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Pick methods - a collection

So correct me if I'm wrong, but did we write down all the pick methods we ever used anywhere. If not then I would like to collect them here in this thread, so that we don't have to search the forums anytime we are looking for one.

Snake Pick:
  1. Players are sorted in a random order.
  2. Beginning with the first player everybody gets the option to choose either a civ or a leader.
  3. After all players have chosen one civ or leader, the player order reverses and beginning with the last player the players choose the other missing part (civ or leader)

Point based Snake Pick:
  1. Every player gets an amount X points
  2. Every trait and civ is sorted into point categories like this:
4: FIN
3: EXP, CRE, India, Inca
2: SPI, IND, ORG, IMP, China.
1: PHI, Agriculture Civs
0: CHM, AGG, All other civs
-1: PRO

  1. The pick otherwise follows the normal Snake Pick, but players are only allowed to pick combos according to their left over points.

Random Pool Selection (x/y/z):
1a) Everyone gets x leaders and y civs to start with, posted in spoiler threads. You'll also see a screenshot of your BFC before you have to pick.
1b) You can choose your leader from the options posted or reject all. You can't "hold" one or more leaders to await whatever civ and/or alternate leader you get; you're picking the leader you want to play in the game, or rolling the dice on getting something better.
1c) Same as 1b) but for civs.

2a) Once everyone has made their decision for the round, the leaders and civs that were rejected are mixed in with the choices that didn't end up assigned to anyone in the previous round. They're randomized again, and everyone who discarded a civ and/or leaders gets replacements for them. Nobody will get a leader or civ that they rejected on a previous round.
2b) You can again keep or reject your civs and leaders, as above.

3) The process of rerolls described under 2) is repeated z times

Mapmaker:
The mapmaker gives every player a set of civ/leaders combos and the players choose one combo.

Random:
Everything goes. You are in the mercy of RNGesus
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Map maker and random are just RPS 1/1/0 or RPS X/Y/0
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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A pick method that was often used in the FFH games:

Each player decides on the top N civilizations/characters they'd like to play and sends the list to the mapmaker. If anybody's first choice is not anyone else's first choice, they automatically get it. In case of people trying to get the same option, one of them is randomly selected to claim it and the others move down their list.

Example:

X wants 1. America, 2. England, 3. China
Y wants 1. England, 2, France, 3. Japan
Z wants 1. England, 2. China, 3. Greece

X gets America. Mapmaker flips a coin to decide which of Y and Z gets England. The loser gets their second choice. (Y would get France, Z would get China)
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I feel like we did Boggle somewhere.
-Pick what you pick. IF conflict, throw out BOTH conflicts and go down.
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(April 7th, 2019, 16:05)Krill Wrote: Map maker and random are just RPS 1/1/0 or RPS X/Y/0

Yes that's right. But I felt that map maker and random are just faster to understand then RPS 1/1/0 or RPS (X/Y/0)

(April 7th, 2019, 18:04)Quagma Blast Wrote: A pick method that was often used in the FFH games:

Each player decides on the top N civilizations/characters they'd like to play and sends the list to the mapmaker. If anybody's first choice is not anyone else's first choice, they automatically get it. In case of people trying to get the same option, one of them is randomly selected to claim it and the others move down their list.

Example:

X wants 1. America, 2. England, 3. China
Y wants 1. England, 2, France, 3. Japan
Z wants 1. England, 2. China, 3. Greece

X gets America. Mapmaker flips a coin to decide which of Y and Z gets England. The loser gets their second choice. (Y would get France, Z would get China)

(April 7th, 2019, 20:11)Commodore Wrote: I feel like we did Boggle somewhere.
-Pick what you pick. IF conflict, throw out BOTH conflicts and go down.

In which way is the Boggle you're talking about different from Quagma's Blast method?
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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In that scenario, Y would get France AND Z would get China, whereas in QB's scenario, one of Y or Z would get England.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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One somewhat complicated method I'm a fan of is the blind auction system, sometimes used in Diplomacy:

Quote:PROCEDURE
1. Each player has 100 points to spend on bids for all of the civs in your game

2. You must spend at least one point on every civ in your game and no more than 80 on any one specific civ.

3. You must only bid in whole numbers, no fractions or decimals are allowed

4. You must spend all 100 of your points and will be asked by the mapmaker to re-submit if your total is less or more than 100

5. Your bids will be evaluated from the highest points allocated to the lowest, regardless of the order you put them in. However, in cases where you bid the same amount on more than one civ, whichever is listed first is considered your "highest" bid, all the way down to the bottom-most being considered your "lowest" bid, and this ranking will affect the order in which your bids are evaluated (see para. 8)

6. Players not interested in bidding may express "no preference". In this case they will receive 100/x rounded down to the nearest whole number, where x = number of civ in the game, on each civ, with their order from "highest" to "lowest" randomly generated (See para. 8)

7. Players may change their bids up until the moment the mapmaker has received the bid from the last player, after which bids may not be changed

8. The mapmaker will then review the bids of all players and identify the most points spent on any civ or civs. Where a player has more than one bid of that value for civs not already allocated to any player, only his highest ranking bid of that value will be considered

9. If only one player has the high bid on any of the highest bid civs, that player is assigned that civ for the game and both the player and civ are removed from the bidding. This process is then repeated for the next highest number of points bid on any civ.

10. In the event of a tie bid, where two or more players have bid the same high amount on the same civ, the mapmaker will randomly determine which player receives the disputed civ.

11. The process continues until every player in the game has won a civ.

It would be pretty clunky with the amount of civs on offer, and for games like Civ 4 that let you mix and match traits, I'm not sure how exactly it'd work - maybe your top two bids are looked at, until everyone has two traits? But if you offer a restricted pool of civs to choose from in a game, it's an interesting way get everyone's preferences evaluated.
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