This week in Blood Bowl action it was all about dwarves fighting dwarves. Slow, smelly, tough, and clumsy, it figured to be a slugfest from start to finish. It was a contest between the upright, lawful, and admirable Cutiest Pies regular dwarves piloted by yours truly and the fiendish and corrupt 2 Bulls, 1 Ball Chaos Dwarf team.
On the other hand these are Blood Bowl players so probably both teams are evil bastards, it is just that one team likes to use Claws to cheat a little.
I had a lead on the opponent in terms of Team Value so he got a wizard, which is a huge advantage in a game where somebody likely wins 1-0 or 2-1. Stopping a touchdown can easily be a win. However, the cost of this is that I had a better team and could easily dominate the brawl in the middle of the field.
I had to kick to him and he quickly got the ball, taking some big risks to get it into the hands of one of his Bull Centaurs. They are both strong and fast and pretty much define the Chaos Dwarf team. He ran his Bull Centaur across the goal line and scored on turn 4 giving me 5 turns to return the favour.
The kick back to me was a Blitz, and I had prepared terribly for that eventuality. It was a near thing for him to just grab the ball again and score, but I got ahold of it and gained control of the match. I ran my runners down the field with the ball while my brawlers punched his team around but I had to contend with a Bull Centaur chasing them down trying to get the ball back.
This is where the story takes a meta turn. My opponent wanted to blitz my ball carrier and smack the ball away but he started moving before clicking Blitz, so while his Bull Centaur could wander about it couldn't attack. This is really frustrating - it sucks to have a UI issue swing the game. Halfway through his movement he realized the problem so he used his wizard to knock down my ball carrier and pop the ball loose, intending to continue running over and scoop it up himself.
But using your wizard ends your turn. So he knocked over my ball carrier, went to continue taking actions, and realized it was my turn because once you click the wizard, the game ends your turn.
He was pissed. Two possible ways to stop my TD were at hand, and one was lost due to the UI, and the other due to not knowing the rules fully.
I get it. I lost a game on the back of not knowing how the wizard works early on in my Blood Bowl career and it *sucks* to have a valuable resource lost to no real effect. That is a really shitty feeling.
In any case although my ball carrier was knocked over by the wizard there weren't any enemy players nearby to capitalize so I grabbed the ball again and ran in for a TD, tying up the game at 1-1. My opponent tried to set up a 2 turn TD to regain the advantage but couldn't manage a throwing game with Chaos Dwarves - no surprise there. However, I managed to knock 3 of his players off of the pitch before halftime was called and none of them made it back.
Starting the second half I was up 8 players to 11, which is a really serious advantage. There isn't much to say about the rest of the game, because I got the ball and with my numbers advantage I punched him around the field with little difficulty. I pushed a Bull Centaur into the crowd and slowly wore his team down to guarantee my win. With my team being up 3 players and having more skills the second half was just a safe, careful grind to a 2-1 victory for me.
I like winning, but I don't like winning like that. In a board game you can let people take back moves when they don't realize the rules, but in a computer game you are pretty much stuck. Even if he knew the rules exactly I still had good chances to win but this kind of thing is pretty devastating, no doubt about that.
A blog about playing games, building games and talking about what makes them work or not.
Tuesday, October 31, 2017
Sunday, October 29, 2017
Reversal of fortune
My Blood Bowl game this week was a weird one. Looking at the final result things seem pretty normal as it was a game of dwarves vs. wood elves and it was a 1-1 tie with the wood elf box full of KO'd and injured players. The way the game played out though was odd indeed.
In the first half I elected to kick to the elves. I like doing this so that I can try to force a quick score and then use up the rest of the half injuring as many elves as possible. The idea is to only allow them a single roll to get their KO'd players back at the half as I score on the last possible turn. Worst case is that I don't score at all and still keep their team as small as possible for the second half.
My strategy did not work.
The elves grabbed the ball and on turn 2 their tree knocked himself down and left the ball in a vulnerable position. I rushed up, bashed the ball carrier, and got 4 dwarves around the ball which is a superb position for me to be in at that point. Unfortunately for me the elves had a wizard and they used it to knock down 3 of my 4 ball defenders, and then blitzed the last defender away. They grabbed the ball and then played a good game of keepaway throughout the rest of the half, scoring late, leaving me no chance at a touchdown myself.
This is all pretty normal. What is abnormal is the state of the dugout when the elves scored. There was 1 injured elf and 2 KO'd elves, which is fine, but there were also 3 KO'd dwarves, including both of my runners. Both after the TD and at the half my dwarves failed all of their wake up rolls while the elves made all of theirs so I started the second half down 1-0 in score and outnumbered by the elves. I also had no ball carriers and only 2 rerolls because I use a runner with leader to get my third reroll. I was *not* optimistic about my chances.
Elves are not supposed to bash dwarves this well!
The natural rebuttal to that is of course that in Blood Bowl anything can happen, and does.
The second half saw a reversal of fortunes. Even though I was outnumbered I pounded the elves brutally and kept the ball safely in my cage. Early on I managed to knock the treeman down and get the cage away from it so the elves had to pursue my gang and they kept on getting punched, stepped on, and generally brutalized. I steadily moved the ball up the pitch just the way dwarves are supposed to. Turn 10 I injured 2 elves. Turn 11 I KO'd 2 elves. Turn 12 I KO'd 1 elf and broke another's neck, but the doctor was on call and the elf got better. On turn 13 I KO'd yet another elf and then I was faced with a tough choice where I had to decide if I was willing to rush in for a TD and try to kick to the elves and score again in 3 turns or just keep on caging up and go for a draw. This is how the game looked:
I have a crowd of dwarves, and the elves have a tree in a useless position, one stunned elf, and one elf who is running for his life. I mean "In position to score". I can score here and probably be facing a tree and 5 elves, desperately hoping to score again in 3 turns. Or I can just sit around and punch the snot out of that one elf within reach and guarantee a draw.
If I had had my runners available I might have gone for the score. My opponent certainly encouraged me to do so! However, if my runners don't wake up I have only 1 reroll and I think my chances of scoring the second time are pretty terrible. I have nobody above Movement 5 and nobody with any passing skills, and only 2 dwarves who even have normal Agility. If I put my 3 Agility dudes anywhere on the line of scrimmage the tree will beat them up so just getting to the ball might be rough. I decided to just sit tight and draw and I am pretty sure this was right.
It turns out that I don't have an actual guarantee of a draw. The elves have a play to get a 1 turn TD after I score and they lined up to do it, though it definitely required some luck. Hilariously both of my runners woke up so I was fielding an almost full team (one man down because he got caught fouling the elf who was on the ground in the picture above.) Also when I kicked to the elves the kickoff result was Blitz, which if I had known about it would have made my 3 turn TD attempt *vastly* more likely.
In any case the Blitz made it easy for me to crush any hopes of a 1 turn TD my opponent may have had and I locked in a draw.
When I look at the luck on both sides it is interesting. I got unlucky on the Fireball rolls in the first half, and that was crucial. I also got unlucky on armour and injury rolls especially in the first half. However, the Treeman was absolutely garbage at standing up again after falling over and only made 1 stand up roll of 8 attempts, and that success came after he was completely irrelevant to the play. I also only made 2 of 9 wake up rolls and that was extremely important to keeping the game a draw instead of a win. Just generally I also had a lack of 6s on my d6 rolls.
I shouldn't complain overmuch though. I didn't accrue any injuries, I collected a solid 16 SPP, and my team is still very much in contention to advance to the postseason. My next 3 games are against Chaos Dwarves, Nurgle, and Necromantic so I am ready for a slugathon to finish off the regular season. 1 win and 1 draw locks me in for the postseason I think, though I doubt 3 draws does and that is quite plausible given my schedule.
