#53874: "Suggested algorithm for map configurations (same as hol.es algorithm) "
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Detaljert beskrivelse
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• Vennligst kopier/lim inn feilmeldingen du ser på skjermen, om mulig.
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 -
• Vennligst forklar hva du ønsket å gjøre, samt hva du faktisk gjorde og hva som skjedde
• Hvilken nettleser bruker du?
Google Chrome v96
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• Vennligst kopier / lim inn teksten som vises på engelsk i stedet for språket ditt. Hvis du har et skjermbilde av denne feilen (alltid lurt) kan du bruke Imgur.com for å laste det opp og kopiere inn lenken til bildet her.
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 -
• Er denne teksten tilgjengelig i translation system? Hvis ja, har den blitt oversatt i mer enn 24 timer?
• Hvilken nettleser bruker du?
Google Chrome v96
-
• Vennligst forklar ditt forslag nøyaktig og konsistent slik at det er så enkelt som mulig å forstå hva du mener.
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 • Hvilken nettleser bruker du?
Google Chrome v96
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• Hva ble vist på skjermen når du ble blokkert (Tom skjerm? Del av spillgrensesnittet? Feilmelding?)
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 • Hvilken nettleser bruker du?
Google Chrome v96
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• Hvilken del av reglene ble ikke respektert av BGA-tilpasningen
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 -
• Er regelbruddet tydelig i spilloggen? Hvis ja, Hvilket trekknummer?
• Hvilken nettleser bruker du?
Google Chrome v96
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• Hva var spillhandlingen du ønsket å gjøre?
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 -
• Hva prøvde du å gjøre for å trigge denne spillhandlingen?
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• Hva skjer når du prøver å gjøre dette (feilmelding, meldingsstatus for meldingsfelt, ...)?
• Hvilken nettleser bruker du?
Google Chrome v96
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• På hvilket tidspunkt i spillet oppsto problemet (hva var den daværende spillinstruksjonen)?
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 -
• Hva skjer når du forsøker å gjøre en spillhandling (feilmelding, spillstatusfeltmelding, ...)?
• Hvilken nettleser bruker du?
Google Chrome v96
-
• Vennligst beskriv visningsproblemet. Hvis du har et skjermbilde av denne feilen (alltid lurt) kan du bruke Imgur.com for å laste det opp og kopiere inn lenken til bildet her.
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 • Hvilken nettleser bruker du?
Google Chrome v96
-
• Vennligst kopier / lim inn teksten som vises på engelsk i stedet for språket ditt. Hvis du har et skjermbilde av denne feilen (alltid lurt) kan du bruke Imgur.com for å laste det opp og kopiere inn lenken til bildet her.
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 -
• Er denne teksten tilgjengelig i translation system? Hvis ja, har den blitt oversatt i mer enn 24 timer?
• Hvilken nettleser bruker du?
Google Chrome v96
-
• Vennligst forklar ditt forslag nøyaktig og konsistent slik at det er så enkelt som mulig å forstå hva du mener.
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 • Hvilken nettleser bruker du?
Google Chrome v96
Rapporthistorikk
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.
Legg til noe i denne rapporten
- En annen bord ID / flytt ID
- Løste F5 problemet?
- Oppstod problemet gjentatte ganger? Hver gang? Tilfeldig?
- Hvis du har et skjermbilde av denne feilen (alltid lurt) kan du bruke Imgur.com for å laste det opp og kopiere inn lenken til bildet her.
