Hosting VGAP4 games

Version 1.3, April 2006. New bits in red.

Introduction

This document is intended to help new Hosts understand how to set up VGAP4 games: how to create different types (styles) of game, how the options available at setup affect the way a game is played, and mainly - how to maximise fun. It also contains useful tips on how not to set up games!

It is assumed that you know how to play, and know where to find the online Help files on Tim's site.

If your players want to know how to play, here are some useful links to direct them to:

What is your purpose in playing?

Government Health Warning You need to have a clear idea of what you want your game to achieve, before you set it up. There are different types of game, but the purpose is normally to have fun. Different players find different things fun. For example, I find working in teams is hard work (because you never think quite the same, and co-ordination by email gets tedious after a few weeks) but I like blowing things up a lot, especially if they belong to Mark C.

Choose a winning criterion you think will appeal to the players. You can then tailor the universe to encourage that style of play. Practise games would have lots of resources and may end on turn 30 with no clear winner. War games are best when there is a shortage of something to inspire competition. Here are some common set-up ideas:

Really clear victory conditions are always a good idea.

Game setup options

Master.exe options

The game setup tool supplied by Tim Wisseman ("Master.exe") is pretty good. Advanced hosts may want to try scripts, these are most easily written using Roger Norris' free tool ScriptZ0r . Scripts allow you to tailor universes very precisely - down to how much stuff is on the starting ships, where Natives will be found, placement of wormholes etc. Here, though, I'm assuming you're using Master.exe.

1. The biggest factor on how the game is played is the choice of players. Some are experienced, evil types who will attack on turn 5 without warning. Others prefer a more leisurely, honourable style of play. Some are complete sheep who just like building things, but that's OK if you know it and they don't get upset when someone kills them. The main problem with sheep is, they give an aggressive neighbour a free 2nd empire to exploit as he wishes (prisoners, or force them to give him their hull plans, etc).

People new to Planets 3 or 4 may be surprised to learn how long the games are. Often up to a year in real time. A typical game in my experience lasts 70 turns, by which time a winner is usually obvious, and the players agree there is no point going on for another 3 months to prove the inevitable. Games I play in usually run twice a week at first, then around turn 15 drop to once a week as each player's side gets too complex to run twice in one week.

This means the players have a huge investment of time in the game - a couple of hours or more times 70 - and tend to get emotional about: cheats; allies who betray them; people who drop out of a game half way through; lazy Hosts and allies. You may have to keep an eye on flaring tempers from players who feel hard done by, and remind them that it is important to keep in mind that it is, after all, a game.

I would advise against mixing the following kinds of players: students and working people - because their holidays are out of sync, and everyone has to pause whilst the students are away from college and have no access to email! Also, students tend to disappear quite often. I think this is sometimes because they are thrown out of college for playing too many games and getting poor exam results... students are good in rapid-turnaround games though, as they have plenty of free time to play when they DO have email access.

Another mix of  personality types that tend to fall out with each other, are: people who prefer to stick to alliances and play as completely trustworthy allies, and folk who think "well I can no longer help my ally so it's every man for himself!". The first group of straight players think the Machiavellian types are treacherous scum, whilst the second group of  people with a "relaxed attitude to RealPolitik" may feel bad about it, but would be bored in a game where there was no behind the scenes diplomacy and no uncertainty about a backstab. In general I think older players enjoy the paranoia of expedient villainy whilst younger players prefer an honourable war.

Time Zones can cause a lot of problems, because if you are trying to run a game twice a week and someone's email suddenly stops responding, it is a bit expensive to ring transatlantic to find out what the problem is. And co-ordinating with someone 8 hours away is frustrating. So rapid turnaround games (1-2 days per turn) should avoid mixing e.g. Europeans and North Americans.

I have played in games with up to 11 players. Less than half the players finished these big games. Many players drop out when they feel they have messed up their position or are bound to lose - particularly younger / inexperienced players. This unbalances the game for the remaining people because the drop out's nearest neighbours can grab his Stuff. Fortunately Tim has coded in a decay rate for unplayed Empires, they gradually fade away if left unplayed for several turns, but their planets remain with their resources (natives, contraband, minerals). (If you see a power vacuum next to you, get in quick and loot as much as possible before anyone else notices!)