Against the Chaos Dwarves I have 4 more copies of Guard, 4 more Block, 4 more Mighty Blow, and much superior ball handling. They have 2 dudes with 4 Strength, but I think I am a significant favourite because I am pretty sure I can dominate the gangpile with the skills listed above.
Nurgle has 5 more Strength than me. This is bad. But I have 8! more copies of Guard, 7 more Block, 2 more Mighty Blow. However, my opponent will get a ton of inducement money to combat my extra stuff. Maybe he will buy a Halfling Chef and I won't get any rerolls at all. That would be bad! Still, I am 390 Team Value up on him in a brutal slugathon, and that seems like it has to be good thing for me.
Necromantic isn't quite as bashy as the other two as it has significantly more speed and Agility but I suspect the game will still hinge on success at murdering rather than fancy plays. The Necromantic team is 100 TV above mine so they look pretty scary, but I definitely like my chances of winning the brawl. The main question is whether or not they will murder my dudes with a couple of Claw/Mighty Blow werewolves. This is the matchup that I think is by far the worst for me, though because I have lower Team Value I can potentially even things up by buying a wizard and Fireballing my way to victory. The really key bit to this matchup is that the Necromantic team is in 3rd place to my 4th place in the league so if I lose to them I am likely out whereas if I win I have a clear path to the postseason. I guess I will find out soon enough!
In the first half I elected to kick to the elves. I like doing this so that I can try to force a quick score and then use up the rest of the half injuring as many elves as possible. The idea is to only allow them a single roll to get their KO'd players back at the half as I score on the last possible turn. Worst case is that I don't score at all and still keep their team as small as possible for the second half.
My strategy did not work.
The elves grabbed the ball and on turn 2 their tree knocked himself down and left the ball in a vulnerable position. I rushed up, bashed the ball carrier, and got 4 dwarves around the ball which is a superb position for me to be in at that point. Unfortunately for me the elves had a wizard and they used it to knock down 3 of my 4 ball defenders, and then blitzed the last defender away. They grabbed the ball and then played a good game of keepaway throughout the rest of the half, scoring late, leaving me no chance at a touchdown myself.
This is all pretty normal. What is abnormal is the state of the dugout when the elves scored. There was 1 injured elf and 2 KO'd elves, which is fine, but there were also 3 KO'd dwarves, including both of my runners. Both after the TD and at the half my dwarves failed all of their wake up rolls while the elves made all of theirs so I started the second half down 1-0 in score and outnumbered by the elves. I also had no ball carriers and only 2 rerolls because I use a runner with leader to get my third reroll. I was *not* optimistic about my chances.
Elves are not supposed to bash dwarves this well!
The natural rebuttal to that is of course that in Blood Bowl anything can happen, and does.
The second half saw a reversal of fortunes. Even though I was outnumbered I pounded the elves brutally and kept the ball safely in my cage. Early on I managed to knock the treeman down and get the cage away from it so the elves had to pursue my gang and they kept on getting punched, stepped on, and generally brutalized. I steadily moved the ball up the pitch just the way dwarves are supposed to. Turn 10 I injured 2 elves. Turn 11 I KO'd 2 elves. Turn 12 I KO'd 1 elf and broke another's neck, but the doctor was on call and the elf got better. On turn 13 I KO'd yet another elf and then I was faced with a tough choice where I had to decide if I was willing to rush in for a TD and try to kick to the elves and score again in 3 turns or just keep on caging up and go for a draw. This is how the game looked:
I have a crowd of dwarves, and the elves have a tree in a useless position, one stunned elf, and one elf who is running for his life. I mean "In position to score". I can score here and probably be facing a tree and 5 elves, desperately hoping to score again in 3 turns. Or I can just sit around and punch the snot out of that one elf within reach and guarantee a draw.
If I had had my runners available I might have gone for the score. My opponent certainly encouraged me to do so! However, if my runners don't wake up I have only 1 reroll and I think my chances of scoring the second time are pretty terrible. I have nobody above Movement 5 and nobody with any passing skills, and only 2 dwarves who even have normal Agility. If I put my 3 Agility dudes anywhere on the line of scrimmage the tree will beat them up so just getting to the ball might be rough. I decided to just sit tight and draw and I am pretty sure this was right.
It turns out that I don't have an actual guarantee of a draw. The elves have a play to get a 1 turn TD after I score and they lined up to do it, though it definitely required some luck. Hilariously both of my runners woke up so I was fielding an almost full team (one man down because he got caught fouling the elf who was on the ground in the picture above.) Also when I kicked to the elves the kickoff result was Blitz, which if I had known about it would have made my 3 turn TD attempt *vastly* more likely.
In any case the Blitz made it easy for me to crush any hopes of a 1 turn TD my opponent may have had and I locked in a draw.
When I look at the luck on both sides it is interesting. I got unlucky on the Fireball rolls in the first half, and that was crucial. I also got unlucky on armour and injury rolls especially in the first half. However, the Treeman was absolutely garbage at standing up again after falling over and only made 1 stand up roll of 8 attempts, and that success came after he was completely irrelevant to the play. I also only made 2 of 9 wake up rolls and that was extremely important to keeping the game a draw instead of a win. Just generally I also had a lack of 6s on my d6 rolls.
I shouldn't complain overmuch though. I didn't accrue any injuries, I collected a solid 16 SPP, and my team is still very much in contention to advance to the postseason. My next 3 games are against Chaos Dwarves, Nurgle, and Necromantic so I am ready for a slugathon to finish off the regular season. 1 win and 1 draw locks me in for the postseason I think, though I doubt 3 draws does and that is quite plausible given my schedule.
Against the Chaos Dwarves I have 4 more copies of Guard, 4 more Block, 4 more Mighty Blow, and much superior ball handling. They have 2 dudes with 4 Strength, but I think I am a significant favourite because I am pretty sure I can dominate the gangpile with the skills listed above.
Nurgle has 5 more Strength than me. This is bad. But I have 8! more copies of Guard, 7 more Block, 2 more Mighty Blow. However, my opponent will get a ton of inducement money to combat my extra stuff. Maybe he will buy a Halfling Chef and I won't get any rerolls at all. That would be bad! Still, I am 390 Team Value up on him in a brutal slugathon, and that seems like it has to be good thing for me.
Necromantic isn't quite as bashy as the other two as it has significantly more speed and Agility but I suspect the game will still hinge on success at murdering rather than fancy plays. The Necromantic team is 100 TV above mine so they look pretty scary, but I definitely like my chances of winning the brawl. The main question is whether or not they will murder my dudes with a couple of Claw/Mighty Blow werewolves. This is the matchup that I think is by far the worst for me, though because I have lower Team Value I can potentially even things up by buying a wizard and Fireballing my way to victory. The really key bit to this matchup is that the Necromantic team is in 3rd place to my 4th place in the league so if I lose to them I am likely out whereas if I win I have a clear path to the postseason. I guess I will find out soon enough!
Thursday, October 26, 2017
Beware of vampire
On Tuesday one of my DnD groups went up against a vampire. Vampires seem pretty nasty in 5th edition, and this particular one was a CR13 while the group was only level 8. That would be fairly dangerous on its own but vampires have regeneration as one of their abilities and that makes any level disparity much more important. If the group can do 40 damage / round and the vampire regenerates 20 / round, we do a net 20 / round. If we are a bit underlevel though and only do 30 / round, the regeneration reduces that to net 10 / round, and it takes the vampire twice as long to die.
