Setting up a game of VGAP4 with interesting "terrain"

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By Paul Honigmann, with large chunks cribbed off Drew Sullivan, Mark Heinrich et alia. October 2002

Introduction

The purpose of this page is to spread ideas about how to create more interesting games by imaginative use of map features and other tricks. Partly this gives people incentives to do more than just sit passively building fleets. Also, you can use geography to create buffer zones to prevent fast-start blitzkreig races wiping out neighbours a bit too quickly to be fair.

A group of us were discussing how to make P4 maps "interesting" when Andrew Hirst mentioned::

The main problem that I have with the generic maps (and this could really be an issue with the whole game - in fact strategy games in general) is that you can attack someone across a broad front.  You do not have to really make any consideration for the "terrain".  It's just full steam ahead.  With a map such as we've been discussing [featuring obstacles], such as the spiral arm one, there are established channels along which attacks can be made.  These known routes can then be defended. This doesn't exclude an attack from a less well defended, but less accessible flank, etc.  Perhaps I need to play something else..... with tanks, etc.  Age of Empires by e-mail.....  The thing about land-based warfare is that the terrain is so important.

We kicked some ideas around and came up with some interesting stuff. After some discussion Drew Sullivan emailed me to say:
"I think this is all very clever. I am a big fan of tricky maps and this one is a peach. Would you consider "publishing" this email or the parts of it that discuss the map, one way WHs, WHs moving at slow vectors etc on the Newsgroup? It would enlighten the unenlightened, encourage the unencouraged, inspire the uninspired and might even encourage the unwashed to bathe!"

So here is what we came up with.

Oh! I almost forgot. I ought to acknowledge garyg, because this topology is basically his idea. garyg (I never knew his real name) was a guy who created a similar map in a VGAP3 game I played in a long time ago. We adjusted his map's scale to suit VGAP4, which allowed us to use spiral arms instead of straight ones, but it's based on his ideas.

The map we came up with (basic idea)

Screenshot of galactic layout  
What you can see is a screenshot from Mark Heinrich's Excel spiral galaxy generation tool. Click here to download it (194kB). Remember Excel files can carry viruses so you must virus-scan it before opening it.

What really happened - the problems with this map

A year later I can look back on this map and here is my advice based on experience.

Original comments on this topology - what we hoped would happen

Clever maps can easily become too gimmicky.  A few trap doors to a killing floor might be fun, but fields of hundreds of moving WH's or jump gates can be Too Much.

Suggested winning criteria

Two winning criteria are suggested for people who like rules. First guy to get uncontested bases on one third of all planets is hailed as The Archon. This is good for encouraging conflict. It leads to a lot of frantic fighting and backstabbing if someone gets near 200. And if you rule that "no alliances may win", people form alliances for a while, then break them..! If anyone plays Privateers, (pod speed 120) they will probably be acclaimed as Archon by turn 15. However, I have always favoured a less artifical "kill 'em all" objective. So if anyone achieves undeniable military superiority they are acclaimed as The Tyrant. I envisage someone achieving Archon status then the game continuing a bit to see who achieves Tyranny.

(Concerning the "number of bases" winning criterion: I considered writing a little utility to analyse the game's .sco file and issue a report to say how many bases everyone has, and no more. Some people don't like others knowing what their population, etc is. Of course, this won't be do-able with a robot host.)

We experimented in one game with setting the Alliance limit to 1 ally max, but it tended to lead to stagnation (ie no backstabs). Our group decided that in future it is better to play with rather more players (ie 10-12) and set the ally limits higher - say 4 - so that there are more options. And to teach people who do not want to ally, that they need to learn new skills. (Some people are good at rules - "mechanics" - but not so good at team work. As it happens, our newer players seem better at team work, which will compensate for their lower knowledge of rules.)

We have tried various schemes, but because half of us know each other in Real Life, we really enjoy Kill Them All. It allows us to express our rivalry. Last game ended around turn 58 by mutual consent when it became obvious the Birds could beat everyone else. There was no point playing on.

Drew Sullivan agrees: "A problem with victory conditions is the true power in the game may not be evident (I may even try to hide my power so people won't gang up on me). Stonewall Jackson defined victory as follows: "If there is any discussion about it, they weren't whipped." Me, I would suggest (from the sidelines) that you can all pretty much tell when the game is over and you should agree that you won't draw things out endlessly in a hopeless, time consuming rearguard action but will agree that when it is pretty evident what will happen in another 20 turns you don't need to play out those turns. That's worked well for me in the past."

