
Do you know what comparative turn advantage means?
quote: Originally posted by Chaunk
In advocating a normal set up then, do you think we should get rid of the CMN entirly and just run off a normal game? |
I share HongHu's view on this. 
quote: Originally posted by Chaunk
However I agree with Kody the effect of boosted starting positions is that it will speed the early game up, which is a good thing I think. |
A good thing for non-momentum factions you mean? 
quote: In other words, I say give them
Hive
Believers
Pirates |
 
Last edited by Maniac on 10-05-2004 at 22:52
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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quote: Originally posted by Maniac
I don't understand. What would I see that affects this discussion?
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You'd see that Morgan is almost always started with a river and a rocky tile in the base start location, and almost always pops a nut as a first podpop (whereas all other factiuons almost always pop a monolith with the first podpop)
So the game engine, when assessing start positions, looks at factions in the game, comparitive start positions, and adjusts accordingly.
Chris Pine, writing for the Prima Guide, says (my italics):
quote: Written by Chris Pine in the Prima Guide
How is my Starting Position determined?
The game picks spots randomly until it finds one that seems eligible. Eligibility is based on a lot of factors, such as proximity to other factions, amount of decent farmland and so forth , amount of total territory available, etc. The more spots it has to pick without finding an "eligible" one, the more tolerant its definition of "eligible" gets.
Once a spot has been picked for every player, the spots are compared and evaluated. Players who are judged to have poor starting locations often get bonuses - an extra colony pod, or some extra Unity seed pods. it will also sometimes give a foil unit to players who start on very small land masses |
I submit that if we are going to direct the CMN as to how we want the start locations determined, it should be obligitory for all the debatees to start ten games with these factions and, as i say, open up the game thru the SE after 1 turn to see just how the game mechanics interprets start positions. (Those of us who CMN'ed several games have all done that at some point in time to gain a "feel" for how the game judges relative worth of start positions - it's in the "CMN'ing 101 manual")
quote: Originally posted by Chaunk
In advocating a normal set up then, do you think we should get rid of the CMN entirly and just run off a normal game? Surely that would be fair for all? |
Not in a competitive PBEM. Player 1 starts the game, assigns his own password, plays the turn, then saves and exits (turn complete) then passes on to player 2, and so on. So far so good.
Then player 1 re-opens the start and instead of passing on to player 2 hits the spacebar or enter key, thus opening player 2's turn, and sees and notes that start position, then moves on to player 3's, etc
Meanwhile, player 2 has now re-opened his turn and simnilarly mnoves to player 3's and so on, noting start positionsa s he goes.
Poor Dude 7 knows only his own position, player 6 knows his own and seven's and so on down the line.
I never play in 'selfset" PBEMs - only those established by a CMN
G.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:36
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Googlie,
I see your point on starting positions, but I have to say I'm disappointed since I assume that the players here are honest and will not use slime-ball tactics like you describe. Frankly, I would not have even thought of that, much less used it. Guess that makes me a babe-in-the-woods.
I've been leery of being in multiplayer/PBEMs because of my impression that they are cut throat and, well, nasty. Perhaps this impression isn’t' too far from the truth? Competition is one thing, but having every game devolve into weasel tactics and flying nerve gas is not my idea of fun.
Hydro
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Maniac
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Gent, Belgium
Jul 1999 time: 06:36
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Googlie:
quote: I submit that if we are going to direct the CMN as to how we want the start locations determined, it should be obligitory for all the debatees to start ten games with these factions and, as i say, open up the game thru the SE after 1 turn to see just how the game mechanics interprets start positions. |
I have done so. I created random large maps with the average settings we decided upon in the world poll. I did 7 tests for 7 factions (the four human teams, and the Hive, Believers and Pirates, proposed for the AI spots), each time put in a different order and faction slot in case that would make a difference.
These are the average results of 49 starting positions:
Number of unity pods in HQ base radius or just one square outside: 3.43
Rainy squares in HQ base radius: 1.02
Rocky squares in... (idem): 1.40
River squares: 2.08
Nutrient bonuses: 0.20 (before pod popping)
Mineral bonuses: 0.14 (idem...)
Energy bonuses: 0.20
Fungal squares: 4.24
Only 7 tests for each faction are of course too few to make any decent statement, but on first sight there doesn't seem to be any significant statistical difference between the results of the factions. My guess is that if more tests would be done, all the faction averages (except those of the pirates - they're a special case of course) would converge to one number. Even if there would be a difference, it would most likely be somewhere deep in the decimals, and thus of no true importance.
quote: Originally posted by Googlie
You'd see that Morgan is almost always started with a river and a rocky tile in the base start location, and almost always pops a nut as a first podpop (whereas all other factiuons almost always pop a monolith with the first podpop) |
I haven't seen that. Here are the results of Morgan:
average # of pods: 3.71
Rainy: 0, 0, 0, 0, 0, 1, 0, average: 0.14
Rocky: 0, 2, 4, 1, 3, 0, 2, average: 1.71
River: 0, 0, 4, 0, 3, 3, 2, average: 1.71
Nutrient: 0, 1, 0, 0, 0, 1, 0, average: 0.29
Min: 0, 0, 0, 0, 0, 0, 0, average: 0.00
Energy: 1, 0, 0, 0, 0, 0, 1, average: 0.29
Fungus: 3, 2, 6, 2, 2, 1, 5, average: 3.00
It varies a bit with the general results of all factions - sometimes a bit more, sometimes a bit less. But again: that's completely normal with only 7 tests. Most likely it would converge to a same number. The same with unity pods. I haven't seen more nuts than monoliths appearing out of the unity pods near Morgan Industries.
So at least based on this small test, I don't see any strong evidence which seems to support a theory of different starting positions between the varying factions, or Morgan more than others starting with a river and rocky tiles.
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Comrade Tassadar
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See, this is the point where setting up the game becomes unfun.
"Well, I think we'll have to manually calculate 10 million places of pi in order to ensure a fair chance for all factions...."
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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The 10 million places of pi is nessacry. We of course want to make sure the map is well rounded.
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Arnelos
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of the Free World
Sep 2002 time: 00:36
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quote: Originally posted by Googlie
Ah - the AI "pushovers"
What do the teams want from the AI?
Sparta:
want - builders/researchers, who will grow fast, but will be weak militarily, so that conquering them will be easy
PKs, Drones, University, Cult
don't want: Strong military competitors or hard-to-take-out defensive factions
Hive, Believers, either alien faction, Pirates
Angels:
want - research powerhouses, so that probing them (and after infiltrating, tech-share benefits) will be mammoth
University, CyCon,
don't want - militaristic factions that will threaten them
Hive, Believers, either Alien faction, Pirates
Morgan:
want - Friendly builders, who will create megacities for super-profitable trade
PK's, University, Drones, Hive
don't want - Factions that don't like FM or Wealth and that are aggressive by nature
Believers, Cult, Pirates, either Alien faction
Gaians:
Not sure. Factions that plant lotsa forests so that Gaian envoys have plenty trees to run naked through? Come on, Gaians, help me out. What are you looking for in AI factions? Who don't you want?
So the lowest common denominator is:
PeaceKeepers,
University,
Drones,
G |
I like it, Googlie.
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