This vampire should have annihilated us. It wasn't just a CR13 vampire because it started in a zone of magical darkness that we couldn't see through but it could ignore because it had truesight. It also had a tremendous advantage due to terrain. It resided in a 30 by 30 room that had a 5 foot wide hallway leading to it. Our group has 3 melee characters in it so the vampire could just park itself in the hallway and beat us senseless. If we stay away from it then its regeneration quickly returns it to full health, and if we close in then only one or two of us can attack and that isn't enough to overcome its regeneration while it mauls us.
The vampire didn't need to use the hallway to win the positioning war. It has 3 legendary actions per round, each of which can be a move that does not provoke attacks of opportunity. All it has to do is fight us for a bit, then run away and hide on a ceiling out of range. We can't escape because we would have to make a terribly dangerous trip across boiling mud, but since the vampire can walk on walls and fly it could happily regenerate to full and then come back in a few rounds to eat us. This is even more effective because our barbarians lose their rage if the vampire retreats for a round and once they aren't raging we get absolutely smashed.
Even then it should never need to mess around with positioning at all and can simply beat us with raw power. The vampire has a Charm attack that has a 75% or more chance to succeed against 3 of our 4 party members. If the Charm hits we are out of the fight completely. The vampire can simply use its legendary movement actions to zoom away from us and fire off Charms. We rate to lose 2-3 party members to the Charm, and it doesn't even matter which ones get hit since no 2 characters stand a chance.
There are some ways characters can respond to these problems. You can use Dispel Magic on the darkness that the vampire starts in. If you don't do this you are *completely* boned and you will lose. The fight is already extremely dangerous numerically, and stacking on advantage on all of the enemy's attacks and taking disadvantage on all of ours makes it impossible. Either have Dispel Magic, or lose. We had Dispel Magic though, so we had a chance.
You can use Protection from Good/Evil to prevent the Charm attack. We didn't have access to this, but the GM didn't have the vampire use the Charm until it was already badly hurt. If the vampire had just used the Charm right away, we lose.
So this opponent had four different things it could do to flat out beat us. It had darkness, constrained positioning, incredible speed, and its charm ability. We had the magic bullet for the darkness, but it didn't bother using any of its other three auto win abilities to crush us. Whoever wrote this mess either didn't bother to think about what the monster could do or assumed the GM would not maximize its abilities. I get people not thinking about what incredible movement speed and regeneration does to an encounter, but not looking at the Charm and darkness and realizing that they absolutely end the encounter unless you have a specific spell is sloppy and embarassing.
I particularly hate the Charm ability as written. Most crowd control effects in fifth edition let you make saves each round to get rid of them. People remember how awful it was to get hit with Hold Person in old editions of DnD and then just stand there for an entire encounter doing nothing, (Roleplaying being paralyzed loses its fun after about six rounds of it...) but apparently they are okay with handing out abilities to monsters that do that same thing. If a fight will take five or ten minutes I am fine with knocking people out of it early, but a fight that is designed to last a huge amount of time should not work this way.
The last thing that frustrates me about the vampire is the same thing that frustrated me about half of the monsters in this dungeon so far - they take half damage from non magical weapons. I get the story driven thing about how you want to make a monster sound exciting, and saying that normal weapons just aren't effective can do that. But when you stack it on half the monsters it makes the game feel stupid. I should have chosen a magical weapon. It would make me do double damage in many situations because of this trait, and 20% more damage generally. Had I realized that the high level game was designed for everyone to have a magical weapon I would have done so.
I am having fun with the group I am playing with, but good grief I am glad I am not trying to actually roleplay because this dungeon is an absurd mess. It really makes me feel like I should write up some dungeon crawls and do it properly.
This vampire should have annihilated us. It wasn't just a CR13 vampire because it started in a zone of magical darkness that we couldn't see through but it could ignore because it had truesight. It also had a tremendous advantage due to terrain. It resided in a 30 by 30 room that had a 5 foot wide hallway leading to it. Our group has 3 melee characters in it so the vampire could just park itself in the hallway and beat us senseless. If we stay away from it then its regeneration quickly returns it to full health, and if we close in then only one or two of us can attack and that isn't enough to overcome its regeneration while it mauls us.
The vampire didn't need to use the hallway to win the positioning war. It has 3 legendary actions per round, each of which can be a move that does not provoke attacks of opportunity. All it has to do is fight us for a bit, then run away and hide on a ceiling out of range. We can't escape because we would have to make a terribly dangerous trip across boiling mud, but since the vampire can walk on walls and fly it could happily regenerate to full and then come back in a few rounds to eat us. This is even more effective because our barbarians lose their rage if the vampire retreats for a round and once they aren't raging we get absolutely smashed.
Even then it should never need to mess around with positioning at all and can simply beat us with raw power. The vampire has a Charm attack that has a 75% or more chance to succeed against 3 of our 4 party members. If the Charm hits we are out of the fight completely. The vampire can simply use its legendary movement actions to zoom away from us and fire off Charms. We rate to lose 2-3 party members to the Charm, and it doesn't even matter which ones get hit since no 2 characters stand a chance.
There are some ways characters can respond to these problems. You can use Dispel Magic on the darkness that the vampire starts in. If you don't do this you are *completely* boned and you will lose. The fight is already extremely dangerous numerically, and stacking on advantage on all of the enemy's attacks and taking disadvantage on all of ours makes it impossible. Either have Dispel Magic, or lose. We had Dispel Magic though, so we had a chance.
You can use Protection from Good/Evil to prevent the Charm attack. We didn't have access to this, but the GM didn't have the vampire use the Charm until it was already badly hurt. If the vampire had just used the Charm right away, we lose.
So this opponent had four different things it could do to flat out beat us. It had darkness, constrained positioning, incredible speed, and its charm ability. We had the magic bullet for the darkness, but it didn't bother using any of its other three auto win abilities to crush us. Whoever wrote this mess either didn't bother to think about what the monster could do or assumed the GM would not maximize its abilities. I get people not thinking about what incredible movement speed and regeneration does to an encounter, but not looking at the Charm and darkness and realizing that they absolutely end the encounter unless you have a specific spell is sloppy and embarassing.
I particularly hate the Charm ability as written. Most crowd control effects in fifth edition let you make saves each round to get rid of them. People remember how awful it was to get hit with Hold Person in old editions of DnD and then just stand there for an entire encounter doing nothing, (Roleplaying being paralyzed loses its fun after about six rounds of it...) but apparently they are okay with handing out abilities to monsters that do that same thing. If a fight will take five or ten minutes I am fine with knocking people out of it early, but a fight that is designed to last a huge amount of time should not work this way.
The last thing that frustrates me about the vampire is the same thing that frustrated me about half of the monsters in this dungeon so far - they take half damage from non magical weapons. I get the story driven thing about how you want to make a monster sound exciting, and saying that normal weapons just aren't effective can do that. But when you stack it on half the monsters it makes the game feel stupid. I should have chosen a magical weapon. It would make me do double damage in many situations because of this trait, and 20% more damage generally. Had I realized that the high level game was designed for everyone to have a magical weapon I would have done so.
I am having fun with the group I am playing with, but good grief I am glad I am not trying to actually roleplay because this dungeon is an absurd mess. It really makes me feel like I should write up some dungeon crawls and do it properly.
Monday, October 16, 2017
Who will be my teacher?
I have been playing a bunch of Agricola on the board game site boiteajeux. It took a bit of getting used to but I am getting comfortable with it now. Any time you swap UIs, particularly from a physical gameboard to a computer game, it is a bit of a transition as you miss things and screw things up by accident.
