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[GP/UI] Increase Escalating Spoils to Avoid Stalemates

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Re: Increasing army cash in escalating when 100+

Postby yeti_c on Tue Jun 03, 2008 2:39 pm

jiminski wrote:good enough for me mate! I have been playing devils advocate a little, as i think the idea deserves proper execution!


I know - and a good job doing it you were...

The thing that may need discussion is the rate of increase... I set it at 5... but this can be adjusted up and down easily by changing the divisor... this will change the steepness of the curve. The lower the number - the steeper the curve.

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Re: Increasing army cash in escalating when 100+

Postby lancehoch on Tue Jun 03, 2008 5:05 pm

yeti_c wrote:That doesn't matter though... Inifinity is the overriding force here... the fact is - the logarithmic scale that I have proposed tends to infinity - and thus - the game although may stale out for a few more rounds - will end.

C.

That is unless the people go into the game with the intent of having a stalemate. See Game 1332205.

PS - Turn off BOB before you click the link.

EDITED to fix quote issue.
Last edited by lancehoch on Tue Jun 03, 2008 5:23 pm, edited 1 time in total.
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Re: Increasing army cash in escalating when 100+

Postby hatterson on Tue Jun 03, 2008 5:07 pm

yeti_c wrote:Yes.

Mathmetically speaking the amount of armies received on cash will sometime exceed the total armies on the board... thus ensuring an end...


Actually it won't *always* as long as the increase is less than double. If the increase is 6/5 then the cash will approach ((6/5)-1) = (1/5) of the entire armies ever deployed. Now in practice people will attack at some point killing armies so you'll have more than that and likely more than what's on the board, but it won't necessarily happen.
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Re: Increasing army cash in escalating when 100+

Postby hatterson on Tue Jun 03, 2008 5:09 pm

That is unless the people go into the game with the intent of having a stalemate. See Game 1332205.

PS - Turn off BOB before you click the link.


Heh, if that happens then no card strategy in the world will help :-P
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Re: Increasing army cash in escalating when 100+

Postby yeti_c on Wed Jun 04, 2008 4:25 am

hatterson wrote:
That is unless the people go into the game with the intent of having a stalemate. See Game 1332205.

PS - Turn off BOB before you click the link.


Heh, if that happens then no card strategy in the world will help :-P


Agreed.

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Re: Increasing army cash in escalating when 100+

Postby lancehoch on Wed Jun 04, 2008 6:42 am

That was my point. No matter what happens, there will definitely be a stalemate somewhere (even using the explosive numbers as DiM suggested). I like yeti's proposal, as any person who does not intend for a stalemate to happen will probably e able to find a way out even if it does involve slow wear of one army against another.
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Re: Increasing army cash in escalating when 100+

Postby Soloman on Wed Jun 04, 2008 2:04 pm

overall with some tweaking this is good and logical idea...
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Re: Negotiated peace in obscenely long games

Postby Joshua Hayden on Fri Jun 06, 2008 10:48 pm

What about an incentive to bleed? Such as bonus points for winning a game over 100 rnds / 200 rnds, etc. That might inspire movement / action....
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Re: Negotiated peace in obscenely long games

Postby lancehoch on Sat Jun 07, 2008 12:03 am

Joshua Hayden wrote:What about an incentive to bleed? Such as bonus points for winning a game over 100 rnds / 200 rnds, etc. That might inspire movement / action....

Actually, this would just ensure that more games get to that point. If you could win at 75 round or win at 100 rounds and get bonus points, which would you choose?
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Re: Negotiated peace in obscenely long games

Postby Incandenza on Sat Jun 07, 2008 4:25 am

I still maintain that this is a quality, common-sense approach to the problem of obscenely long games.
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Re: Negotiated peace in obscenely long games

Postby max is gr8 on Sat Jun 07, 2008 6:35 am

Although "Bleeding" might be a good idea once it gets to round 100 people lose 1 person per territory, then every 10 rounds it doubles. so round 110 you would lose 2 units per territory per turn, so people need to place more on a territory.
When I say bleeding it means that if a territory has 3 people it will have 2 when you start your turn.
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Re: Increasing army cash in escalating when 100+

Postby FabledIntegral on Mon Jun 09, 2008 1:31 am

How often are suggestions actually implemented? everyone generally agrees something needs to be done - is it up to the mods to find a solution or ... ?
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Re: Increasing army cash in escalating when 100+

Postby jiminski on Mon Jun 09, 2008 5:26 am

yeas, Andy said that Lack is aware of this one earlier in the tread, if i remember right.

