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Discussion: Civilization Series / Civilization Series - Game Planning & Coordination - Fog of War Game Resolution - Originally Posted by Rusten It was always about which alliance would come out on top,
  1. #16


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    Re: Fog of War Game Resolution

    Quote Originally Posted by Rusten View Post
    It was always about which alliance would come out on top, not which player. You were either with us, or against us -- and that's why I consider this a team victory.
    This is how i understand it, too. Although this game wasn't officially a team game it turned out to be one. I don't care a bit who is officially declared a winner, since I know it's a result of a strong team effort.

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  3. #17


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    Re: Fog of War Game Resolution

    Quote Originally Posted by Exploit View Post
    To argue that some players may not enjoy the modern warfare aspect of Civ therefore the game should not be continued seems a bit biased, since some players may not enjoy the ancient era or the middle ages and yet they played through those to reach the modern era. Personally I enjoy pressing the big red button and raining nuclear destruction on my enemies. Having spent so much time building up hundreds of units, it seems a waste not to actually get to use them.
    For good or for ill, I have had the chance to use most of mine up!

    If by biased you mean having a preference, then it may be that most of the players in this game have a "bias" (preference) for the early play. I could be wrong about that. But in terms of time investment and satisfaction, the late game for me can become more drudge than fun. Not to say the other view is bad, that is just my view, preference, or "bias". I was not so much criticizing a desire to play a long late game, as expressing the observation (or more likely an educated guess) that this group of players will be less interested in that than in devoting time to a new game.

    Quote Originally Posted by Exploit View Post
    To argue that fluid alliances give little reward for offensive actions, begs the question why should offensive play be rewarded more than defensive play? Is there something wrong with turtling up and heading for space? Is offensive play somehow superior to defensive play? Domination victories are generally thwarted by little powers ganging up against a superpower and this is simply game balance and good play in my opinion.
    I am guessing you need some big powers ganging up on the superpower to be successful ...

    Again, I was more making observations rather than judgements ... I spend most of my time in defensive play, so I certainly am not a critic of it. Just pointing out that if the game design is that every advance is to be beaten back by a shift of alliances, it is a different game than the way most I have played seem to go.

    The "team" victory to conclude a game, in a non-team game, has occured in a prior game I played in (it was space), and in another game, we did have an alliance shift to stop a runaway superpower, but once that great power was stopped (not defeated), the consensus was to not continue the game (it was looking like a WWI stalemate). In most others, unofficial teams get established pretty early, and tend to hold to the end.

    This raises an interesting question about perhaps specifying expectations in regard to alliance behavior at the start, so players have a sense of what they are getting into. Could a game style be specified at the start, perhaps between unofficial but stable teams as they evolve, vs. more strict free-for-all? For taking a game to its first victory opportunity, vs. thwarting all victory opportunities as they arise and essentialy playing a game out in "multiple iterations"?

    On this last point, one approach to this game would be to let Rusten have his diplo win, so Rusten (or team Rusten, as you prefer) wins Fog, Part 1. Then take the save before the win, reorganize alliances, in a Stop Carthage game, call it Fog Part 2. That is available for folks who want to play out a more modern game (which might not be the same group we have now). Perhaps that approach gives the best of both worlds? I am guessing Exploit would be interested in Fog Part 2, I'd be willing to hang around for it (curious to see how it goes) ... is Bernout willing to continue to host it if there is interest? Any other current players interested?

    dV

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  5. #18

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    Re: Fog of War Game Resolution

    Quote Originally Posted by da_Vinci View Post
    On this last point, one approach to this game would be to let Rusten have his diplo win, so Rusten (or team Rusten, as you prefer) wins Fog, Part 1. Then take the save before the win, reorganize alliances, in a Stop Carthage game, call it Fog Part 2. That is available for folks who want to play out a more modern game (which might not be the same group we have now). Perhaps that approach gives the best of both worlds? I am guessing Exploit would be interested in Fog Part 2, I'd be willing to hang around for it (curious to see how it goes) ... is Bernout willing to continue to host it if there is interest? Any other current players interested?
    I'd be willing to host it but I'm not sure how feasible it is. In the case of Rusten's nation, you are talking about a lot of time on a per turn basis. And is it practical to substitute in someone else on any of the nations if the original players don't want to play it?

