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Mead is offline Mead
King

Aug 2003
time: 00:37
  Old Post 16-03-2005 09:22
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Thoughts - What Comes Next Increase Your PM Length

In the Northern Hemisphere the days are getting longer, the sun is getting stronger.

Cutting icy gusts turn to gentle caressing breezes.

Birds are chirping. Flowers are blooming.

The thoughts of young and old ACDGers turn to ...











***















and New AC Democracy Games.


It may be a little too early to discuss this ... but ... do we want to have a new ACDG?

If so, how do we want to structure it?

ACDG I Style (all one team vs. greatly enhanced AI)
ACDG II Style (multiple teams collaborative victory allowed)
ACDG III Style (multiple teams collaborative victory not allowed)

In addition to the three variations above we could vary the rules some more.

My personal thoughts - initial

I like:
The idea of choppers can't attack cities.

I don't like:
Collaborative victory not allowed.

There is no rush, we should have at least 1 maybe 2 months before this game will be wound up, but we should start thinking about and discussing what comes next.


Mead

Method is offline Method
Emperor
/me goes to France
Feb 2001
time: 00:37
  Old Post 16-03-2005 11:31
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I really enjoyed the first game

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:37
  Old Post 16-03-2005 13:33
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2nd style was the best.

Coop disabled turns diplomacy in the walley of mistrust and fear for future.

Maniac is offline Maniac
Emperor
Gent, Belgium
Jul 1999
time: 06:37
  Old Post 16-03-2005 16:29
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quote:
Originally posted by Mead
There is no rush, we should have at least 1 maybe 2 months before this game will be wound up, but we should start thinking about and discussing what comes next.


Only two months? Why do you think that? With the current turnplay speed we'll perhaps play seven turns in the next two months. Talking of which, why is your turn delayed btw if I may ask? It can't be urgent diplomacy - the PTS raid was already three years ago so that can't count as a reason - nor can it be an acute and unexpected absence of members - otherwise you wouldn't be posting here.


Anyway, personally I think a single-faction democracy game could be nice for a change? That way there's no need to micromanage the economy so much, and more attention can go to other stuff.

quote:
Originally posted by binTravkin
2nd style was the best.

Coop disabled turns diplomacy in the walley of mistrust and fear for future.


Personally I think it makes the game more fun, by turning diplomacy in the theatre of opportunities, and surprises and excitement for the future. In ACDG2 the game and winning alliance was already decided MY 2125-30. In this ACDG AFAIK a lot was still open MY 2160 (and now still is).

This difference in opinion may of course follow from the fact that my faction wasn't doing well in the end in the first multifaction DG, while it is doing well (for the moment at least) in this second multifaction DG without coop. Likewise Mead's faction was doing well in the first MFDG while they have taken a hit in this DG. The same for binTravkin with the Gaians not being one of the leading powers at the moment.

Voltaire is offline Voltaire
King
Calgary, Alberta
Aug 2001
time: 22:37
  Old Post 17-03-2005 04:47
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A single-faction democracy game with political parties would be interesting because of the RP element. Or else a multi-faction democracy game but with a bigger focus on RP, it makes the game much more interesting IMO.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:37
  Old Post 17-03-2005 14:53
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Aldebaran or TurboSMAC (for the win)! ACDG I/II (also ftw).

Net Warrior is offline Net Warrior
King
Long Island, New York
Sep 2003
time: 00:37
  Old Post 17-03-2005 17:28
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I perfer ACDG III Style (multiple teams collaborative victory not allowed). This way you know exactly where you stand at all times. I hate building up a great position only to see it destroyed, or worse yet seeing the two best factions team up for a quick victory (like what's the point of playing?).

-SafaN- is offline -SafaN-
Warlord

May 2004
time: 06:37
  Old Post 17-03-2005 20:58
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what about an evil planet, with the two alien factions on it. Then the factions, something like hive and peacekeapers have to work together to claim a bit of land?

its just a proposal

Method is offline Method
Emperor
/me goes to France
Feb 2001
time: 00:37
  Old Post 17-03-2005 22:00
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quote:
Originally posted by Net Warrior
I hate building up a great position only to see it destroyed, or worse yet seeing the two best factions team up for a quick victory (like what's the point of playing?).




My idea for the last time was to have two teams; each alien faction. Then either nerf the aliens or beef the AI, or both, because everybody knows the aliens are overpowered

Would make for some good RP

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 17-03-2005 22:47
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Actually I feel atm this game is quite good and full of intrigue.

There was no foregone winning alliance (in my view) last ACDGgame, contrary to opinion, but by MY2150 approx it was foregone.

I have a feeling we need to run two games in parallel:

One like this, no co-op victory allowed, so that there is a degree of tension around and in parallel, a tough SP Demo game at transcend/librarian level.

