GMR 2050 Arrives

RStark

Prince
Joined
Nov 20, 2011
Messages
504
Hello,

I have another idea of starting some new GMR game with unusual settings. :crazyeye:
This time the main feature of the game is that ONLY Time Victory is achievable, while all other victory types are not turned on. That means that the civilization, which will accumulate the highest score by 2050, wins the game. I should not forget to mention that the civ need to survive till 2050. :p
I also want to make both Liberty and Tradition starts more equally benificial in this game.

According to Civilopedia,
You earn victory points for:
- The number of tiles in your borders (this is the least important factor in victory)
- The number of cities in your empire
- Your population
- The number of techs you possess
- The number of "future techs" you possess
- The number of Wonders you have constructed (this is the most important factor in determining victory)
and
You can see everybody's current score on the Diplomacy Panel. If you hover the cursor over your score, you'll see where your points are coming from. (That doesn't work on other civs' scores, however.)
Note that victory points are not permanent: they can come and go across the course of a game. If you construct a Wonder, you then get the points for it. But if somebody else captures the city it's in, they get those points.
It seems that players can carry out different game strategies to achieve Time Victory.

Other settings:
- 10 participants on a large map with 20 CS, a quick pace of the game.
- Type of the map: Fractal (I'm afraid that there might be not much interaction among civs on the huge Fractal. However, Terra has already been picked in the other GMR game, where I've been taking part).
- Start from Classical Era, no ruins, agressive barbarians, Emperor diff. level.
- remaining settings by default.
- G&K+BNW, no DLCs. So we can find a sub easily for this large game.
- Civs should be picked (no random civs). So the player can pick a civ according to the strategy he/she has chosen.
- 2 days time limit for the turn, 5 skips before kick.

The list of participants:
the Maya - rstark84
Japan - Blue Collar (aka InsaneTrollLogic)
Egypt - Andruh (previously avl8)
Portugal - klionh87 (aka Klionheart)
Austria - Silasary(previously Foffaren)
Poland - KonohaTensai (aka LeFantome)
Ethiopia - kingmorgan (previously cpm4001)
Ottoman Empire - WhiteCrow
England - EEE_boy
America - fatso (previously Nanoduck)
 
12 players with time victory? -- 8 or 10 is best, as the game is designed in standard size, once you go too big, players find there are no interaction and can quickly lose interest.

Ancient era -- At least classical start perhaps to get to 2050 faster ?:p.

Fractal? -- with low sea perhaps, unless you want massive naval war. Do we have Oval game lately? I don't recall any game in Oval.
 
12 players with time victory? -- 8 or 10 is best, as the game is designed in standard size, once you go too big, players find there are no interaction and can quickly lose interest.

Ancient era -- At least classical start perhaps to get to 2050 faster ?:p.

Fractal? -- with low sea perhaps, unless you want massive naval war. Do we have Oval game lately? I don't recall any game in Oval.
Let's agree then on 10 players, large map, 20 CS, classical era start.

Fractal is really a random map: there can be one, two or even three continents of various shape.
Oval is one type of Pangea. I'd like to pick some map where the player cannot ignore naval or ground forces of his opponents. If you want to play on one continent, then let's set a donut with a round sea in the middle.
 
I just looked at Fractal map, indeed it's not that snaky like the description says, good choice. May I please join?
 
Sounds interesting, though as EEE_boy wrote its all about domination.
Means bloody rampage is incoming.

Im up, steam account is avl8.
 
Sounds interesting, though as EEE_boy wrote its all about domination.
Means bloody rampage is incoming.
Im up, steam account is avl8.
Maybe I don't want to wage war, but get my score by ICS city building... :mischief:

The invitation sent! :)
 
Folks, if you're going to do this...replace score with this! =)

Mastery Plus!
A new victory condition for Civ5

The motivation behind this mod stemmed from a basic dissatisfaction with games occasionally ending under what seemed to be cheap victories. You could possess 2/3 of the world's land and population, be four screws and a AA-battery from completing a starship to Alpha Centauri, possess the holy cities of all of the earth's great regions and the all of the greatest cultural cities, and some jerk from the most impoverished and technologically backwards dictatorial nation on the planet gets voted president of the UN and is declared the winner? Bah.

The other thing that seemed to need changing was that players who built and planned with the distant future of their empire in mind were often at a disadvantage to those who sacrificed the long term to complete a short-term victory condition. Also, I just hated finishing a game early before I could see the final legacy of my empire.

The Mastery Victory is a new victory condition that approaches "winning" from a more comprehensive perspective in an attempt to address these issues.

The Design of the Mastery Plus Condition

I wanted a new victory condition based on a few basic premises:
-Victory should only be judged at the end of the game (time frame)
-It should score civs on multiple different factors that require maximum development of the empire
-Along that line, it should rank players who score highly across many measures better than players who score very well in one area at the sacrifice of other aspects of the game.
-It should allow for a civ that doesn't warmonger to compete more evenly with civs that do while still leaving military battles a central part of the game.
-It should balance a historical and unchangeable component of the score with another component that can rapidly change in the late stages of the game.

The mod was designed to meet these objectives.

The Details

A Mastery Victory is won as follows:
-If selected, the mastery victory replaces the other victory conditions in the game (by nature it can't co-exist with them)
-Mastery Victory is determined ONLY at the end of the time-span of the game. You have to survive to the end.