I signed up for a tournament to start and my results have been mixed. My first game I misread a card called Ceramics and doing so caused me to completely screw up my game. It turns out Ceramics only works with ovens and not with other cooking facilities but by the time I went to click the button to make Ceramics and couldn't do so I had already committed to the line. That caused me to have a poor game and wind up 3rd of 4 players.
In all three of my other tournament games I am currently sitting in first place though so I am cautiously optimistic. I don't expect to win all those games because the score in Agricola can change quite dramatically in the final turn or two, and it is easy to wind up with somebody gaining 20 points in their final turn in a game that often is won at 40 points.
I wanted to play more than just four tournament games every three months though, so I looked around for other games to join. The first thing that popped up was games that required someone to fill in for a person that had abandoned the game. I like the idea of helping people out to finish games when a player ditches and I feel like this will give me a useful breadth of experience.
One of the things that happens in online Agricola is that when you are drafting occupations and improvements you can use online tools and lists to tell you what to draft. They aren't perfect but they can make sure you don't take total garbage and that you don't miss the bombs. However, using those tools means I will end up consistently drafting good cards and ignoring my bad ones. That will teach me how to use those good cards but it won't teach me about all the ways that the bad cards are bad.
But boy you sure can learn about bad cards when you fill in for players who have ditched. I find myself in all kinds of horrible situations where it is clear the person who was playing left because their game state was completely untenable. I get to see the cards they slammed down and how they used them and I have been able to learn a lot about what cards just don't end up helping you the way you think they will.
The main takeaway is that a lot of people don't develop a food engine. I have been regularly in the situation of having a good point total but no food and having no reasonable way to acquire food. Often this results in me desperately taking spaces that have just two food on them and trying to survive that way and it has consistently been a disaster. Not that I had any better choice given the situation I landed in, but it has certainly taught me a lot about coping with catastrophe. I am also getting really comprehensive lessons about how food engines work and which ones don't cut it, which is helpful in the long term.
The end goal of all of this is to get practice with a huge variety of effects and situations. There are a lot of other Agricola cards out there and new ones are going to get printed and I think that it will be useful to practice all kinds of strategies and test all the cards out so that when I run into new cards my experiences will have more breadth to them and I will be able to evaluate those cards more effectively.
I don't know if this strategy is actually the right one in terms of educating myself. Right now I am letting random people on the internet teach me how to be bad at Agricola, which isn't useless, but maybe I should try to select for better teachers than random people on the internet. For winning tournaments it is probably better to just play whole games through and practice drafting the standard cards over and over until I master them all. But there is a huge amount of fun in parachuting myself into an unknown situation and then trying to extricate myself from it, so that is a good time at least.
And either way I expect to be able to put up much more of a fight when I go after the real sharks in the Agricola tournament at WBC next year.
I signed up for a tournament to start and my results have been mixed. My first game I misread a card called Ceramics and doing so caused me to completely screw up my game. It turns out Ceramics only works with ovens and not with other cooking facilities but by the time I went to click the button to make Ceramics and couldn't do so I had already committed to the line. That caused me to have a poor game and wind up 3rd of 4 players.
In all three of my other tournament games I am currently sitting in first place though so I am cautiously optimistic. I don't expect to win all those games because the score in Agricola can change quite dramatically in the final turn or two, and it is easy to wind up with somebody gaining 20 points in their final turn in a game that often is won at 40 points.
I wanted to play more than just four tournament games every three months though, so I looked around for other games to join. The first thing that popped up was games that required someone to fill in for a person that had abandoned the game. I like the idea of helping people out to finish games when a player ditches and I feel like this will give me a useful breadth of experience.
One of the things that happens in online Agricola is that when you are drafting occupations and improvements you can use online tools and lists to tell you what to draft. They aren't perfect but they can make sure you don't take total garbage and that you don't miss the bombs. However, using those tools means I will end up consistently drafting good cards and ignoring my bad ones. That will teach me how to use those good cards but it won't teach me about all the ways that the bad cards are bad.
But boy you sure can learn about bad cards when you fill in for players who have ditched. I find myself in all kinds of horrible situations where it is clear the person who was playing left because their game state was completely untenable. I get to see the cards they slammed down and how they used them and I have been able to learn a lot about what cards just don't end up helping you the way you think they will.
The main takeaway is that a lot of people don't develop a food engine. I have been regularly in the situation of having a good point total but no food and having no reasonable way to acquire food. Often this results in me desperately taking spaces that have just two food on them and trying to survive that way and it has consistently been a disaster. Not that I had any better choice given the situation I landed in, but it has certainly taught me a lot about coping with catastrophe. I am also getting really comprehensive lessons about how food engines work and which ones don't cut it, which is helpful in the long term.
The end goal of all of this is to get practice with a huge variety of effects and situations. There are a lot of other Agricola cards out there and new ones are going to get printed and I think that it will be useful to practice all kinds of strategies and test all the cards out so that when I run into new cards my experiences will have more breadth to them and I will be able to evaluate those cards more effectively.
I don't know if this strategy is actually the right one in terms of educating myself. Right now I am letting random people on the internet teach me how to be bad at Agricola, which isn't useless, but maybe I should try to select for better teachers than random people on the internet. For winning tournaments it is probably better to just play whole games through and practice drafting the standard cards over and over until I master them all. But there is a huge amount of fun in parachuting myself into an unknown situation and then trying to extricate myself from it, so that is a good time at least.
And either way I expect to be able to put up much more of a fight when I go after the real sharks in the Agricola tournament at WBC next year.
Friday, October 13, 2017
Rats with pointy bits go squish
This week was week 2 of my fall Blood Bowl league. I lost last week, largely due to playing poorly / too aggressively, and this week I was determined to right that wrong. I was up against Skaven, and those sneaky rat men had a pretty normal crew with one particularly dangerous rat who had both Claw and Mighty Blow. I was determined to smash that rat to bits to keep him from hurting my dwarves.
I won the flip and elected to kick the ball to the rats. Things went badly right away as the rat with the pointy bits on him immediately injured a dwarf but that was just the start of that rat's amazing game. By turn five it had injured out two more dwarves and KOd yet another! I sent blocks at that rat but it would always fall over, not get hurt, and then stand up and remove yet another dwarf. Thankfully I was taking out rats at a similar rate so the field was clearing out quickly.
Around turn five I cleared out all the rats in the midfield and was suddenly able to put pressure on the ball which had been kept deep in my opponent's territory. His only real play to get the ball to safety was a really long throw and it failed. I capitalized quickly and grabbed the ball, running it almost to the TD line. I had a choice - stay two spaces away from the line, and leave a possible blitz on my ball carrier requiring a double go for it and some dodges, or take a single go for it myself to get to complete safety. I had a reroll available, so taking the go for it to secure the ball seemed like the right choice.
I rolled a 1, rerolled it into a 1, and my dwarf fell down. This would *still* have been just fine and dandy if the dwarf was just prone as he could stand up and score next turn anyway. But he injured himself with his fall and was stunned, out of the play. This catastrophe let the ratmen grab the ball, double go for it, throw the ball, catch, double go for it, hand off the ball to the rat ogre (which, it should be noted, is TERRIBLE at catching and running with the ball) and the rat ogre ran in for a turn eight touchdown.
We started the second half with me fielding nine dwarves and my opponent having seven rats. I bashed his team around a bit and moved my pile of dwarves up the pitch, and was faced with a dilemma on turn thirteen. I could either just stick with the cage and lock in a 1-1 draw, or I could score and desperately hope to take the ball away from the rats and score again in the last three turns of the game to secure a victory.