My advice for beginning Hosts, is to run small games of 4-8 players who live locally and can be easily contacted in case of problems.

2. Next major choice is the type of map.A large map leads to a long slow game. A large map favours fast races (EE, Privateers, Rebels, Centaurs, Borg and others). A large map allows people to hide or run for a long time so it is difficult to achieve a complete military victory. For this reason, most people are using more compact maps with fewer stars than the standard "Echo Cluster" supplied with the game. Try this Mini-Yale map by Peter Chambers - a round map with about 250 stars, suitable for 4-8 players, spread in a circle of diameter 1100LY. It is based on a true map of the sky, Peter compiled it from some Yale University astronomical data. It adds flavour to use real stars. It might disadvantage the EE and Privateers slightly to have a galaxy where normal races can reach them quickly, but it will ensure a fast, snappy game with plenty of action. For more players, try his full size Yale map which is about 2000 LY in diameter and has ~1000 stars.

I'd like to reinforce this. Long games lead to tedium. A few winners spend ages doing their moves, and people who are losing have months of boredom (often they drop out). One way to guarantee a fast, action-packed game is by using small maps, say 25-30 stars per player. This is why no one uses the Zeta Map: races with conventional drives would take 32 turns to cross the Zeta galaxy, so it would take "forever" to conquer the entire galaxy. I don't know of any games in the Zeta galaxy which ever finished. The only way a large map is usable is with built-in wormholes or jumpgates to reduce its effective size.

As Phaidros said: "I hate games [with large maps] where your early ships play no part in the game, because first combat engagements with neighbours start only after having reached already mid-tech to late-tech ship levels."

Andrew de Boer: "In the early game, when fleets and tech levels are low, tactics and strategy play a much greater role than in the end game when everyone has a huge economy and can afford to simpy throw man-of-war type ships at the enemy with out any real thoughts about strategy."

Admiral Quixote: "my main concern would be the number of planets (not the size of the map). Having played on maps with lots of planets (and managing empires of many hundreds of planets), I refuse to play in any game with more than 500 planets.  This is just a personal bias on my part, but I find all the fun (without the micromanagement) in games with less planets."

There are various map making utilities around (listed on this site's main page ), and some very tricky maps have been created for specialised games, such as clusters linked by scripted wormholes. But that's beyond the scope of this article. If you look at the game descriptions on the Drewhead server, you can get an idea of how weird things can get.

3. You might think that Resource levels of minerals, natives, food etc affect the aggressiveness of a game. If everything is abundant, there is little reason to fight for a long time. Ha ha ha! That's what sheep say. It's a war game, remember? In practice, games with abundant minerals are even more aggressive, because people progress to high tech levels and huge fleets quickly. Warning: this is not good. The greatest fun is when you are struggling up the tech tree, and you need to make agonising choices about what to spend your hard earned money on!!! Once everyone maxes out, the game is often won by the person who can devote the most time to organising their massive empires of ships, minefields, bases, etc. So I recommend going for a medium level of mineral resources of all types.


  • How common are natives? Tim tells us that in a test of Master with a 500-star universe:
    • at the default setting (Average) there were 73 major populations of 100,001 to 2,000,000 natives and 87 minor populations with 1 to 100,000 natives.
    • Abundant will get you 200% of the above with populations of up to 4 million.
    • Extra Abundant will get you 250% of the above and populations of up to 5 million.
  • Using the Average / Normal settings (eg 500,000 starting colonists) will ensure players have to struggle for their cash and resources. Personally, I find the balancing required enjoyable, though I usually give 10-20,000mc starting cash. Younger players who just want to powergame will prefer the Super Abundant settings and 5 million colonists for a fast-start game and no money worries.