-Points are given for the following:
-Land - 1 point per % of landmass controlled by player.
-Population - 1 point per % of total planet population possessed by player.
-Culture - 1 point per % of total planet culture belonging to player.
-Religion - 1 point per % of world religion if you control the religion's holy city. Only the top religion you control is scored, so second and third holy cities will not increase your score (but will prevent other civs from gaining points from them).
-Power - Your civ's power is summed throughout all of history. 1 point awarded for each % of the total summed power of all the surviving civs on earth. While power increases throughout time, this does mean that you'll be scored for your military for the whole game span.
-Wonders - 1 point per % of world wonders CONSTRUCTED by the civ, not owned! The game keeps track of who actually builds the wonders as opposed to those who capture them. Wonder benefits are still granted to whoever currently possess the wonders. This makes the investment of a wonder more meaningful and more realistic.
-Influential Vs! - 30 points given to any civ who has influential culture against another Civ at the end of the game.
-Starship - 100 points given to any civ launching an interstellar starship. This is a big score bonus but represents a significant achievement; if a civ that hasn't launched a starship is to be considered superior to one that has it must have made significant cultural and military achievements!

At the end of the game the scores are summed and a victor declared.

You might as well do this instead. If you do this, I'm totally in by the way. Its from Civ 4, so it will require a bit of calculating. I made some minor modifications, but all of the above should be calculable easily at the end of the game. Hey, it will take the game away from a warmongering bent into a Brave New, more peaceful, world.
 
Thanks for the invite; the opportunity to continue improving my multiplayer skills is very much appreciated! Will join soon.
 
@vra379971
You suggest a good mode. However, it's still a modification.
After some minor patch, it's possible that GMR game based on some mode can become buggy, and we'll have to stop the game.
However, you can create a GMR game of your own based on this mode.

cpm4001
I like your role playing, so I've decided to invite you :)
 
@vra379971
You suggest a good mode. However, it's still a modification.
After some minor patch, it's possible that GMR game based on some mode can become buggy, and we'll have to stop the game.
However, you can create a GMR game of your own based on this mode.

cpm4001
I like your role playing, so I've decided to invite you :)

I wasn't suggesting we make a mod (I'd have no idea how to do it for one XD) and know of the buggy issues that is Civ 5 - I'm suggesting that at the end of the game things be manually calculated and a winner be determined by this mode. :) If you're going to play till 2050, then without a scoring methodology that rewards building, you will get and endless and very tiring bloody rampage, as nothing else will matter enough.
 
Joined as Ethiopia (forgive me for seeming unimaginative; I just find them a reliable choice!) Also, so you know, my goal here is less to actually win (though I have no intention of just rolling over...) and more to improve my skills to become a better player; hopefully that's okay with you.
 
I wasn't suggesting we make a mod (I'd have no idea how to do it for one XD) and know of the buggy issues that is Civ 5 - I'm suggesting that at the end of the game things be manually calculated and a winner be determined by this mode. :) If you're going to play till 2050, then without a scoring methodology that rewards building, you will get and endless and very tiring bloody rampage, as nothing else will matter enough.
Have you already tested this scoring system for any MP game? Is it automatically done or you need manually calculate all the staff?
The matter is that most players are used to victory points of the game, they know how to accumulate them, they observed numerous times how the score is calculated. While they completely unfamiliar with the scoring methodology you suggest. So we need to be confident that the proposed methodology is viable.

Joined as Ethiopia (forgive me for seeming unimaginative; I just find them a reliable choice!) Also, so you know, my goal here is less to actually win (though I have no intention of just rolling over...) and more to improve my skills to become a better player; hopefully that's okay with you.
I think lots of people take part in GMR gameы, because they are fed up with AI. They want a really challenging and interesting game. So they don't place their desire to win in GMR game at top priority. You are not alone :)
 
Have you already tested this scoring system for any MP game? Is it automatically done or you need manually calculate all the staff?
The matter is that most players are used to victory points of the game, they know how to accumulate them, they observed numerous times how the score is calculated. While they completely unfamiliar with the scoring methodology you suggest. So we need to be confident that the proposed methodology is viable.


I think lots of people take part in GMR gameы, because they are fed up with AI. They want a really challenging and interesting game. So they don't place their desire to win in GMR game at top priority. You are not alone :)

I have played many Civ 4 games with this victory - its far more interesting because standard Civ scoring method is designed to be a zero sum game.

You earn points for:
The number of tiles in your borders (this is the least important factor in victory)
The number of cities in your empire
Your population
The number of techs you possess
The number of "future techs" you possess
The number of Wonders you posses at time of counting (this is the most important factor in determining victory)

---

Everything in this list is best served by simply crushing others in war. Meanwhile, the Mastery victory means that ongoing wars are suboptimal, as you won't get enough points to win over more well rounded folks who are turtling while converting your people, blasting their culture into your lands and building space parts. So, its defiantly viable, but yes, should have some discussion so everyone agrees to it. That said, as this game is a 2 year commitment, that's just as well.
 
@vra379971
Sorry, I have to reject Mastery scoring methodology because of two reasons:
1) It's too time consuming to calculate manually every civs Mastery score. If you join than leave the game (It's unlikely but still a small chance), then someone among remaining participants would have to spend lots of time to make the calculations mentioned above at the end of the game. I'm too lazy to make all these calculations :nope:
2) Players would not know how many Mastery score has been accumulated by every civ in the course of the game. That means we would not know in the middle of the game how close any civ come to the ultimate Victory. It would worsen geopolitical decision making of each civ leader.
 
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