Moderator: Community Team
riskllama wrote:Koolbak wins this thread.

maxfaraday wrote:I don't like this idea.
There's already a way to end a stalemate: diplomacy.
"Risk all your troops on a daring land grab. Use diplomacy to coordinate a group assault on the game leader. Feel the thrill of victory as you crush your last opponent."

everywhere116 wrote:This is technically an exponential system, not a hyperbolic one, but it is still a good idea.

deantursx wrote:I agree that this needs to be done. City Mogul 4 player escalating for example...that almost always deadlocks because the spoils don't compare to the autodeploys, but with more rapidly increasing spoils those games would be more likely to finish.
Criticalwinner wrote:deantursx wrote:I agree that this needs to be done. City Mogul 4 player escalating for example...that almost always deadlocks because the spoils don't compare to the autodeploys, but with more rapidly increasing spoils those games would be more likely to finish.
That's a map flaw, and up to the user to play that one..... It's a well-known fact that City Mogul just transcends all boundaries.

AndyDufresne wrote:This is interesting, but it doesn't seem like it would make it as a stand-alone spoil setting I think.
--Andy
Dukasaur wrote:AndyDufresne wrote:This is interesting, but it doesn't seem like it would make it as a stand-alone spoil setting I think.
--Andy
It's not intended as a new setting. It's intended as a fix of the existing Escalating setting.

Exactly. Even Fractured China.deantursx wrote:Criticalwinner wrote:That's a map flaw, and up to the user to play that one..... It's a well-known fact that City Mogul just transcends all boundaries.deantursx wrote:I agree that this needs to be done. City Mogul 4 player escalating for example...that almost always deadlocks because the spoils don't compare to the autodeploys, but with more rapidly increasing spoils those games would be more likely to finish.
Okay what about Hive, World 2.1, and First Nations Americas? They all have a huge chance of deadlocking...Also, 3-player on any map has a good chance of it
That too.DoomYoshi wrote:Conquer Rome...
Maybe not "broken" but certainly not perfect. Escalating spoils are supposed to prevent deadlocks, but we do see deadlocked games on the larger maps. When there's stacks of 1600 sitting around, cashing for another 400 isn't enough of a game-changer to get things going again.greenoaks wrote:the current escalating spoils are not broken and don't require fixing.
Hm, I missed this suggestion while I was on hiatus from the site, but I like it. As long as we put the change in late enough that it doesn't affect the majority of escalating games, but does act to prevent stalemates, this would be a good fix to escalating. 100 seems like a reasonable target, or perhaps 200.Dukasaur wrote:Exactly. Even Fractured China.deantursx wrote:Criticalwinner wrote:That's a map flaw, and up to the user to play that one..... It's a well-known fact that City Mogul just transcends all boundaries.deantursx wrote:I agree that this needs to be done. City Mogul 4 player escalating for example...that almost always deadlocks because the spoils don't compare to the autodeploys, but with more rapidly increasing spoils those games would be more likely to finish.
Okay what about Hive, World 2.1, and First Nations Americas? They all have a huge chance of deadlocking...Also, 3-player on any map has a good chance of itThat too.DoomYoshi wrote:Conquer Rome...Maybe not "broken" but certainly not perfect. Escalating spoils are supposed to prevent deadlocks, but we do see deadlocked games on the larger maps. When there's stacks of 1600 sitting around, cashing for another 400 isn't enough of a game-changer to get things going again.greenoaks wrote:the current escalating spoils are not broken and don't require fixing.