#53874: "Suggested algorithm for map configurations (same as hol.es algorithm) "
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Detalus apibūdinimas
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• Jei ekrane matote kokį nors klaidos pranešimą, įklijuokite jį čia.
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map -
• Prašome paaiškinti, ką norėjote padaryti, ką padarėte ir kas atsitiko
• Kokia tavo naršyklė?
Google Chrome v96
-
• Prašome nukopijuoti / įklijuoti tekstą, rodomą anglų kalba, o ne savo kalba. Jei turite klaidos nuotrauką (rekomenduojama padaryti), galite panaudoti Imgur.com bei nuotrauką įkelti bei čia įklijuoti nuorodą.
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map -
• Ar šis tekstas yra translation system? Jei taip, ar jis buvo išverstas daugiau nei 24 valandas?
• Kokia tavo naršyklė?
Google Chrome v96
-
• Prašome paaiškinti siūlomą pakeitimą tiksliai ir glaustai, kad būtų kuo lengviau suprasti, ką jūs siūlote.
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map • Kokia tavo naršyklė?
Google Chrome v96
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• Kas buvo pavaizduota ekrane, tave užblokavus (juodas ekranas? Nepilna žaidimo sąsaja? Klaidos pranešimas?)
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map • Kokia tavo naršyklė?
Google Chrome v96
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• Į kurias taisykles neatsižvelgiama BGA žaidimo versijoje
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map -
• Ar taisyklių pažeidimas matomas žaidimo atkartojime? Jeigu taip, kuris veiksmo numeris?
• Kokia tavo naršyklė?
Google Chrome v96
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• Kurį žaidimo veiksmą norėjai atlikti?
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map -
• Ką reikia padaryti, kad iššauktum šį žaidimo veiksmą?
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• Kas įvyko kai bandei tai padaryti (klaidos pranešimas, žaidimo būsenos pranešimas, ...)?
• Kokia tavo naršyklė?
Google Chrome v96
-
• Kuriuo žaidimo metu problema atsirado (koks buvo tuometinis žaidimo nurodymas)?
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map -
• Kas įvyko kai bandei atlikti žaidimo veiksmą (klaidos pranešimas, žaidimo būsenos pranešimas, ...)?
• Kokia tavo naršyklė?
Google Chrome v96
-
• Aprašykite rodomą problemą. Jei turite klaidos nuotrauką (rekomenduojama padaryti), galite panaudoti Imgur.com bei nuotrauką įkelti bei čia įklijuoti nuorodą.
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map • Kokia tavo naršyklė?
Google Chrome v96
-
• Prašome nukopijuoti / įklijuoti tekstą, rodomą anglų kalba, o ne savo kalba. Jei turite klaidos nuotrauką (rekomenduojama padaryti), galite panaudoti Imgur.com bei nuotrauką įkelti bei čia įklijuoti nuorodą.
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map -
• Ar šis tekstas yra translation system? Jei taip, ar jis buvo išverstas daugiau nei 24 valandas?
• Kokia tavo naršyklė?
Google Chrome v96
-
• Prašome paaiškinti siūlomą pakeitimą tiksliai ir glaustai, kad būtų kuo lengviau suprasti, ką jūs siūlote.
The existing algorithms for placing down a map and having the last player rotate the tiles is not an excellent balancing mechanic, especially in a 4 player game where the third player is not likely to get a great choice of faction.
The now-defunct website gaia-project.hol.es had an algorithm which basically everyone liked a lot. This algorithm is described in this BGG thread boardgamegeek.com/thread/1960859/online-game-generator-map-board-smartphone-friendl/page/2, and I will repeat it for clarity here:
The algorithm is this:
1. Randomly place the required number of tiles, using the correct side of tiles 5, 6, and 7 as appropriate to the number of players, and rotate them randomly.
2. No clusters of 5 contiguous planets of any type (including transdim) are allowed. Check to see if there are any clusters of 5 or more. If there are any, discard this map and roll again.
3. Only one cluster of 4 contiguous planets of any type (including transdim) is allowed. Check to see if there are any clusters of 4 contiguous planets. If there are 2 or more such clusters, discard this map and roll again.
4. The closest that 2 planets of the same homeworld type may be to each other is Nav3. If there are any planets of any type except gaia or transdim which are within Nav2 range of each other, discard this map and roll again.
5. Every planet must have another planet of any type within Nav2 range of it. If there is any planet that is at least 3 hexes away from any other planet, discard this map and roll again.
6. Use this map • Kokia tavo naršyklė?
Google Chrome v96
Raportų istorija
Fortunately, we have a random map generator that requires no rotation at all. It sounds like exactly what you're looking for, allowing an intelligent algorithm to balance out all factions. Try it out sometime -- you may like it!
Indeed, the last player rotation is straight out of the rulebook, at my game group we have tried this and found that it doesn't work very well for 4 player games. I agree that BGA shouldn't remove this as an option, but probably the hol.es algorithm without tile rotation is a better default setting in my opinion.
I have tried the random map algorithm, the main difference between this algorithm and hol.es is that it allows many clusters of 4. Which makes navigation less important, especially for a player that is going hard on gaiaforming and collecting a lot of transdim planets, since these tend to be clustered together.
I think the community has settled on preferring the hol.es algorithm, based on the number of comments on BGG either recommending it or asking for a replacement since that site was retired.
For my own map generation algorithm, I played around with varying considerations -- far more detailed than even what you've listed to ensure a balanced approach for all colors. After trying varying sizes of cluster, I settled on up to 4 planets in a cluster. In practice, 5 was too big and 3 wasn't varied enough.
I'm not trying to reproduce someone else's algorithm, so it's definitely different than the defunct website. It won't be a default option because it's not in the rulebook. (Actually, the default option is the rulebook's fixed setup, I think. No rotation required!) If you play around with it a bit, I think you'll find the random algorithm I've created is well balanced for all colors, even though the cluster sizes are different than how the former website did it.
Papildyti šį raportą
- Kitas stalo ID / ėjimo ID
- Ar F5 išsprendė šią problemą?
- Ar problemos atsirado keletą kartų? Kiekvieną kartą? Atsitiktiniu metu?
- Jei turite klaidos nuotrauką (rekomenduojama padaryti), galite panaudoti Imgur.com bei nuotrauką įkelti bei čia įklijuoti nuorodą.
