#1 18.02.2018 14:13:12

Corbeau
Player
Posts: 873

Proposal for "winning conditions" for LT42

LT42 is not an "alliance victory" game. When the game ends, score is totaled and ranking noted.

Endgame conditions are flexible and can be achieved either through trade (science), production or conquest:

- a spaceship is built and arrives at its destination

OR

- one player discovers Future Tech N/5*

OR

- N/5* players discover Future Tech 1

OR

- best player controls 1/sqrt(N)* of overall land area on the map and holds it for 10 turns

OR

- (just as a failsafe), current year is reached, whichever that is


N, of course, is the total number of players.

The endgame conditions are designed so that anyone with a "embassies with everybody" wonder can check if they are met at any time.

A few examples. LT40 started with 25 players. This means that with that number, endgame would occur with:
- spaceship
OR
- Future tech 5 by one player
OR
- Future tech 1 by 5 players
OR
- one player conquering 20% of the map (swallowing 4 other players)


Discuss.

Last edited by Corbeau (18.02.2018 14:40:31)

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#2 28.07.2018 01:51:13

jwrober
Player
From: San Antonio, TX
Posts: 72

Re: Proposal for "winning conditions" for LT42

I like this. Sets up for a pretty long game.

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#3 28.07.2018 04:31:27

fran
Player
Posts: 156

Re: Proposal for "winning conditions" for LT42

Corbeau wrote:

- best player controls 1/sqrt(N)* of overall land area on the map and holds it for 10 turns
A few examples. LT40 started with 25 players.
- one player conquering 20% of the map (swallowing 4 other players)

How do you implement this?

It's the condition that is likely to be met first.

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#4 28.07.2018 09:26:11

Corbeau
Player
Posts: 873

Re: Proposal for "winning conditions" for LT42

We know total land area from server settings.

We know best player's land area if we have embassy with him because then it shows in Demographics.

In case it wasn't clear, the game doesn't end automatically. Players have to react and admin has to end it.

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#5 28.07.2018 10:51:36

fran
Player
Posts: 156

Re: Proposal for "winning conditions" for LT42

Corbeau wrote:

We know total land area from server settings.

We know best player's land area if we have embassy with him because then it shows in Demographics.

In case it wasn't clear, the game doesn't end automatically. Players have to react and admin has to end it.

Hm, this could privilege coastal players if sea territory is also advertised as "owned" by demographics.
I assume it just counts the "owned" tiles independently if it's land or not.

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#6 28.07.2018 11:05:41

Corbeau
Player
Posts: 873

Re: Proposal for "winning conditions" for LT42

Fair point.

However, let's just call it an approximation, not too important because land area only stops the game, doesn't give extra points.

Also, no Offshore Platform in this ruleset. (I think... Unless I forgot to remove it.)

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#7 11.10.2018 18:59:30

Catbert45
Player
From: New Zealand
Posts: 6

Re: Proposal for "winning conditions" for LT42

In Civilization 6 terms, that's 3 Science victories, 1 Domination victory and 1 Score victory. Except if the Science or Domination victories are achieved, it is still measured the same way a score victory is...
It should work. Hopefully.

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#8 11.10.2018 19:25:04

wieder
Administrator
Posts: 1,618

Re: Proposal for "winning conditions" for LT42

What if 2 or more players exceed the 20% land limit? They might exceed it at the same turn and might be switching the order of the positions while keeping it on the top of the 20% limit.

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#9 11.10.2018 21:25:33

Corbeau
Player
Posts: 873

Re: Proposal for "winning conditions" for LT42

Like I said, it doesn't matter who triggers the ending condition. it is only important that it was met and then the score is calculated.

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#10 13.10.2018 15:41:06

Corbeau
Player
Posts: 873

Re: Proposal for "winning conditions" for LT42

Regarding the 1st post:

Corbeau wrote:

N, of course, is the total number of players.

I'm thinking, maybe put that N is the number of active players at T10? If there are 25 players in all, N could be 5, but if half of them end up idling, getting to the end conditions would be trivial, 10-15 active players, one would get 10% of land immediately and the rest would be a matter of (a very short) time.

Last edited by Corbeau (13.10.2018 15:47:08)

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