Then a second game where participating members can interact freely. No doubt there will be 'obscure' references to the MP game amongst
the SP game players. But I think that will be part of the fun.

Last edited by Hercules on 18-03-2005 at 04:41

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 17-03-2005 22:50
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So the strongly RP players (who are important to the life of the games) have great scope.

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 17-03-2005 22:57
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Í also like the ACDG3 idea - although I haven't even known SMAC at the time the first two ACDGs were played.

But perhaps don't boost a AI next time in ways that he actually can take over the tech lead in the midgame - let him be cannon fodder (isolated island, ...) or leave him out completely - only human factions. (three? four? five? six?)

An isolated AI would be incentive for the commerce-loving builders to go out and explore the world and for the momentum players to find some sparring partners.

arginine is offline arginine
Prince

Apr 2004
time: 05:37
  Old Post 18-03-2005 06:44
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have 2 human teams, each as a progenator. Also, a person for each of the 5 'human' factions and the human can control only perform ONE ACTION and control diplomacy, while the computer does everything else. (to keep those factions largely AI or something like that) Up to 3 (maybe 2) humans may win together through cooperative victory.

The progies are supposed to always be at war, so there can't be peace between them. Also, a progie successfully killing another progies will give the killing team a 'draw' if it sucumbs to the humans.

Interracial atrocities (including PBs) will be considered acceptable behavior (same goes for atrocities between the progenators).

I would have infiltration last for only 5 turns, the human factions get +1 or 2 to probe (since they can't direct probe defenses).

some suggested game changes:

Adjust unit costs so that:
planes have normal weapon costs (making them more expensive).
choppers have double weapon costs (making them even more expensive)

hovertanks and AA come earlier.

Last edited by arginine on 18-03-2005 at 06:53

Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
time: 00:37
  Old Post 18-03-2005 07:06
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quote:
Originally posted by arginine
have 2 human teams, each as a progenator.
Interracial atrocities (including PBs) will be considered acceptable behavior (same goes for atrocities between the progenators).


That'd be kinda neat!


quote:
Originally posted by arginine
some suggested game changes:

Adjust unit costs so that:
planes have normal weapon costs (making them more expensive).
choppers have double weapon costs (making them even more expensive)


These require alphax.txt changes that aren't imprinted onto the game, meaning the turn player would have to continually swap out alphax.txt files between the "doctored" alphax.txt file and the player's regular alphax.txt file.

quote:
Originally posted by arginine
hovertanks and AA come earlier.


That can be done np.

Anyways, I have been doing considerable work to make the Progs much more competitive against humans, with some very notable success. I'd also make the observation that CMN in general have come a long way in the last year in making AI's much more competitive against human players: the next ACDG, regardless of what form it takes, will be something to behold!


D

Octavian X is offline Octavian X
King
Probably buried under piles of Literature, Biology, or Government homework
Jan 2002
time: 23:37
  Old Post 18-03-2005 07:13 Visit Octavian X's homepage!
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You know, I always thought that the old Police State Game would have gotten somewhere, if attention of the players wasn't divided between the multi-faction one and it. We've got an existing setup there - it may be worth it to simply reopen that forum as the successor to the current multi-faction DG.

Mead is offline Mead
King

Aug 2003
time: 00:37
  Old Post 18-03-2005 08:36
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Arg just suggested something that sounds good.


quote:
Originally posted by arginine
have 2 human teams, each as a progenator. Also, a person for each of the 5 'human' factions and the human can control only perform ONE ACTION and control diplomacy, while the computer does everything else. (to keep those factions largely AI or something like that) Up to 3 (maybe 2) humans may win together through cooperative victory.


I was never comfortable having AI's in the game with human teams. Even if the the AI factions were super enhanced (which in these ACDG games they have been given a lot of extra advantages), the human teams can easily win. The AI just can't cope with human tactics.

I also had problems with the 'AI' being played by a human. Because if we did that it would just be another human faction.

What Arg is proposing is a hybird. An AI that has some human guidance to make it tougher to deal with, but not totally under human control.

We could fine tune just how much we let the AI do.

Having the human assistant handle diplomacy is a good idea.
Limiting the human assaistant to only one action per turn is too limiting though. Do we mean one move, one attack of a chopper, one series of attacks by a chopper, an attack against one base with multible units, etc.?

Can we set up the game to allow spilt control?

I am no expert but I offer the following refinement. I welcome other suggestions.

How about for the AI factions we have:


Governor On in all bases - (perhaps with a focus area or not);

Human AI assistant cannot set or change build ques (perhaps can rush);

If possible - AI, not human AI assistant, decides what to research;

All formers are either autoimprove home base or fully automated;

Human AI assistant, handles all diplomacy;

Human AI assistant, handles all unit moves (except formers) and attacks;

Human AI assistant can set SE.