I think the sensible play here is to go for the draw. I was in an extremely secure position and my chances of getting that second touchdown in three turns were not good. But I don't want to draw! I want to WIN.
So I rushed in for the touchdown and hoped for a lucky break. I got my break because the rat assigned to collect the ball developed a bad case of butterfingers and I was able to run the dwarves in and make his life really difficult. On the next turn the first rat assigned to throw a block knocked himself down and I easily scooped up the ball and ran in for a touchdown, winning the game 2-1.
I think my play was wrong, but it sure worked out for me.
The after game was pretty sad for the rats and pretty great for me. I got four levels and the rats got none. All three of the injuries on me were just Badly Hurt, so all the dwarves are still good to go for next game. The rats, on the other hand, had a Blitzer die and two Gutter Runners are missing the next game with serious injuries. Their position going forward is ... not good.
Their incredibly devastating rat petered out in terms of success after its amazing run at the start of the game. It managed to escape the game unscathed but also didn't succeed at taking out any more of my dwarves, in part because it was part of the ridiculous scoring run and in part because I kept bashing away at it to keep it facedown.
My levels weren't exciting but do seem good. I got Dodge on a runner which is solid and another random lineman got Guard. I decided to give a troll slayer Stand Firm so he would be better at pushing people out of bounds and not getting pushed out himself. I also gave my blitzer Strip Ball, as I think having one copy of that on a team is a fine plan as it can force the opponent to play around it. Still, the dwarves both got better at bashing and also at playing the ball, so I am pleased with the way the team is working out.
I won the flip and elected to kick the ball to the rats. Things went badly right away as the rat with the pointy bits on him immediately injured a dwarf but that was just the start of that rat's amazing game. By turn five it had injured out two more dwarves and KOd yet another! I sent blocks at that rat but it would always fall over, not get hurt, and then stand up and remove yet another dwarf. Thankfully I was taking out rats at a similar rate so the field was clearing out quickly.
Around turn five I cleared out all the rats in the midfield and was suddenly able to put pressure on the ball which had been kept deep in my opponent's territory. His only real play to get the ball to safety was a really long throw and it failed. I capitalized quickly and grabbed the ball, running it almost to the TD line. I had a choice - stay two spaces away from the line, and leave a possible blitz on my ball carrier requiring a double go for it and some dodges, or take a single go for it myself to get to complete safety. I had a reroll available, so taking the go for it to secure the ball seemed like the right choice.
I rolled a 1, rerolled it into a 1, and my dwarf fell down. This would *still* have been just fine and dandy if the dwarf was just prone as he could stand up and score next turn anyway. But he injured himself with his fall and was stunned, out of the play. This catastrophe let the ratmen grab the ball, double go for it, throw the ball, catch, double go for it, hand off the ball to the rat ogre (which, it should be noted, is TERRIBLE at catching and running with the ball) and the rat ogre ran in for a turn eight touchdown.
We started the second half with me fielding nine dwarves and my opponent having seven rats. I bashed his team around a bit and moved my pile of dwarves up the pitch, and was faced with a dilemma on turn thirteen. I could either just stick with the cage and lock in a 1-1 draw, or I could score and desperately hope to take the ball away from the rats and score again in the last three turns of the game to secure a victory.
I think the sensible play here is to go for the draw. I was in an extremely secure position and my chances of getting that second touchdown in three turns were not good. But I don't want to draw! I want to WIN.
So I rushed in for the touchdown and hoped for a lucky break. I got my break because the rat assigned to collect the ball developed a bad case of butterfingers and I was able to run the dwarves in and make his life really difficult. On the next turn the first rat assigned to throw a block knocked himself down and I easily scooped up the ball and ran in for a touchdown, winning the game 2-1.
I think my play was wrong, but it sure worked out for me.
The after game was pretty sad for the rats and pretty great for me. I got four levels and the rats got none. All three of the injuries on me were just Badly Hurt, so all the dwarves are still good to go for next game. The rats, on the other hand, had a Blitzer die and two Gutter Runners are missing the next game with serious injuries. Their position going forward is ... not good.
Their incredibly devastating rat petered out in terms of success after its amazing run at the start of the game. It managed to escape the game unscathed but also didn't succeed at taking out any more of my dwarves, in part because it was part of the ridiculous scoring run and in part because I kept bashing away at it to keep it facedown.
My levels weren't exciting but do seem good. I got Dodge on a runner which is solid and another random lineman got Guard. I decided to give a troll slayer Stand Firm so he would be better at pushing people out of bounds and not getting pushed out himself. I also gave my blitzer Strip Ball, as I think having one copy of that on a team is a fine plan as it can force the opponent to play around it. Still, the dwarves both got better at bashing and also at playing the ball, so I am pleased with the way the team is working out.
Monday, October 9, 2017
The rust, it is real
I haven't been playing Blood Bowl much the past little while and in the first game of my new season it showed. I was playing dwarves against dark elves, a matchup I generally like. I kicked to my opponent to start and got a lucky turnover that let me grab the ball and dominate the field. I crunched five elves and scored right at the end of the half to be up 1-0. My position was excellent, though unfortunately between the apothecary and elves waking up from KOs my opponent still had a full roster for the second half.
In a small bit of hubris I even used my troll slayer to get the touchdown because he really needed the experience. I don't normally do this a lot, but I figured with the entire elf team lying on the ground, having given up on the half, it was worth the risk.
But although the first half went great, the second half was a catastrophe. I received the ball and made a crucial error. I could have just decided to hold onto my lead and cage as hard as possible right off the bat but instead I left the ball back field some with the ball carrier guarded. I put a ton of pressure on the elves all over the place, and it looked like my opponent had pretty crappy chances at the ball carrier. However, he made a ton of dodges and go for its and managed to get a single die block on the ball carrier which worked. Then my counter attack failed to do anything useful and he made a bunch more blocks, dodges, and a pickup and scored.
My play wasn't monumentally stupid, but it wasn't correct. I should have just let the elves do whatever they wanted and rushed the ball to the middle of the field. Doing that would have meant more blocks on my lower armour characters, and probably real difficulty moving the ball, but that didn't matter. I didn't need to score again, I just needed to keep the dwarves in a pile that the elves couldn't penetrate. I successfully forced my opponent to roll a ton of dice and they came up favourably for him, but I could have made it harder. I could easily blame luck, but I don't think I should.
With the game tied 1-1 I received again and got the ball into a good strong cage. The elves attacked hard, risking their poor, snappable necks, and I was faced with a decision. I could just rebuild the cage and accept a tie or I could go for it and try to score to win. I wasn't at all sure that I could win if I just sat there because I had already burned several turns of the second half and dwarves are not fast. I figured out a configuration where I could get the ball carrier far away from all the elves and have a dwarf with guard protecting him. My opponent needed an absurd number of dodges to get elves onto the ball, and also a bunch of go for its. I decided that I should go for the win rather than just sitting tight and hoping for a draw.
I watched my opponent test out various lines of play to try to get the ball and some of them involved single elves rolling six different dice, each of which would end their turn if failed, and there were still other elves rolling a bunch of dice that would be required to stop me.
So the elves rolled all of their dice, made all of their rolls, and took the ball. Every turn I did my best to make the elves roll as many dice as possible to try to get the ball back, and every turn they made their rolls, and on the last turn of the game the elves made a collection of dodge rolls, walked around the dwarves with ease, and scored to win the game 2-1.
It is tempting to blame luck when your opponent rolls a huge number of dice and makes improbable plays come home. I know that a lot of the key plays were statistically like to fail, but worked anyway.