    As far as alliances go, this has been a learning experience for me during the games I have hosted and it certainly leaves a lot to be desired. Some key points, some of which have already been mentioned:

    1. Despite the fact you state that there can only be 1 (or in this case 2) winners you almost always get larger teams forming. And the non-winning members of those teams are usually satisfied that they were unofficially part of the win.

    2. Related to the above, players reputations lead most people to avoid backstabs or shifting alliances. And if such things occur they inevitably lead to hard feelings and of course all of it carries over into future games.

    3. The diplomacy is definitely a case of who you know which I suppose is also not surprising. Now I know my own diplomacy is lacking (I'm no Oyzar IM'ing mad man), but far too often noone bothers to contact me at all until they are knocking at my door with troops and they have all their alliances already set up. The point being it makes it hard for newer players to join in against players who are likely already more skilled than they are. This was part of the motivation for the PitSuc game.

    Anyhow, the main point of the above is I agree that trying to extend the current game by some sort of combined forces against Rusten is just not going to happen. I agree with DaV that most people find the late game a grind if only because of the size of the nations and amount of units to move around. This is why we have the game end conditions that we do.

    Bernout

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  7. #19


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    Re: Fog of War Game Resolution

    Perhaps Exploit would be happy to play on as that Carthaginian Juggernaut?

    Quote Originally Posted by Bernout View Post
    1. Despite the fact you state that there can only be 1 (or in this case 2) winners you almost always get larger teams forming. And the non-winning members of those teams are usually satisfied that they were unofficially part of the win.
    The reality is that if you don't find a partner (or two or four), you get eaten by the folks who do (see Bernout's item #3 above and below). Unofficially part of the win is better than early elimination, and that is often the choice.

    Quote Originally Posted by Bernout View Post
    3. The diplomacy is definitely a case of who you know which I suppose is also not surprising. Now I know my own diplomacy is lacking (I'm no Oyzar IM'ing mad man), but far too often noone bothers to contact me at all until they are knocking at my door with troops and they have all their alliances already set up. The point being it makes it hard for newer players to join in against players who are likely already more skilled than they are. This was part of the motivation for the PitSuc game.
    In part, you may need to contact them instead of waiting for them to contact you. But, of course, folks are more likely to ally with a) folks they know and trust, b) folks they think have the skill to be an asset. The other part of early alliances is a decision process about which neighbors are partners, and which neighbors are targets, as each civ needs to expand somewhere to have a chance down the road. This is what gets in the way of Capsavian's lofty goals at Chaos and Civ, for those who are familiar with that venue.

    Now with that in mind, maybe one antidote is to have games with larger maps and/or fewer civs? The crowding of 18 (or more in some mods) player games makes all of this alliance and friend/target decision making happen pretty early. Maybe that is not ideal? 18 player games seem to reduce to 9 player games pretty quickly ... maybe starting two games at 9 makes more sense?

    dV

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  9. #20


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    Re: Fog of War Game Resolution

    What turned this game into a battle between 2 alliances was tech trading. Without it on things would have turned completely different. Without tech trading the pace of research would have been nice I think.

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  11. #21

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    Re: Fog of War Game Resolution

    Quote Originally Posted by Bernout View Post
    Now I know my own diplomacy is lacking (I'm no Oyzar IM'ing mad man), but far too often noone bothers to contact me at all until they are knocking at my door with troops and they have all their alliances already set up.
    Would you believe I actually made it a point to go on MSN invisible, and not go visible if you were around, just to avoid any contact with you until I could knock at your door with troops? Wouldn't have wanted a situation where I would have to stall the diplomacy, possibly making you suspicious.