This ought to make the AI far less of a pushover, but still keep the it from becoming just another human led faction because one of the most important function of the human direction is what to build and what to research.

We can vary the division of control between the AI and the AI human assistant however we want. Where do we need to draw it? Additionally, we would need 1 to 6 volunteers (People who are not on a real team) to perform the role of human AI assistant. The same volunteer could serve as the AI assiatant to more than one AI team. With all of the automation it should be far less micromanagement and the same volunteer should be able to easily handle more than one faction.


I like the idea in that it makes the AI a lot more responsive ... and dangerous.


What do you all think?


Mead

Net Warrior is offline Net Warrior
King
Long Island, New York
Sep 2003
time: 00:37
  Old Post 18-03-2005 09:03
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If a human can control an AI faction then it's not really an AI faction as far as bonuses the game engine grants the faction.

Mead is offline Mead
King

Aug 2003
time: 00:37
  Old Post 18-03-2005 09:06
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quote:
Originally posted by Net Warrior
If a human can control an AI faction then it's not really an AI faction as far as bonuses the game engine grants the faction.



Can the game designer tinker with it to get those bonuses back?


Mead

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 18-03-2005 12:31
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A "human AI" player should definitely be able to prevent infiltration and techsteal in a decent manner if the AI is enhanced in some way.
(By repeatedly pointing to this problem I indicate that I regard greatly enhanced AIs in regard to tech as potentially unbalancing towards technically more challenged factions....)

I'm rather new around here - what is a Police State game?

Snoddasmannen is offline Snoddasmannen
Prince

Jul 2004
time: 06:37
  Old Post 18-03-2005 12:55
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An alternative to "human AI" players is to go one step further and use "limited human" players. They would play all of their factions moves, but their object in the game wouldn't be to win at all, only to serve as an actor playing the part of their faction.

They could play their turns quickly, and they wouldn't need to be very good players either. These players could maybe even participate in other "proper" teams, or at least have some kind of mod priviledge to read their private forums to keep them interested in the game. And if they miss a deadline or lose interest entirely, they could be turned over to an AI without it being a complete disaster.

I for one think it would be a lot of fun to play such a faction, so dibs on one of them it actually happens

EDIT: To answer to Meads comment earlier:
quote:

I also had problems with the 'AI' being played by a human. Because if we did that it would just be another human faction.

I think that if handled correctly it won't be like a human faction. It won't be trying to win, it will be slightly stupid and just trying to play its part.

Last edited by Snoddasmannen on 18-03-2005 at 13:01

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:37
  Old Post 18-03-2005 13:38
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quote:
I for one think it would be a lot of fun to play such a faction


I volunteer!

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 18-03-2005 16:41
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I volunteer as well.

't Is something I proposed for the current DG, but wasn't voted for by the starting members.
Edit: gimme a prog faction, and you'll see some really weird roleplay.

AndiD is offline AndiD

Prince
SOO of Morgan Industries, ACDG3
May 2004
time: 06:37
  Old Post 18-03-2005 16:56
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quote:
Originally posted by Snoddasmannen
An alternative to "human AI" players is to go one step further and use "limited human" players. They would play all of their factions moves, but their object in the game wouldn't be to win at all, only to serve as an actor playing the part of their faction.


This concept would allow an ACDG4 with seven factions but without an AI - solving myriads of problems (balancing, AI stupidity, ...).

This could be even expanded into an academy - more inexperienced members play these limited factions and get regular feedback from an "elder".

These "limited factions" could be either controlled by individuals or by small groups - so that we would have four "winning" teams and three "lesser" teams (or vice versa?) - restricted by maybe turnplay speed (max. 24 hours?), team size (< 5?). starting position (island? less landmass? aquatic?) etc.

This is even reflected in some ideologies, e.g. Pirates ("pillage and burn"), Angels ("the jazz"), Drones? ...

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 18-03-2005 17:41
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Such factions might be asigned some hidden for all other players aims. These aims might be not necessarily to win, as mentioned earlier, but maybe achieve some specific goal. Also additional scenario rules might be required from such player. In another words, a human player controling such faction in DG would be required 100% roleplay.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 18-03-2005 17:43
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The drawback is turnrate of course... with so many turnplayers there's bound to be a delay somewhere on the road.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:37
  Old Post 18-03-2005 17:53
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There can always be time zone optimization, especially in SMAX.
I also thought about one player controlling for example 2 or 3 factions. They could be in some Pact, as in some challenge scenario such things are setup. They could still be roleplay limited. For example, in order to keep PK-University, Zakharov might be required from Lal to hav democracy all the time. On the other hand, Zak might be required to have limited military compared to Lal. Something like that.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:37
  Old Post 18-03-2005 19:20
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We may also like to consider this:

Two teams but with each team controlling two factions and 3 independent AI to complete the set up.