The wormholes

In the version I created, there are one-way wormholes scripted about 2/3 of the way along the spiral arms leading to the center somewhere.The target wormholes  have a little vector so they move slowly; in addition they will have a low signature; which should help keep your exit points secret and stop people ambushing each other so easily in the core.

Central WH's should be all but invisible - so folk can't lay traps - and move a bit, to promote conflict.

A big nasty ship could be scripted into the central region to kill anyone who blunders into it (race 13). I read recently that Greg Bahr, Christian Jadot and
Rogger Norris are developing a "Derelict" ship pack whose sole purpose is to provide unique hulls to be scripted into games - not actually a race to be played. What an excellent idea!

The actual game script is going to vary from game to game, depending on which races the players choose and so on. Most of this can be done with ScriptZ0r , but the Wormholes will probably need to be hand-edited. The next section describes how to do this.

Scripting the Wormholes

(I had to ask Drew Sullivan how to do this)

"Natural" wormholes come as pairs sharing the identical code.

One-way Wormholes are scripted in triplets in the .vps file used to script the game. I would use ScriptZ0r to script the universe, then cut-and-pasted triplets like the following onto the end:

General form of the script:
Wormhole ID's are assigned in the order in which they appear in the script thus -
Begin Thing
     name = "WH 1 Exit"
     x = 3000    'this one is in the Core
     y = 2500
     flavor = 2
     damage = 0
     mass = 1000
     energy = 50000
     life = 0
     crew = 0
     speed = 1   'slight movement
     xway = 1
     yway = -1
     marker = 1
     info1 = "Worm Hole"
     info2 = "Stable"
     stealth = -20000    'effectively  invisible
     edge = 5
     parent = 1000
     binfile = "wormhole"
     bin = 0
     data1 = 123456789       'this code has to match that of WH "WH 1 Entry Point" or they aren't linked
End

Begin Thing
     name = "WH 1 dummy Exit"
     x = 3000    'this one is in the same place as WH 1 Exit, so it forms a closed loop with the first one, making "WH1 Entry point" one-way
     y = 2500
     flavor = 2
     damage = 0
     mass = 1000
     energy = 50000
     life = 0
     crew = 0
     speed = 1   'same slight movement as WH1
     xway = 1
     yway = -1
     marker = 1
     info1 = "Worm Hole"
     info2 = "Stable"
     stealth = -20000    'effectively  invisible
     edge = 5
     parent = 1000
     binfile = "wormhole"
     bin = 0
     data1 = 123456789       'this code has to match that of "WH1 Exit" or they aren't linked
End

Begin Thing
     name = "WH 1 Entry Point"
     x = 3840    'this one is in a spiral arm
     y = 4000
     flavor = 2
     damage = 0
     mass = 1000
     energy = 50000
     life = 0
     crew = 0
     speed = 0   'stationary
     xway = 0
     yway = 0
     marker = 1
     info1 = "Worm Hole"
     info2 = "Stable"
     stealth = 200    'not invisible, but will need a little searching for
     edge = 5
     parent = 1000
     binfile = "wormhole"
     bin = 0
     data1 = 123456789       'data1 has to be 9 digits long, Or Else Master.exe will make up extra digits if you don't have the right number
End

Be sure you test this script (go in and out through ALL the WHs) before unleashing it on your fellow VGAPers.

A lot can go wrong here with one typo.

You can place the WHs with ScriptZ0r but you still need to hand-edit the script if you want them to be one-way.

Remember the WHs, if one-way, need to be in the correct order in the script to function as desired (the first mentioned will have the lowest ID).

Further reading

Drew Sullivan's page on scripting Wormholes, Jumpgates and doing Weird Things with them
Mark Heinrich's algorithm / Excel tool for creating spiral galaxies
10 player spiral map spiral02.map and associated script spiral02.vps , which defines suitable wormhole locations etc for this map. This script is a partial script, you need to stick it on the end of another one which defines the players' homeworlds etc (made with e.g. ScriptZ0r)
12 player spiral map spiral03.map and associated script spiral03.vps
ScriptZ0r script generator

Mapmaker , a utility which allows you to point-edit individual stars' positions.