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  13. #22


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    Re: Fog of War Game Resolution

    Quote Originally Posted by Bernout View Post
    3. The diplomacy is definitely a case of who you know which I suppose is also not surprising. Now I know my own diplomacy is lacking (I'm no Oyzar IM'ing mad man), but far too often noone bothers to contact me at all until they are knocking at my door with troops and they have all their alliances already set up. The point being it makes it hard for newer players to join in against players who are likely already more skilled than they are. This was part of the motivation for the PitSuc game.
    Don't worry, noone can match Oyzar in that department -- it makes no sense to compare his methods to anyone else.

    And in response to the first line, I've never had any contact with my allies (except Ronnie) before this game, so knowing people is not necessary to form a strong alliance.

    And I agree that tech trading is at fault -- I don't like having it on for multiplayer games.

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  15. #23


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    Re: Fog of War Game Resolution

    I have no problem with declaring Rusten the victor by diplomatic victory or playing the game out until he is declared the victor in game by UN vote (my preference). Based upon the feedback, I understand that it is a foregone conclusion that Rusten will win the UN vote so some people may not want to play it out.

    I consider everyone other than Rusten to have lost (as per the official rules) however I can accept that some players feel that they are winners too because they helped Rusten achieve his victory. We will just have to agree to disagree on the point of whether they won or not. My hat is off to Rusten who I felt played a good game and who deserved to win.

    Given that I am playing in several other games with the same players that are in this game, I am glad I've learnt how many of the players think about alliances. It certainly changes the dynamics of the game and the diplomacy a lot. It also certainly stacks the odds heavily against anyone trying to win by the official rules given that they are essentially playing against teams of 3 or 4 other players.

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  17. #24


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    Re: Fog of War Game Resolution

    Quote Originally Posted by Dandridge View Post
    What turned this game into a battle between 2 alliances was tech trading. Without it on things would have turned completely different. Without tech trading the pace of research would have been nice I think.
    I agree that tech trading forces alliances to be made and that tech trading drastically speeds up the pace of research however what turned this game into a battle of 2 alliances was the fact that most players were of the opinion that as long as someone in their alliance won then they were winners too therefore they never left their alliance.

    If the game was played like a tournament where only the official winner moved to the next round then the alliances would not have been so static.

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  19. #25


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    Re: Fog of War Game Resolution

    I'd never advocate the Ozyar style of diplomancy, there must be a happy balance

    Rusten has earned his victory and it seems pointless to deny it to him and lengthen the game any longer. I'd agree that any victor from an allience would be regarded as a team victory - which says alot for the group of players that have been involved.

    It is a shame perhaps that it has finished like this, but it's understandable that close bonds will form in the early game, and this loyalty will continue throughout. Especially if your lands are optimized for a certain function, and the geography is against you.

    Is the way forward 9 person FFA without tech trading, perhaps. I'm tempted to host some type of team game, maybe with Hemispheres, keep the naval sprit alive and race for some Astro dominace.

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  21. #26


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    Re: Fog of War Game Resolution

    Quote Originally Posted by Morgan View Post
    Is the way forward 9 person FFA without tech trading, perhaps. I'm tempted to host some type of team game, maybe with Hemispheres, keep the naval sprit alive and race for some Astro dominace.
    I think the pitsuc game has some features in the mod to constrain the tech leader (or maybe is it is really to boost the laggards?) so that tech gaps are smaller, in a no tech trading game. Also, some cap on city number, which rises as the game progresses, is in there too IIRC. In short, things to stop a runaway superpower other than by diplomacy.

    9 is not a magic number of course, just half of 18 ... 6, 8, 10, maybe even 12 might work depending on map.

    Of course, even without tech trading, you might get gold alliances ... A sends gold to B, B researches military tech, then either B repays A with advanced troops, or B upgrades A's older troops.

