hitretz
Chieftain
- Joined
- Mar 27, 2010
- Messages
- 41
MODS: Although this is not GOTM Official - I would appreciate it if you let me complete the starter article and gauge for interest (leaving it in the GOTM Thread for at least two weeks). I believe the immediate audience of interest will come from this group. Much appreciated.
Synopsis:
A collaborative playthrough striving for the fastest victory possible. The format welcomes players of all skill levels to participate so that everyone can learn in a group setting. Unlike GOTM, replaying turns is not only encouraged but essential. This sandbox should in theory allow players to unveil a number of "gotcha" moments by theorycrafting virtually over every move. Players are rewarded to be as verbose as possible when creating Snapshots, allowing feedback, sharing their thought process, and helping others learn for the sole purpose of becoming a better player.
Terminology:
Host: A player that nominates and opens the map.
Opening the map: Playing x number of turns, from turn 0, until a significant milestone is reached at which point a Snapshot is created.
Snapshot: A game can have any number of snapshots. A snapshot is a period of time, to which a game is played until it is open for challenger submissions. When the map is opened (i.e. Snapshot 1 is created) players can then challenge the opening and submit their saves. The community then votes for the most optimal proposed play for that stage. The Snapshot is then "committed" and the game continues to the next "Snapshot", in other words until the next major milestone. This process is repeated until the game is eventually completed.
Ruleset:
- All games are Deity level.
- For the initial few games, the best place to start is with already completed GOTM Deity games.
Additional Information:
- To minimize map bias, every decision must be rationalized and justified. You cannot perform action 'x' without justification for it at that point in time; with the forward knowledge of the map.
- Important decision trees should be explored/played-out and documented for analysis. This becomes the key takeaway information that everyone can learn from. With enough engagement, we can start to mine patterns and recognize more optimized moves.
- It is critical to document failed attempts because this data is just as useful as the successful choices.
The Game:
The first game to the series will be the GOTM 93 game, with a Culture Victory condition.
Although this game is with the Secret Societies mod, and it will throw off our textbook timings due to the 4 additional GT's we get. Regardless, I think CV games are extremely tactical and most of the core game mechanics can still be discussed and showcased.
Synopsis:
A collaborative playthrough striving for the fastest victory possible. The format welcomes players of all skill levels to participate so that everyone can learn in a group setting. Unlike GOTM, replaying turns is not only encouraged but essential. This sandbox should in theory allow players to unveil a number of "gotcha" moments by theorycrafting virtually over every move. Players are rewarded to be as verbose as possible when creating Snapshots, allowing feedback, sharing their thought process, and helping others learn for the sole purpose of becoming a better player.
Terminology:
Host: A player that nominates and opens the map.
Opening the map: Playing x number of turns, from turn 0, until a significant milestone is reached at which point a Snapshot is created.
Snapshot: A game can have any number of snapshots. A snapshot is a period of time, to which a game is played until it is open for challenger submissions. When the map is opened (i.e. Snapshot 1 is created) players can then challenge the opening and submit their saves. The community then votes for the most optimal proposed play for that stage. The Snapshot is then "committed" and the game continues to the next "Snapshot", in other words until the next major milestone. This process is repeated until the game is eventually completed.
Ruleset:
- All games are Deity level.
- For the initial few games, the best place to start is with already completed GOTM Deity games.
Additional Information:
- To minimize map bias, every decision must be rationalized and justified. You cannot perform action 'x' without justification for it at that point in time; with the forward knowledge of the map.
- Important decision trees should be explored/played-out and documented for analysis. This becomes the key takeaway information that everyone can learn from. With enough engagement, we can start to mine patterns and recognize more optimized moves.
- It is critical to document failed attempts because this data is just as useful as the successful choices.
The Game:
The first game to the series will be the GOTM 93 game, with a Culture Victory condition.
Although this game is with the Secret Societies mod, and it will throw off our textbook timings due to the 4 additional GT's we get. Regardless, I think CV games are extremely tactical and most of the core game mechanics can still be discussed and showcased.
Last edited: