#53874: "Suggested algorithm for map configurations (same as hol.es algorithm) "
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Detaljerad beskrivning
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• Var vänlig klipp och klistra in felmeddelandet du ser på skärmen, om något.
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 -
• Varsågod och förklara vad du ville göra, vad du gjorde och vad som hände
• Vad har du för webbläsare?
Google Chrome v96
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• Var vänlig kopiera/klistra in texten på engelska istället för ditt eget språk. Om du har en skärmdump av den här buggen (bra vana att ta en), så kan du använda en programvara (snipboard.io som till exempel) för att ladda upp bilden och klistra in länken här. Är denna text tillgänglig i översättningssystemet? I så fall, var det mer än 24 timmar sedan den översattes?
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 • Vad har du för webbläsare?
Google Chrome v96
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• Vänligen förklara ditt förslag exakt och koncist så att det är så enkelt som möjligt att förstå vad du menar.
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 • Vad har du för webbläsare?
Google Chrome v96
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• Vad visades på skärmen när du blockerades (Blank skärm? Del av spelets användargränssnitt? Felmeddelande?)?
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 • Vad har du för webbläsare?
Google Chrome v96
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• Vilken del av reglerna respekterades inte av BGA-adaptionen?
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 -
• Är regelbrottet synligt i återuppspelning? Om ja, vilket nummer är det på draget?
• Vad har du för webbläsare?
Google Chrome v96
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• Vilken spelhandling ville du göra?
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 -
• Vad försöker du göra för att sätta igång denna spelmekaniken?
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• Vad hände när du försökte göra det här (felmeddelande, meddelande i spelstatusrad, ...)?
• Vad har du för webbläsare?
Google Chrome v96
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• På vilket steg i spelet kom felet (vad var den aktuella instruktionen från spelet)?
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 -
• Vad hände när du försökte utföra en spelhandling (felmeddelande, meddelande i spelstatusrad, ...)?
• Vad har du för webbläsare?
Google Chrome v96
-
• Vänligen beskriv visningsproblemet. Om du har en skärmdump av den här buggen (bra vana att ta en), så kan du använda en programvara (snipboard.io som till exempel) för att ladda upp bilden och klistra in länken här.
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 • Vad har du för webbläsare?
Google Chrome v96
-
• Var vänlig kopiera/klistra in texten på engelska istället för ditt eget språk. Om du har en skärmdump av den här buggen (bra vana att ta en), så kan du använda en programvara (snipboard.io som till exempel) för att ladda upp bilden och klistra in länken här. Är denna text tillgänglig i översättningssystemet? I så fall, var det mer än 24 timmar sedan den översattes?
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 • Vad har du för webbläsare?
Google Chrome v96
-
• Vänligen förklara ditt förslag exakt och koncist så att det är så enkelt som möjligt att förstå vad du menar.
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 • Vad har du för webbläsare?
Google Chrome v96
Rapporthistorik
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.
Lägg till något till denna rapport
- Ett annat spelbords-ID / drag-ID
- Löste F5 problemet?
- Uppträdde problemet flera gånger? Varje gång? Slumpmässigt?
- Om du har en skärmdump av den här buggen (bra vana att ta en), så kan du använda en programvara (snipboard.io som till exempel) för att ladda upp bilden och klistra in länken här.