Many people think these 3 types of Natives are "too powerful": Ghips, Amphibians and Amorphs. Drew Sullivan: With enough Ghips and Amphibs I can overwhelm much bigger economies. For starters, any game scriptor with any wit will keep the max amount of natives on any one planet relatively low. Maybe there should be a statement in the docs "Don't have more than 20,000 (or 50,000) natives on any one planet if you want the economies of the players to count for anything" ? Part of the problem here is that, some races (especially Rebels) can target planets they spot with many natives and scoop them up with Native Dustoff ship devices on low tech hulls before anyone else can get them in the normal, slow way. If there are large lumps of natives around they will always end up with these races.

4. I recommend starting games with homeworld populations of 2-5 million or more. 500k makes for very long slow games with stagnant contraband markets. Also, with a population of 500,000 other players might never be able to catch up with the Borg, whose population grows much faster when played well; I figure 1 million plus will equalise other players with the Borg. (It also leads to contraband prices rising earlier in the game which gives more consistent results from game-to-game.)

5.Check out other peoples' opinions on races before allowing any into your game. Some, like the University Alliance, are well balanced. Some are arguably not, though the situation has got a lot better since Tim stepped in and personally tweaked 3rd party races if they appeared to be unbalanced. However, I would consider very carefully the race mix in your game, and check out the table at the start of the races page on this site for an idea about whether some races would be at an unfair advantage or disadvantage. Personally, I am deeply suspicious of the Rebels being overpowered, but it's best to get a spread of opinions (on the newsgroup, say) rather than take one person's word for it. Otherwise you just hear 'race X is overpowered because it beat me last game.'

Tip from Jon Nunn: 5 million starting colonists has been reported by multiple players to make the Rebels' Cantinas too powerful while at 1 Million they are nicely balanced.

Screenshot of Host Options screen HConfig options (in Host.exe - see screenshot)

Scoring

The things to consider are:
Do you want a Victory Point system active?
If so, do you want a King of the Hill planet to encourage fighting?
Do you want scores to be made public?
I would leave the other things at default.

Settings 1 screen

This allows you to tweak some of the maths which Host uses to calculate combat odds and stuff. Unless you are Tim Wisseman himself I would leave this well alone!

Settings 2 screen

Similar to Settings 1 screen - leave alone. You may possibly wish to set "maximum number of buoys" to zero.

Settings 3 screen

The following two options are used to make Food something to fight over. If you lack food stockpiles, your population will not grow at maximum rate. "High rate of food consumption" means "1 food per 100,000 colonists". In general, I would leave these alone, but some Hosts tweak them -

There are two important options in this screen which are often deselected by Hosts looking for a particular style of game. (They default to "selected".) These are

These were intoduced because players were beginning to trade for and depend on each others' hulls - the racial distinctiveness of each race was disappearing as everyone used the same 3 or 4 hull types to fight with, everyone had access to all devices etc. So some hosts forbid the trading of alien hull plans. The second switch makes alien hull types more or less unusable in combat. Be warned: Scavengers, Borg, Privateers, University, Rebels and Peeps can still use alien hull plans even if Trading is switched off. If you are considering changing these switches from default, check with more experienced Hosts about the likely consequences (and tell me your conclusions, because I'm not 100% sure I've been clear and accurate in my description of their consequences. I am a bit unclear about which races can do what, for example.

Other things worth adjusting:

Miscellaneous tips:

A couple of tips from Al Evans:


Dropouts

Basics of running a game (but you probably know this bit!)

Running Host for the first time:

The Beta files keep getting updated every couple of weeks. And people sometimes submit stale turns. So, Tim has added a very useful feature to Host.exe in Upgrade 10: a checkbox which you can tick before running Host. This does a dummy Host run. You can then look at Host.log (which is displayed in the text window in host.exe for convenience), to confirm there are no problems with the files before running Host for real. You can also hit the "Scan TRNs" button to confirm there are no problems with the TRN files people sent in

The advantages of using a Robo-Host:

Ie Drewheads, etc (see Tim's website, the Links section, for a complete list):

In short, having used these sites, I would now always use them for a real game. They're that good. I still run test games on my own PC - it is easier for a quick 2 player game.
A Hosting website needs to know what HConfig options you want, and you need to send them the map you want to use (and script, if any). They'll set everything up for you.

