News: SGOTM 5 Results and Congratulations

From a community viewpoint, I would rather see a larger number of contesting teams than a higher difficulty level. SGOTM5 indicated that the playing style and skill level of the combatants differ a lot (no offense intended). Enough teams managed to win, and some teams had to struggle to do so. It's inevitable that there will be a large spread of finish years, and this span could be reduced with separate difficulty levels, but not necessary. Certain maps will be faster to complete on emperor than on monarch for example. Thus, I don't think separate difficulty levels will make it more "even".

Personally, I would prefer exotic victory metrics. Such as:

o) Earliest win while building at least 10 world builders wonders.
o) Earliest win with at least "pleased" on average of relations with AIs.
o) Earliest win without Galleons as previously suggested.

Such expanded victory conditions would lead to more varied gameplay and strategies compared to the last two succession games, where there was not much variations between the laurel winners.
 
I think Monarch is the correct difficulty level. It's difficult enough so that you have to carefully consider strategy (and maybe even learn something) yet not so difficult as to be ridiculously frustrating or scare lower level players out of the game.

Even though my team has yet to snag a laurel (and even got the spoons once), I like the way the game is being run.
 
Remember also that SGOTM usually end up being harder than a single player game (for a good player) because of the diversity, handovers, and communication issues that can occur. A really good player would probably always beat most teams, simply because a single player should find it easier to stay focussed.
 
This has not necessarily been my experience. As I think we all saw in the CFR thread, the interchange of ideas and the ability of teams to take ideas from each other and weave that into a strategy often brings the team to a higher level of play collectively. This also goes for tactics and logistics. The ability to listen and integrate is as important to team play as is knowledge of the game, imho. ;)
 
Of course, with the Geezers trying WOTM3 right now, you'll have some very limited data for comparison.
 
o) Earliest win while building at least 10 world builders.
a part this typo - i suppose Erkon meant "wonders" not "builder", i agree with him, he well developed what i posted.
A good starting location (not for the capital only, but for the first 2-3 cities) can lower the difficulty, as the AW surely raises it.

Combining both can be balancing.
Just think if in GotM 22 Rome would have had copper, iron, ivory, gold and a food resource in a P hill fatcross. I'm sure enough players would have won, or at least did a lot better.
 
I don't think separate difficulty levels will make it more "even".
Balbes is talking about making VCs even, not the competition. I'm not suggesting different difficulty levels to make the competition even either, but to make it fun for players of all skill levels. If immortal means CFR finishes 5 turns sooner or later, it only means they win by 95 or 105 turns. Plus, it would be interesting to see if Balbes will walk the walk and take up the challenge.

As far as individual preferences for game-type are concerned, my preference is for Gyathaar to ignore the whole lot of you and do what he does best--cool, original scenarios.
 
Congratulations to all the teams.

I was directed to CFRs SGOTM 2 thread by a post in another thread, and read both that and their thread on this SGOTM.

These threads have shown me just how little analysis I do on my game, although I still win Monarch level games, it is a lot later than it seems I should.

I'd certainly be interested in signing up for the next SGOTM.
 
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