[Discuss] War Island Change
John P. Murphy
john.p.murphy at Dartmouth.EDU
Fri Oct 5 22:03:34 CEST 2007
On Oct 5, 2007, at 3:23 PM, Tom Vogt wrote:
> John P. Murphy schrieb:
>> If you want nothing but mindless war, you've already been given the
>> only solution: disallow realm-to-realm messaging.
>
> As has already been mentioned: That will only cause people to move to
> mail and IRC.
That might still be OK: there's nothing at all binding about out-of-
game communication. But I agree that it's still a bad thing to push
communication OOG.
>> Nothing short of
>> that will prevent the "diplomacy" that people are decrying. No
>> matter what, the players will always, always, always find the optimal
>> strategy for victory, and then attempt to follow it. But mindless
>> war is not going to make the south islands any more fun: mindless war
>> ultimately means much more time spent sitting in the capital waiting
>> to get enough taxes to hire another unit, which is just going to get
>> destroyed anyway.
>>
>
> Then we need to reduce the amount this matters. We can do that.
I agree. I'll have to think on the matter.
>> Wrong. Suddenly you have people seeking the most conservative and
>> incremental strategies imaginable.
>
> Not we way I intend it to be. Here's how it works:
>
> Every looting, victory and some other things add to a score called
> "glory". That's not new code, it's been in the game for a year or soo,
> but so far it hasn't been used in any visible way (mostly as a tool
> for
> me to judge how things are going).
>
> Now, every week the governments on the war islands will get a notice
> about how they're doing in relation to the other realms.
>
> Every three weeks, whoever is last loses their jobs and a point of
> prestige.
>
>
> Judging you in comparison to the others means you can't go the
> "let's do
> one looting to get a positive score and we're done" route.
Every three weeks is a good balance. This might screw up monthly
elections, though -- if everyone gets dumped from their posts the
third week of the month, say, then there's another election right
around the corner. It might be worth coupling this with a mandate
that all the SI realms are dictatorships.
>> On top of that, you've added a nice positive feedback loop to that
>> once a realm starts to lose it gets engulfed in weekly chaos, which
>> in turn will ensure that they continue to lose.
>>
>
> Good. On the war islands, more chaos is good.
Chaos in general is good, but you have to be careful with positive
feedback loops. If a small edge can turn into a wide lead with very
little work, then this works against the game.
In control theory, it's frequently worth basing your actions not just
on a variable, but on the rate at which the variable is changing.
What if instead of punishing the realms with the least glory, you
punish the realms where the change in glory is the smallest? That
way, all of the realms are being judged both in relation to the
others and in relation to their own past performance. A realm that
was doing poorly, but is improving, would thus be less likely to be
punished (or punished in different ways) than a successful realm
which is really just coasting on its past victories.
>> Second that they'll
>> become so risk-averse that only sure-fire victories will be pursued.
>> The most risk-averse strategy? Two realms ganging up on a third,
>> where that third is losing its government every week.
>>
>
> The code takes that into account. You get little glory for trashing a
> very small enemy, and much for a heroic defense (or charge). The small
> realm stands a real chance of having the weaker of the attackers
> suffer
> instead.
>
> And even if not, then there's only two realms left and one of them
> _will_ draw the shorter straw the next round.
I can see how this would be the case. I suspect, though, that unless
it's made crystal-clear that this is happening, the rulers will play
it as safe as possible, and then blame a drop in glory on situations
beyond their control.
>> I don't think you've defined the problem nearly well enough to be
>> talking about solutions. Before you start implementing fixes, it
>> would be a very good idea to sit down, think about, and articulate
>> exactly what you mean by "war island".
>>
> Why? That's already very plainly stated in the game itself. Constant
> warfare.
There's a difference between constant warfare and continual battles,
though. I can't speak for other rulers, but when I had a character
ruling one of the SEI realms, I never forgot for a minute that all of
the other realms were enemies to be eventually defeated. There was
never any question but that they had to be eradicated: but it was
frequently necessary to smile at some of them and convince them to do
some of my work for me. Sometimes this meant sitting at home and
recovering strength while other realms fought. (I got a LOT of
mileage out of, "Oh, were were defeated so very badly by our common
enemy! Please, step up your attacks on them, lest we both get
overrun!" It was hilarious.) From the outside (and, I hope, to my
"partners") it looked like an alliance, but there's a reason that my
character Alexei gained a reputation for both treachery and for success.
So, was that in line with "constant warfare"? I think so, even if
parts of the war went cold for a time. The ultimate goal was always
complete victory, and every negotiation was designed to further the
case of the war effort in one way or another. However, plenty of
other people saw periods of watching and waiting, and complained that
this was not in the spirit of a "war island". Even though the war
was constant, the battles were not. But we could both point to the
island description and say that we were arguing in the spirit of what
was intended. That's why I think the definition needs to be thought
over: does "constant war" merely mean "continual battles", or does it
mean, "settle for nothing less than military victory and conquest"?
John
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