    Now, if there was a cash prize on the line, a next step in a tounament, or even a virtual award (or ranking) on the line, maybe players would fight for the personal win as Exploit would like to see. But given that in an 18 player pitboss, only 1 will win (vs. 18 players playing chess, 9 will win if no draws), most of us probably play for the fun and the gameplay, as win odds are low. Early alliance is necessary for survival, and after that much cooperation, the reluctance to turn on each other is understandable, at least to me.

    And to optimize the alliance, whole civs get specialized which does not put them on equal footing to then resume a free-for-all, as Morgan pointed out.

    dV

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  23. #27


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    Re: Fog of War Game Resolution

    Seems to me the simplest solution to a more elegant finish in future games would be to increase the number of players that could be in a permanent alliance to 3 or 4 since people seem unwilling to restrict their permanent alliances to just 2.

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    Re: Fog of War Game Resolution

    Quote Originally Posted by da_Vinci View Post
    Now, if there was a cash prize on the line, a next step in a tounament, or even a virtual award (or ranking) on the line, maybe players would fight for the personal win as Exploit would like to see. But given that in an 18 player pitboss, only 1 will win (vs. 18 players playing chess, 9 will win if no draws), most of us probably play for the fun and the gameplay, as win odds are low. Early alliance is necessary for survival, and after that much cooperation, the reluctance to turn on each other is understandable, at least to me.

    And to optimize the alliance, whole civs get specialized which does not put them on equal footing to then resume a free-for-all, as Morgan pointed out.

    dV
    The type of game I would like to see has as many players as possible and the fact that the odds of winning are low makes the victory even sweeter. Early alliances SHOULD be necessary to survive however everyone should realize that eventually their alliance will have to break up therefore no one should ever get so specialized that they cannot survive independently. People should be forced to make the hard diplomatic choices as to who to take with them to the next stage of the game until only 1 wins.

    These pseudo mass-permanent alliances where if-one-of-us-wins-we-all-win defy the spirit of the game and certainly wasn't what I was expecting from a site with the name "Tactical Gamer" with apparent military associations and a tag line "for mature gamers". It seems more appropriate for little league play where every child makes the team. (I appear to be out of touch with modern political correctness because I still prefer to play to win instead of just to have fun. It's fun to win!)

    The ending to this game is a total anti-climax for me. It is like watching the Survivor TV series and having the last 10 contestants say "we have decided to just split the million dollars so each of us gets $100,000". Doesn't make for exciting TV nor does this conclusion make for an exciting game finish in my opinion.

    My comments are meant for constructive criticism only. I enjoyed the game and I accept that not everyone enjoys the same type of game.

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  27. #29


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    Re: Fog of War Game Resolution

    Quote Originally Posted by Exploit View Post
    My comments are meant for constructive criticism only. I enjoyed the game and I accept that not everyone enjoys the same type of game.
    I think your views are certainly valid, if different from what may the the typical view of this playing group. A game where alliances had expiration dates, either defined, or at the pleasure of either party, with or without notice, would certainly change the nature of cooperation within an alliance.

    Not necessarily good or bad, just different. For me, I think I would find less enjoyment playing on such shifting sands, with no ability to trust anyone. But that is just me.

    The game can be seen as a platform ... games can have a lot of variety on that platform once all the civs are human. The one winner formats built into the mechanics don't really limit the ways the game can be played conceptually, even within those formats. So maybe some discussion of the desired game style along these lines should occur before the game begins?

    One reason that might explain why some of us play for some value other than merely winning (besides the relative rarity of it), is perhaps a sense that winning is not really entirely under your own control. If three neighbors decide that you are the logical target to be partitioned, then you are pretty much done.

    dV

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    Re: Fog of War Game Resolution

    Well, our side/alliance in this game had an agreement from the start that we would attempt to gain the upper hand, conquer the world, and then duke it out amongst ourselves until only 2 remained. I tend to agree with Exploit in that a full alliance "victory" is a rather cheesy way out. I'll definitely see Rusten as the sole winner of this game, after it's completed.

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