How to recover from Host errors, file corruption etc

Sometimes you'll run Host and then realise there's a problem (like, you forgot to include player 3's TRN file). VGAP4 automatically saves a backup of its vital files for you so you can go back up to 5 turns!

The vital file in which Host stores the game data is the .yig file. (It needs no other files, even maps etc, a nice change from Version 3.) The TRN files are stored a .tn1, .tn2, tn3, - these are zipped archives of everyone's TRN files for the last move (.tn1) to 5 moves ago (.tn5).

So if there's a problem with your new TRNs, you can recover the previous move by:

renaming the \univ directory
create a new \univ directory and copy in the .tn1 and .yg1 files
In this new \univ directory, unzip the old TRN files from .tn1, and rename .yg1 as .yig.
Re-run Host after correcting whatever the error was before (missing Player07.TRN file, new version of Host.exe released or whatever).
If you back up more than one turn, the players will find that the old turns are NOT overwriting the info from the earlier, but higher numbered turns. The solution is: they will need to clear the game slot of the old data.

Dealing with cheats

How people can really cheat: I have known 1 or 2 ways that people managed to do things which were theoretically impossible, and I'm not going to say how, but Tim (and others) did some work to block those techniques in Host and the cheating appeared to stop. However, if you hear of any cheating using a utility or something, tell Tim immediately so he can stop it occurring in Host.exe .

The usual cheat these days is people playing two races when they're only meant to be playing one. It's rare - I hear accusations of it about once a year. Here is a report from someone whose name I think I'll withold:

"Thought you might like to know, a game at [a Hosting site] that I was in last year [2005] had at least two players that cheated by playing multiple races.  I know this because one of them was supposedly my ally, and then turned on me with the other race he was playing while using my "allied" race to get all of the information he needed.  I discovered this when he hit one of my cloaked Darkwings in midspace with multiple hyperjumping fleets from multiple locations.  When I emailed him and said that had to be more than luck he admitted to playing two races, then made a non-aggression pact with me.  He told me that at least one other player in the game was also playing multiple races.  I told him I thought that was cheating but he said it isn't specifically prohibited in the game setup, so he didn't see a problem.  In the end we were both crushed by an alliance that I know was legit."

You could spot stupid cheaters by looking at Reg codes. Every player should have a different Reg code. You can see them in the host.log file, or, if you are playing, look at the Races screen. It's also viewable in Host.exe under 'Players', it shows the registration and the race number.

However a sufficiently determined cheater could buy 2 Reg codes and use 2 different PC's. Tim might be able to tell you if someone had bought a clutch of Reg codes... but then I did, because it was simpler to get a batch for me and my local friends with one cheque. So it might be perfectly innocent. Note also that I said I hear accusations once a year. Not all are proven. I recall one where the accused let a third party "shadow" his turns, seeing what he was doing. He was simply much, much better than the other players, who assumed he was cheating!

Other things to note from the above report is: there were at least two people cheating. Players tend to join games in little groups of 2-4 people who know each other and have a similar attitude to game style. If you have one cheater, you may have others. Note also that they argued they were not cheating because it was not explicitly forbidden. Make sure you state that playing multiple races is forbidden.

If you are convinced that someone really is cheating, don't react immediately. There's too much risk of slandering someone if you make a mistake. Talk to other hosts (contact me if you want), and discuss what a measured, mature response would be. Other hosts may be able to suggest ways of gathering evidence, or act as stalking horses to entrap cheaters. The only thing that will happen if you react instantly on such a serious matter is you'll regret it later - if only because the game could fall apart for the other players.

Rule loopholes: There are loads of them. Some are there on purpose, others are simply clever combinations of racial powers no one else has spotted. This isn't cheating, but if you think it is getting out of hand you can always mention it on the newsgroup to discuss game balance; Tim will act if it's really got out of hand. Note that we have had about 200 Host revisions - this is a large reason why! An example of one right now is, someone's noticed that they can sell contraband to their Borg ally (which yields double the cash invested) with no negative happiness / crime effects on the Borg... brilliant!


This page was written by Paul Honigmann with help from Al Evans and Phaidros. When this document was written, Host 195 had just been released. There may be new options I have not covered since then.