But I shouldn't have allowed those key plays to happen the way they did. If you keep giving the opponent a 25% chance to take the ball, you can't complain when it comes home sometimes.
It is tricky sometimes when trying to deconstruct my play when we are on 2 minute turns. It is simple to criticize plays from your armchair when you have all the time in the world to consider and you can see the dice results already. I don't expect that my plays will be perfect when I look at them this way. However, I think it is important to write down what I screwed up and why. I had reasons for my plays at the time, but those reasons were not good enough. I need to play more like dwarves, and make sure that if my opponent gets a shot at the ball it is with a player that is surrounded by dwarves and who will get crunched even if they succeed. I need to play tighter, and be willing to grind out tough 1-0 wins. I don't need to get more points, I just need to make sure my opponent gets none.
Now I hope I can put those hard lessons into practice in my next game against the rats. Thankfully the rats are squishier than the elves so I should have an easier time getting a numbers advantage on them.
In a small bit of hubris I even used my troll slayer to get the touchdown because he really needed the experience. I don't normally do this a lot, but I figured with the entire elf team lying on the ground, having given up on the half, it was worth the risk.
But although the first half went great, the second half was a catastrophe. I received the ball and made a crucial error. I could have just decided to hold onto my lead and cage as hard as possible right off the bat but instead I left the ball back field some with the ball carrier guarded. I put a ton of pressure on the elves all over the place, and it looked like my opponent had pretty crappy chances at the ball carrier. However, he made a ton of dodges and go for its and managed to get a single die block on the ball carrier which worked. Then my counter attack failed to do anything useful and he made a bunch more blocks, dodges, and a pickup and scored.
My play wasn't monumentally stupid, but it wasn't correct. I should have just let the elves do whatever they wanted and rushed the ball to the middle of the field. Doing that would have meant more blocks on my lower armour characters, and probably real difficulty moving the ball, but that didn't matter. I didn't need to score again, I just needed to keep the dwarves in a pile that the elves couldn't penetrate. I successfully forced my opponent to roll a ton of dice and they came up favourably for him, but I could have made it harder. I could easily blame luck, but I don't think I should.
With the game tied 1-1 I received again and got the ball into a good strong cage. The elves attacked hard, risking their poor, snappable necks, and I was faced with a decision. I could just rebuild the cage and accept a tie or I could go for it and try to score to win. I wasn't at all sure that I could win if I just sat there because I had already burned several turns of the second half and dwarves are not fast. I figured out a configuration where I could get the ball carrier far away from all the elves and have a dwarf with guard protecting him. My opponent needed an absurd number of dodges to get elves onto the ball, and also a bunch of go for its. I decided that I should go for the win rather than just sitting tight and hoping for a draw.
I watched my opponent test out various lines of play to try to get the ball and some of them involved single elves rolling six different dice, each of which would end their turn if failed, and there were still other elves rolling a bunch of dice that would be required to stop me.
So the elves rolled all of their dice, made all of their rolls, and took the ball. Every turn I did my best to make the elves roll as many dice as possible to try to get the ball back, and every turn they made their rolls, and on the last turn of the game the elves made a collection of dodge rolls, walked around the dwarves with ease, and scored to win the game 2-1.
It is tempting to blame luck when your opponent rolls a huge number of dice and makes improbable plays come home. I know that a lot of the key plays were statistically like to fail, but worked anyway.
But I shouldn't have allowed those key plays to happen the way they did. If you keep giving the opponent a 25% chance to take the ball, you can't complain when it comes home sometimes.
It is tricky sometimes when trying to deconstruct my play when we are on 2 minute turns. It is simple to criticize plays from your armchair when you have all the time in the world to consider and you can see the dice results already. I don't expect that my plays will be perfect when I look at them this way. However, I think it is important to write down what I screwed up and why. I had reasons for my plays at the time, but those reasons were not good enough. I need to play more like dwarves, and make sure that if my opponent gets a shot at the ball it is with a player that is surrounded by dwarves and who will get crunched even if they succeed. I need to play tighter, and be willing to grind out tough 1-0 wins. I don't need to get more points, I just need to make sure my opponent gets none.
Now I hope I can put those hard lessons into practice in my next game against the rats. Thankfully the rats are squishier than the elves so I should have an easier time getting a numbers advantage on them.
Thursday, October 5, 2017
Actual things
It is a huge shift for me to go from game theory and design to actual crafting. There is a weird thing where it feels like they are part of the same process and yet are so different as to have nothing to do with one another.
One of the big things is my perfectionism. When I am talking about numbers and formulas I can and will iterate without end. I can always find a better way to do things, always improve. But when I am building a physical model I manage to cut that part of me out of the equation and just get the thing done. Obviously I want a prototype to be good, but I am able to effectively manage my time so that it is good but not wasteful. When I am building something theoretical I am much worse at the whole 'just get something out the door' part of it and I just sit there building and tinkering for years at a time.
The two things are similar in that I can really get into the zone doing either. When I am cutting things out with scissors or a knife and then getting ready to glue all the pieces together there is a real calm there, a sense of flow, similar to what happens when design is really working. The physical act of building also seems to make me feel better in the same way that chores do. When I do the dishes or clean the bathroom or other similar things I get a sense of calm accomplishment. Doing so makes me feel good about the world. I can be happy about designing a game purely theoretically but it isn't quite the same thing - it makes me happy in a different way.
The game I am building today is Dot. It is the fourth copy of the game in the world, and although this particular copy probably won't ever be played for the amount of time I spent building it I am still pleased to be doing so. There is something in my brain that is deeply pleased that my designs will be out there on somebody's shelf, occasionally coming down for a dust off and a playthrough.
This latest craft is going to nearly run me out of foam board. I bought two sheets roughly ten years ago when I first started building game prototypes and I have been consistently using it to create boards and tiles since then. It is ideal in that it is easy to pick up, light, cheap, and no problem to cut exactly as I want it. When I have to go back to the store for another sheet it is going to feel like an era has ended.
I wonder which game will cause me to finally go back out and buy some more.
One of the big things is my perfectionism. When I am talking about numbers and formulas I can and will iterate without end. I can always find a better way to do things, always improve. But when I am building a physical model I manage to cut that part of me out of the equation and just get the thing done. Obviously I want a prototype to be good, but I am able to effectively manage my time so that it is good but not wasteful. When I am building something theoretical I am much worse at the whole 'just get something out the door' part of it and I just sit there building and tinkering for years at a time.
The two things are similar in that I can really get into the zone doing either. When I am cutting things out with scissors or a knife and then getting ready to glue all the pieces together there is a real calm there, a sense of flow, similar to what happens when design is really working. The physical act of building also seems to make me feel better in the same way that chores do. When I do the dishes or clean the bathroom or other similar things I get a sense of calm accomplishment. Doing so makes me feel good about the world. I can be happy about designing a game purely theoretically but it isn't quite the same thing - it makes me happy in a different way.
The game I am building today is Dot. It is the fourth copy of the game in the world, and although this particular copy probably won't ever be played for the amount of time I spent building it I am still pleased to be doing so. There is something in my brain that is deeply pleased that my designs will be out there on somebody's shelf, occasionally coming down for a dust off and a playthrough.
This latest craft is going to nearly run me out of foam board. I bought two sheets roughly ten years ago when I first started building game prototypes and I have been consistently using it to create boards and tiles since then. It is ideal in that it is easy to pick up, light, cheap, and no problem to cut exactly as I want it. When I have to go back to the store for another sheet it is going to feel like an era has ended.
I wonder which game will cause me to finally go back out and buy some more.