He also said the turtle wanted a solution... perhaps he is not quite convinced enough to enter the fray yet?
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Re: Increasing army cash in escalating when 100+

Postby AndyDufresne on Mon Jun 09, 2008 1:11 pm

Whenever there is a suggestion with lengthy discussion, it is always a good idea to update a running post with the latest "version" of the idea and where it stands...so it can be reviewed easily! :)


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Re: Increasing army cash in escalating when 100+

Postby jiminski on Tue Jun 10, 2008 6:00 am

AndyDufresne wrote:Whenever there is a suggestion with lengthy discussion, it is always a good idea to update a running post with the latest "version" of the idea and where it stands...so it can be reviewed easily! :)


--Andy



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Re: Increasing army cash in escalating when 100+

Postby FabledIntegral on Tue Jun 10, 2008 6:27 am

jiminski wrote:
AndyDufresne wrote:Whenever there is a suggestion with lengthy discussion, it is always a good idea to update a running post with the latest "version" of the idea and where it stands...so it can be reviewed easily! :)


--Andy



Fable


?

You trying to get me to respond to Andy? Either way the only suggestion I saw that I liked was a fractional increase instead of some other linear increase in numbers. Such as increasing the cash by 5/4, or 25%. Wouldn't solve it as obviously everyone would still be getting more armies, but it would definitely improve the situation at hand.

The only other solution I personally disliked but no one else seemed to pick up on, was to make all bonuses increase tenfold upon cashes reaching some certain value (such as 120). Oceania would thus give 20, Europe 50, Asia 70, etc. Could be easily applied on all maps, but would probably only result in practical results to freestyle games, as someone in sequential, if armies are still low enough, could reap the first benefit of the bonus and smash everyone elses who hasn't received it yet (although if this were to happen it would indeed resolve the stalemate! I guess some strategy could involve knowing when to cash knowing that you will have to wait another with everyone else possibly benefitting from the bonuses until you do).
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Re: Increasing army cash in escalating when 100+

Postby jiminski on Tue Jun 10, 2008 11:44 am

of course, I thought your name was better than "bump"..

I 'think' what he wants is for you to add the refinements to the front, first post?

Perhaps if no definite conclusions have been reached, as may well be the case, identify the points of contention and list the various options (3 or 4 alternative number sequences for example) to focus us on a decision.


who knows!?
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Re: Increasing army cash in escalating when 100+

Postby hatterson on Tue Jun 10, 2008 1:06 pm

jiminski wrote:of course, I thought your name was better than "bump"..

I 'think' what he wants is for you to add the refinements to the front, first post?

Perhaps if no definite conclusions have been reached, as may well be the case, identify the points of contention and list the various options (3 or 4 alternative number sequences for example) to focus us on a decision.


who knows!?


I think a vote would be a good idea to get a general feel. Maybe options like

a.) leave it the way it is
b.) increase bonuses (the idea of 10x the bonus for continents)
c.) static increase (the increase increases by 5 each time type thing)
d.) 'small' logarithmic scale (like 11/10, 6/5, 3/2, etc.)
e.) explosive (similar to dimms or a logarithmic scale with a factor of >2)
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Re: Increasing army cash in escalating when 100+

Postby jiminski on Mon Jun 16, 2008 12:43 pm

Bump for Likemee
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Re: Increasing army cash in escalating when 100+

Postby FabledIntegral on Mon Jun 23, 2008 7:34 pm

Should I create a new topic with a poll?
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Re: Increasing army cash in escalating when 100+

Postby lancehoch on Mon Jun 23, 2008 9:00 pm

I dont think a new topic is warranted, but a new poll yes.
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Re: POLL ADDED Increasing army cash in escalating when 100+

Postby FabledIntegral on Wed Jun 25, 2008 5:22 pm

bump
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Re: POLL ADDED Increasing army cash in escalating when 100+

Postby FabledIntegral on Sat Jun 28, 2008 4:46 am

preemptive bump (very bottom of hte first page, it would be at the second page tomorrow... after I go to bed). Vote people!
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Re: POLL ADDED Increasing army cash in escalating when 100+

Postby jiminski on Sat Jun 28, 2008 7:41 am

voted for the Fractional increase... but the exact detail is important.
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Re: POLL ADDED Increasing army cash in escalating when 100+

Postby jiminski on Mon Jun 30, 2008 8:00 pm

jump
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