Time for review and thoughts on Series III.
1. The scoring using all difficulties was uneven at best. Do we want to try multiple difficulties again? This time the scoring adjustments would have to be worked out in advance.
Challenge II Difficulty Level turn offsets:
You are being too hard on yourself. I would say that only Games #1 (Conquest with unusual settings) and Game #5 (Religious, but only in regard to the initial difficulty level turn offsets that penalized high difficulty levels more than lower difficulty levels).
The difficulty level turn offsets for Game #5 were probably right on the mark, though the data may not be there to support it. The Barbarian requirement did penalize the higher levels much more than lower levels.
So, in my opinion, only Game #1 remained clearly off the mark with regard to the usual settings that make the Game especially hard at high difficulty levels and relatively easy at low difficulty levels.
Please Continue Permitting All Difficulty Levels:
Yes, definitely permit all difficulty levels. It increased participation from all levels of Players, especially among those that prefer the challenge provided lower difficulty levels.
Some Players of higher difficulty levels either played at those levels despite some settings that made it more difficult, played at lower than their level (usually, gasp, Settler level) or avoided Challenge II entirely. The settings should either be more flexible or be chosen so as to not give the lower levels "unfair" advantages over the higher levels. Such settings include Barbarians, No City Razing and Complete Kills (the latter is really only problematic for Conquest).
Adjusting Challenge III Difficulty Level turn offsets:
The data collected in Challenge II should be used to improve the difficulty level turn offsets for Challenge III. Levels that scored well in Challenge II for particular Victory Conditions should have their turn offsets reduced slightly, enough so Players will perhaps move up one level from Settler or move down one level from Deity, dependent on Victory Condition.
The difficulty level turn offsets can best be fine tuned by using either flexible settings or settings that do not unduly increase the challenge for some difficulty levels (usually higher one) versus other difficulty levels (usually lower ones).
I agree that the Difficulty Level turn offsets for Challenge III should be published and not changed during the Competition, except possibly for severe errors that in the Sole Opinion of the Staff organizing the competition should be corrected immediately (rather than waiting for Challenge IV to so so).
2. What was good about the games in Challenge Series II?
Allowing All Difficulty Levels. It permits a greater diversity of Players and greater communication between Players at different Difficulty Levels. We can all learn something new about the Game at different Difficulty Levels in each of the Game threads. This has also greatly increased participation in the Challenge, since many Players no matter how hard they try are not able to Win Monarch, Emperor or Immortal Level Games with the most flexible setting (including Leader Played).
For the past few years, I've played almost exclusively Deity Level Games, except for an occasional Gauntlet (even that is rare). After several years, I've finally Played a Settler level Game for Challenge II Game #5. It was an eye opener for me. Although it is nearly impossible to outright lose a Settler Game, it is a real challenge to achieve an Early Date, especially with the No Tribal Villages (No Huts) setting. I have learned to value Games at Lower Difficulty Levels, even though I will continue to Play almost exclusively Deity Levels. My threshold for playing Games at less than Deity Level is now lower, which in my opinion is a good thing. More importantly, I will view Games at less the Deity Level with far more respect than I've had in the past few years.
3. What was bad about the games in Challenge Series II?
Although the usually very restrictive settings were intended to provide greater Challenge (hence the name "Challenge <Roman Numeral>"), in conjunction with allowing all Difficulty Levels, it resulted in Players challenging themselves even less by selecting the lowest Difficulty Level (Settler), making almost a mockery of each of the Games. There were Players who did resist this easy path for the most part, like winner
shulec, who typically played the Highest Difficulty level they were capable of (in this case Deity).
4. What would be fun to try in Series III?
What would be fun is wide open settings for each Victory Condition, including Time Victory and even "Score" Victory which would be any Victory Condition where the highest Score Wins. This would include allowing the Player to choose any Leader, except Huayna Capac (Incan Leader).
For extra challenge, especially for the Lower Levels, require No Tribal Villages for all Games. This would help eliminate luck at popping Settlers and Workers at Lower Levels from Winning entries. I'd actually prefer open Tribal Villages and simply adjust the Difficulty Level turn offsets at lower levels to compensate for the huge advantage of Tribal Villages at those lower Difficulty Levels.
Please choose Map Size and Game Speed of HoF Tables that are either empty or have few entries, especially those whose Date perhaps later than it could be compared to adjacent Table entries. This will engage those Players who want to get a #1 position in a Table, especially at higher Difficulty Levels. This is also a good reason to leave the settings very flexible.
Thank you, Thank you, Thank you:
Thanks again to
Denniz and the rest of the HoF staff responsible for the Challenge Series, its Rules and its Officiation.
Denniz in particular has really worked hard to make the Challenge Series the Success it has become and yet to Be!
Sun Tzu Wu