Tuesday, October 3, 2017
Always war
I have been playing more Civilization 6, testing out the various win conditions. I have mixed feelings on this issue because while I like a lot of the innovations and subgames of the various win conditions I really don't like the balance of the game in terms of how you go about winning via the various conditions.
The fact that the religious game requires you to balance fighting with regular units of soldiers and fighting with religious units is kind of neat. There isn't much variety in religious units but I liked the decisions I had to make about which ones to make based on what I was trying to do and layering religious combat over the rest of the game felt good to me.
Also the fact that your religious units fight by throwing lightning at each other never gets old. Boom! Crack! Kapew!
I also enjoyed immersing myself in the culture game. I built tons of archaeological museums and sent my archaeologists all over the world fetching things. I made art museums and directed Mark Twain and Jane Austen to various cities to write their novels and impress visitors. I enjoyed figuring out how to theme my museums and chasing particular kinds of great works to fill out the museums I had. It was an enjoyable subgame to the rest of the Civilization game.
But in both cases I was just kidding myself. I conquered an early opponent or two, then just sat there building my stuff for the rest of the game. I built all this culture stuff but it would have been far easier just to keep on with the conquest, smashing my enemies beneath my feet. I could have just removed every opponent except one, and left that one opponent with a single city that had every tile pillaged. Then I could win a cultural or religious victory quickly and effortlessly.
By far the best way to win one of these other win conditions is to simply kill every opponent but carefully avoid taking their last capital so you don't trigger the domination victory condition, and then do whatever you want. The AI is bad at war so this is practical.
Civ 5 had this same issue in a lot of ways. Players could keep their units alive forever by retreating and healing and using ranged units effectively. If the player couldn't heal their units, or if they couldn't pay gold to upgrade obsolete units to new ones, this wouldn't be much of an issue. Warring players would need to build new units constantly to replace old ones and that would be a huge drain on their other endeavours. But as it is you can just build one army and keep using it throughout the entire game, with only occasional replacements needed for units that die.
If replacing units was the norm then there would be much more meaningful tradeoffs between conquering and building, which I would really like.
At the moment I am thinking about ways to implement this in Civ 6, which apparently means I am staring directly at the rabbit hole. I spent most of a year modding Civ 5 and while I enjoyed it greatly it really took over my life. I know that my alterations would not improve the game for everyone, but from reading forums I have found that most people agree with me that conquest is far too easy.
There are other things that make conquest too simple in addition to unit healing. Upgrading armies slowly over time is important, but instant upgrades are also a problem. When your civ researches Crossbows and then instantly your entire army becomes Crossbowmen that is a problem. The instant power increase is immense. So both the fact that you don't have to make new units and that there are enormous power spikes is an issue in my mind. The other thing is simply that ranged units are too good.
Slingers have a range of 1. They are mediocre - good at defending cities and encampments, fragile in combat. When Slingers upgrade to archers though they acquire a range of 2 and are absurd. You can hide them behind melee units, tear down walls, and a clump of them will annihilate any melee unit that gets too close. Crossbows also have a range of 2 and are equally brutal, as are Field Cannons. But when you upgrade them again to Machine Guns they suddenly drop down to having a range of 1 again and then they suddenly aren't particularly powerful anymore. Strangely the attack values of ranged units and bombard units all proceed in a predictable, linear fashion, but the range of the units appears to not have been accounted for in their cost or overall effectiveness.
Archers, Crossbows, and Field Cannons are fantastic units, far too good against the AI. It just can't figure out how to attack entrenched ranged units and when you use a bunch of them you can just slowly march forward, massacring their units, and then blow up their city defenses when you get there. If these units had a range of 1 the game would be a lot harder on the human player because their primary way of killing enemies without incurring losses would vanish.
Implementing these changes is widely variable in difficulty. I don't know that you could remove healing without wrecking the game - the AI in Civ 5 certainly couldn't handle it and kept trying to heal anyway. Destroying unit upgrades is a lot more feasible, and I suspect the AI could handle it just fine. Nerfing the range of Archers, Crossbows, and Field Cannons I know the AI could deal with. One other advantage to the nerfing of ranged units is that bombard type units would suddenly have a reason to exist. If it is really hard to tear down cities with ranged units (because they have to walk up right next to the city and risk being beaten up) then having a catapult or two that have a ranged 2 attack to bombard the city walls suddenly sounds a lot more appealing. I like the idea of rewarding intelligently created mixed armies instead of just 'spam the best unit' as a guiding principle.
Now I need to sit back and decide if I am going to take the plunge and dedicate a couple thousand hours to making this next version of Civ into the game that I most want to play.
The fact that the religious game requires you to balance fighting with regular units of soldiers and fighting with religious units is kind of neat. There isn't much variety in religious units but I liked the decisions I had to make about which ones to make based on what I was trying to do and layering religious combat over the rest of the game felt good to me.
Also the fact that your religious units fight by throwing lightning at each other never gets old. Boom! Crack! Kapew!
I also enjoyed immersing myself in the culture game. I built tons of archaeological museums and sent my archaeologists all over the world fetching things. I made art museums and directed Mark Twain and Jane Austen to various cities to write their novels and impress visitors. I enjoyed figuring out how to theme my museums and chasing particular kinds of great works to fill out the museums I had. It was an enjoyable subgame to the rest of the Civilization game.
But in both cases I was just kidding myself. I conquered an early opponent or two, then just sat there building my stuff for the rest of the game. I built all this culture stuff but it would have been far easier just to keep on with the conquest, smashing my enemies beneath my feet. I could have just removed every opponent except one, and left that one opponent with a single city that had every tile pillaged. Then I could win a cultural or religious victory quickly and effortlessly.
By far the best way to win one of these other win conditions is to simply kill every opponent but carefully avoid taking their last capital so you don't trigger the domination victory condition, and then do whatever you want. The AI is bad at war so this is practical.
Civ 5 had this same issue in a lot of ways. Players could keep their units alive forever by retreating and healing and using ranged units effectively. If the player couldn't heal their units, or if they couldn't pay gold to upgrade obsolete units to new ones, this wouldn't be much of an issue. Warring players would need to build new units constantly to replace old ones and that would be a huge drain on their other endeavours. But as it is you can just build one army and keep using it throughout the entire game, with only occasional replacements needed for units that die.
If replacing units was the norm then there would be much more meaningful tradeoffs between conquering and building, which I would really like.
At the moment I am thinking about ways to implement this in Civ 6, which apparently means I am staring directly at the rabbit hole. I spent most of a year modding Civ 5 and while I enjoyed it greatly it really took over my life. I know that my alterations would not improve the game for everyone, but from reading forums I have found that most people agree with me that conquest is far too easy.
There are other things that make conquest too simple in addition to unit healing. Upgrading armies slowly over time is important, but instant upgrades are also a problem. When your civ researches Crossbows and then instantly your entire army becomes Crossbowmen that is a problem. The instant power increase is immense. So both the fact that you don't have to make new units and that there are enormous power spikes is an issue in my mind. The other thing is simply that ranged units are too good.
Slingers have a range of 1. They are mediocre - good at defending cities and encampments, fragile in combat. When Slingers upgrade to archers though they acquire a range of 2 and are absurd. You can hide them behind melee units, tear down walls, and a clump of them will annihilate any melee unit that gets too close. Crossbows also have a range of 2 and are equally brutal, as are Field Cannons. But when you upgrade them again to Machine Guns they suddenly drop down to having a range of 1 again and then they suddenly aren't particularly powerful anymore. Strangely the attack values of ranged units and bombard units all proceed in a predictable, linear fashion, but the range of the units appears to not have been accounted for in their cost or overall effectiveness.
