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- Path: sparky!uunet!dtix!oasys!curt
- From: curt@oasys.dt.navy.mil (Curt Welch)
- Newsgroups: rec.games.pbm
- Subject: Re: Galaxy Results Format
- Message-ID: <28967@oasys.dt.navy.mil>
- Date: 24 Dec 92 19:04:09 GMT
- References: <1h781gINNil8@fbi-news.Informatik.Uni-Dortmund.DE> <1822@idacrd.UUCP>
- Reply-To: curt@oasys.dt.navy.mil (Curt Welch)
- Organization: Carderock Division, NSWC, Bethesda, MD
- Lines: 163
-
- Curt Welch <curt@oasys.dt.navy.mil> writes:
- > I think building industry is fine, but having to grow population just
- > makes the game more tedious and time consuming. The tedium of
- > planning the logistics of the transportation of colonist and capitol
- > are exactly the type of thing that you could automate.
-
- David desJardins <desj@ccr-p.ida.org> writes:
- >I think this quote just goes to show how differently different players
- >see the game. I strongly suspect that the parts of the game I find
- >interesting are exactly the parts you find uninteresting, and vice
- >versa.
-
- This of course is always true. Everyone finds different aspects of
- the game they like. One of the reasons for posting my ideas about
- Galaxy was to get a feel for how many other people might feel the
- same way I do. If some other people felt the same way, then I might
- take the time to make the changes and run a game to see how it goes.
-
- >What I like about Galaxy is the challenge of maximizing growth
- >by optimizing the schedule for producing ships, capital, and research,
- >and for delivering resources to colonized worlds. (This was a very big
- >part of the version 2.X game. It is less significant in 3.X simply
- >because maximizing growth is so much easier.)
-
- I'm playing both 2.X and 3.X games now but I don't understand why you
- say maximizing growth is so much easier in 3.X. Could you explain this
- to me? Is there something important I'm missing?
-
- >Of course I have also played and enjoyed PBM games which are much more
- >complicated than Galaxy. Games which are 10 on the 1-to-10 scale, where
- >Galaxy is about a 3. (Eventually I did decide that the 10 was too much,
- >and that I prefer no more than 8 or so.)
-
- I can see where games of much higher complexity would be fun. But for me,
- I just don't have that much time in my life to play games.
-
- Actually, I'd like to see a Galaxy type game that wouldn't last quite
- so long. At one move a week-day, Galaxy lasts something like 4 to 5
- months. I'd like to see a game that would only last 1 to 2 months so
- I could play twice as many games in the same time. I'll have to think
- about how I could change galaxy to make this happen - yet still try to
- keep it interesting.
-
- >> But once you decide which planets to develop, and how many turns you
- >> are going to spend building industry, then the rest - i.e. making
- >> sure you have your transports in the right place and making sure you
- >> have more colonist than industry, and making sure you have all the
- >> correct routes set up, and generating all the B,L,S, and R commands is
- >> booring and time consuming. I find I can usually make the initial
- >> decisions in about 5 minutes, then I quite often spend another 60
- >> minutes checking and double checking all the logistics issues.
- >
- >To be perfectly frank, if you are making these basic decisions in 5
- >minutes, you are doing a pretty lousy job. How do you decide exactly
- >how much of each resource you need in each place?
-
- It's much better to fully develop a few planets than to partially develop
- lots of planets because a planet costs the same amount of money to defend
- no mater what size it is. So the five minute decision is picking which
- planets to develop next.
-
- The 30 minutes of work is calulating how many colonist and and how much
- industry needs to be shiped to planet X because it's about to become fully
- populated, etc. You have to calculate how much the planet will grow
- in population on it's own, so you can figure out how much to ship to
- that planet vs how much to ship to your next planet, etc.
-
- >And exactly what ship
- >designs will be most valuable in the long run?
-
- You can't calculate this because the correct answer is based on
- knowning, or guessing what the other players will do. There are some
- stupid things you have to learn not to do, like building a drive-only
- ship with more than one drive. But once you learn the basic correct
- stratiges, then the choice is a matter of taking a random guess at
- what the other players will do. Making that guess only takes me 5 or
- maybe 10 minutes.
-
- But I admit that I end up thinking about it for a lot longer. Like
- I find myself taking a 30 minute shower and spending most the time
- thinking about what might happen in the next 5 to 10 moves of the
- Galxay game.
-
- But this is the part that I find interesting.
-
- >And when to buy research vs. when to build ships?
-
- Same thing. You can't calculate this. You just have to guess what
- the other players will do. You do have to spend time studying what
- the other players are doing, so you can make your decisions, but still,
- this only takes about 5 minutes per move.
-
- If, in the next 20 turns, you plan on spending 10 turns doing research
- and 10 building ships, it's obvious that to end up with the best fleet,
- you have to do the research first, and the ship building second.
-
- If another player does the same thing, and builds the same ships, but
- builds the ships first, and does the research second, you will end up
- with the stronger fleet after the 20 turns. But if he desides to attack
- you on turn 10, your dead.
-
- So the entire decision of whether to do research on turn X or to build
- ships instead, is a crap shoot based on your best guess as to what the other
- players will do. i.e., when will they attack, what planet will they
- attack, and what size and configuration force will they attack with.
-
- >There's a reason that I have the largest industry in each of two games I
- >am in (Clarke and Alpha). It's because I take care with these
- >decisions.
-
- I doubt that's the entire reason. If you have the largest industry,
- then you probably have the smallest fleet (depending on how far along
- the game is) That's just the gamble you have chosen to take. If two of
- your neighbors decided they didn't like you having that much industry,
- and launched a joint attack, you would most likely be dead. You have
- just decided to gamble on them not doing that.
-
- It's dangerous getting to far out in front with industry. The rest of
- the players see you as a threat and gang up on you. No mater how much
- time you spend calculating your moves, you can't win against an angry
- mob.
-
- >You just can't make these long-term decisions in even
- >approximately the best way without making some detailed calculations of
- >their consequences.
-
- I think it's a waste of time over-calculating these long-term decisions
- because most of the long-term outcome is based on in factors you can't
- control or predict - like who will attack you and when. Not to mention
- the luck factor which also plays a big role. I won a big battle with
- the VOGONS that basiclly decided the fate of the game for him. Why?
- Not because he or I spent hours calculating moves, but because his
- e-mail didn't get through so half his force didn't show up. Pure
- luck.
-
- And in the same game, the HoseHeads made a decision to launch an early
- attack against Russell's home world. Given the make-up of the two
- fleets, the VOGONS "should" have lost. But he got lucky and won the
- battle. Russell was knocked out of the game and the HoseHeads are now
- basically in first place because they were able to develop their corner
- of the galaxy (which was twice the size of every one else's area) with
- no interference.
-
- And at this point of that game (move forty something), the outcome is
- going to be determined by what teams get formed, and what they decide
- to do, not by who made the best decision on what type of ship to build
- back in the first 40 turns.
-
- Which is why I'd like to reduce the amount of calculations that the
- game encourages you to do in the first 40 moves. I don't mind spending
- 2 hours thinking about strategy, or 2 hours figuring out the best tactics,
- but I don't like being forced to do 2 hours of math problems and logistics
- to implement it. At first, the math problems and logistics planing were
- interesting, but now I find them a pain.
-
- If a change to the game will reduce the amount of time spent on math
- problems, I think it would be an improvement. Whether removing the concept
- of colonist does this or not is another question.
-
- I'm going to try and find some time next week to implement "my" version
- of the game.
-
- Curt
-