Within each team the two factions would be pacted. This allows for some fast research and ample scope for role play and a quicker game. The big advantage should be bigger active teams.

Also it should mean that once factions have contact in game everyone can join in open forum discussions as you will not be breaching diplomacy issues.

It would be a two team/two faction head to head.

So the big attraction would be faster research, and with just two teams, a faster game. Also with having two factions to run, more things to do and to delegate.

Last edited by Hercules on 18-03-2005 at 21:10

Mead is offline Mead
King

Aug 2003
time: 00:37
  Old Post 18-03-2005 19:43
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quote:
Originally posted by GeoModder
The drawback is turnrate of course... with so many turnplayers there's bound to be a delay somewhere on the road.



One turnplayer could play more than one faction. Or, a few turnplayers could play all the non-player factions. It looks like we already have three volunteeers (I suspected there would be no shortage). The timeline on the 'AI' teams would be very short and any of the 'AI' mods could play the 'AI' factions.

The 'AI' factions gameplay need not be perfect or even very good. It merely needs to be competent and fast. The goal of the 'AI' mods would be to get the turn out quickly. With at least 3 mods the turn (total for all the 'AI' factions) should take less than 12 hours. Absent whatever adminstrative methods they use to determine who plays, whichever of the mods gets to it first plays it.

quote:
These players could maybe even participate in other "proper" teams, or at least have some kind of mod priviledge to read their private forums to keep them interested in the game.


I'm not sure we want them [the 'AI" mods] to be a member of a regular team as well. There's just too much temptation for bias in favor of their real team. Even if they did not favor their own team there still could be the appearance of bias which would life difficult for them and unpleasant for eveyone else.

I think they'll remain interested in the game. They'll have enough to do. They'll have access to diplomacy and infiltration, if they can get it. At least at the start of the game will have vastly more info than the real teams. Note: we may need to limit their ability to tech trade amonst themselves, otherwise they may end up transcending before the regular teams have HEC.



Mead

Modo44 is offline Modo44
Emperor
in western Poland
Jul 2004
time: 06:37
  Old Post 18-03-2005 19:52 Visit Modo44's homepage!
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Any computer-controlled AI would have to be terribly rigged, to compete against humans. Even more so if the humans cooperated.

If a player (or players) should control an "AI", then there is the problem of this becoming more duty, than fun, once (not "if") the faction becomes very weak. The good thing is, this does make for a faster game.

Me, I prefer a straightforward PBEM with heavier focus on roleplaying both in- and outside of the private forums. One in which there would be no way in hell Gaia and Morgan join a pact.


EDIT: One thing I would really vote for is switching to blind research.

Snoddasmannen is offline Snoddasmannen
Prince

Jul 2004
time: 06:37
  Old Post 19-03-2005 01:09
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quote:
Originally posted by Mead

One turnplayer could play more than one faction. Or, a few turnplayers could play all the non-player factions. It looks like we already have three volunteeers (I suspected there would be no shortage). The timeline on the 'AI' teams would be very short and any of the 'AI' mods could play the 'AI' factions.


Yes I had this exact same thought
I doubt that the 'limited' (I don't like the term AI - they are played by humans perhaps 'acted' factions is better?) factions together could ever take more than 12 hours to play if we had 4 players to manage them. Especially if those have contact over ICQ or something like that.

quote:

I'm not sure we want them [the 'AI" mods] to be a member of a regular team as well. There's just too much temptation for bias in favor of their real team. Even if they did not favor their own team there still could be the appearance of bias which would life difficult for them and unpleasant for eveyone else.

I think they'll remain interested in the game. ...


Yes, good points
Let's hope so.

quote:

At least at the start of the game will have vastly more info than the real teams. Note: we may need to limit their ability to tech trade amonst themselves, otherwise they may end up transcending before the regular teams have HEC.


Well .... I don't think they should act like they have more information. Granted, this makes for some strange gaming, pretending to send out ships to explore etc ... But remember that these players (unless they get carried away) should not play to win, but only to have fun with roleplaying.

quote:

Posted by Modo:
If a player (or players) should control an "AI", then there is the problem of this becoming more duty, than fun, once (not "if") the faction becomes very weak. The good thing is, this does make for a faster game.


I don't know Modo, I think it would be fun I can imagine these factions getting up to all crazy sorts of things. I'm sure they can stage invasions, launch violent propaganda movements on the public (or private) forums, betray alliances etc ... It'll be all the fun without the need for any of it to be good for the game

 
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