Archers, Crossbows, and Field Cannons are fantastic units, far too good against the AI. It just can't figure out how to attack entrenched ranged units and when you use a bunch of them you can just slowly march forward, massacring their units, and then blow up their city defenses when you get there. If these units had a range of 1 the game would be a lot harder on the human player because their primary way of killing enemies without incurring losses would vanish.
Implementing these changes is widely variable in difficulty. I don't know that you could remove healing without wrecking the game - the AI in Civ 5 certainly couldn't handle it and kept trying to heal anyway. Destroying unit upgrades is a lot more feasible, and I suspect the AI could handle it just fine. Nerfing the range of Archers, Crossbows, and Field Cannons I know the AI could deal with. One other advantage to the nerfing of ranged units is that bombard type units would suddenly have a reason to exist. If it is really hard to tear down cities with ranged units (because they have to walk up right next to the city and risk being beaten up) then having a catapult or two that have a ranged 2 attack to bombard the city walls suddenly sounds a lot more appealing. I like the idea of rewarding intelligently created mixed armies instead of just 'spam the best unit' as a guiding principle.
Now I need to sit back and decide if I am going to take the plunge and dedicate a couple thousand hours to making this next version of Civ into the game that I most want to play.
Sunday, October 1, 2017
Eureka
One of the core mechanics in Civ 6 research is Eurekas. These are specific events that immediately grant you half of the science or culture required for an advance. For example, if you build a Water Mill you get a Eureka for Construction. When you kill a unit with a Knight, you get the Eureak for Military Science. Eurekas can require kills, owning units, buildings, wonders, diplomatic actions, and more. In the early going this is really cool because many of the Eurekas make a lot of sense, and it feels exciting to see advances in specific technologies or policies because you are already doing that thing.
However, this mechanic leads to some strange situations. For example, I don't usually build Privateers. They are middle game ships that are invisible unless you are beside them but I usually don't find time to make them. However, if you own 3 Privateers you get the Eureka for Electricity, which gains you 625 science. Each Privateer costs 280 production, so you invest 820 production to get 625 science. That isn't a particularly great rate of return... but you still get 3 Privateers that can run around exploring or shooting enemy units! The first and second Privateers aren't especially good unless you really need boats, but that third Privateer is *ludicrous*.
This mechanic is found all over. Workshops are pretty horrible buildings. They cost 195 production to make and only make 2 production a turn. 97 turns to return their cost is wretched. But you get a Eureka for owing three Workshops, and that Eureka is worth 422 science, so while the first two Workshops are awful that third one is the best.
This mechanic is a massive driving force in maximizing your power. There are times when you can't get a Eureka because the AI won't cooperate or you are under attack, but the great majority of the time when you look at the cost of whatever it is you are doing to get the Eureka you absolutely must make it happen. If a unit or building is even close to reasonable in a vacuum, then when it gives you half of a technology in addition it is better than anything else you could be doing.
This leads to strange consequences. Spearmen are basically junk units, good for nothing. But there is a Eureka for killing a unit with a Spearman so I build exactly one and figure out some way for it to get a killing blow.
This gives the game a jarring feel sometimes. Like even if I want to have a massive production based game once I have built the third Industrial Zone I really don't want to build the fourth. At least not until I have 2 Theatre Squares, 2 Campus, 3 Commercial Hub, 1 Encampment, 2 Harbour, and 1 Aqueduct to hit all the Eurekas. The Eurekas create these very odd breakpoints in utility that feel out of line with the rest of the game.
This also pushes the game towards a lot of sameness. That isn't necessarily an issue, because having some incentive towards a balanced approach isn't a problem. It is perfectly fine to have some game elements rewarding players who build a bit of everything so that extreme strategies aren't quite so powerful. Unfortunately if you don't have a ton of cities to do different things in you are generally going to want to build your civ the same way a lot of the time, or at least with a really standard sort of core.
I was thinking about how the system could work to accomplish similar things without the same level of sameness in every game. For example, if instead of having a Eureka based on having 2 Banks, what if each Bank gave you a 50% chance to get the Eureka? If you structured all of the Eurekas this way you could set it up so that each time you fail a Eureka your next Eureka attempt of any sort goes up to 60%, stacking up 10% each time you fail. When you succeed, it drops 10% instead. This ensures that over time you will get the right amount of Eurekas, but you won't be doing the same thing every game. Overall Eurekas should stay about the same level but you will have a lot more differences in each game, and you won't have the same weird breakpoints. Three Industrial Zones to go for the Workshop Eureka is fine, but four is a little better yet as it gives you more opportunities to get it, and two is also ok.
Obviously that isn't going to happen, but I like it better as a system to keep the game fresh and new each time.
However, this mechanic leads to some strange situations. For example, I don't usually build Privateers. They are middle game ships that are invisible unless you are beside them but I usually don't find time to make them. However, if you own 3 Privateers you get the Eureka for Electricity, which gains you 625 science. Each Privateer costs 280 production, so you invest 820 production to get 625 science. That isn't a particularly great rate of return... but you still get 3 Privateers that can run around exploring or shooting enemy units! The first and second Privateers aren't especially good unless you really need boats, but that third Privateer is *ludicrous*.
This mechanic is found all over. Workshops are pretty horrible buildings. They cost 195 production to make and only make 2 production a turn. 97 turns to return their cost is wretched. But you get a Eureka for owing three Workshops, and that Eureka is worth 422 science, so while the first two Workshops are awful that third one is the best.
This mechanic is a massive driving force in maximizing your power. There are times when you can't get a Eureka because the AI won't cooperate or you are under attack, but the great majority of the time when you look at the cost of whatever it is you are doing to get the Eureka you absolutely must make it happen. If a unit or building is even close to reasonable in a vacuum, then when it gives you half of a technology in addition it is better than anything else you could be doing.
This leads to strange consequences. Spearmen are basically junk units, good for nothing. But there is a Eureka for killing a unit with a Spearman so I build exactly one and figure out some way for it to get a killing blow.
This gives the game a jarring feel sometimes. Like even if I want to have a massive production based game once I have built the third Industrial Zone I really don't want to build the fourth. At least not until I have 2 Theatre Squares, 2 Campus, 3 Commercial Hub, 1 Encampment, 2 Harbour, and 1 Aqueduct to hit all the Eurekas. The Eurekas create these very odd breakpoints in utility that feel out of line with the rest of the game.
This also pushes the game towards a lot of sameness. That isn't necessarily an issue, because having some incentive towards a balanced approach isn't a problem. It is perfectly fine to have some game elements rewarding players who build a bit of everything so that extreme strategies aren't quite so powerful. Unfortunately if you don't have a ton of cities to do different things in you are generally going to want to build your civ the same way a lot of the time, or at least with a really standard sort of core.
I was thinking about how the system could work to accomplish similar things without the same level of sameness in every game. For example, if instead of having a Eureka based on having 2 Banks, what if each Bank gave you a 50% chance to get the Eureka? If you structured all of the Eurekas this way you could set it up so that each time you fail a Eureka your next Eureka attempt of any sort goes up to 60%, stacking up 10% each time you fail. When you succeed, it drops 10% instead. This ensures that over time you will get the right amount of Eurekas, but you won't be doing the same thing every game. Overall Eurekas should stay about the same level but you will have a lot more differences in each game, and you won't have the same weird breakpoints. Three Industrial Zones to go for the Workshop Eureka is fine, but four is a little better yet as it gives you more opportunities to get it, and two is also ok.
Obviously that isn't going to happen, but I like it better as a system to keep the game fresh and new each time.
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