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Then, after he cheats he basically gets blackmailed into going to Azad and conveniently this "non-SC" drone comes with him in a very "non-SC" ship that claims to have its weapons removed but doesn't. The last page of the book gives it away: (MASSIVE SPOILER OBV) The security drone who came with Gurgeh to Azad was the same drone he meets during the introduction chapters who was "rejected" from SC and offers to let him cheat (though it was wearing a disguise at the time). I'm also 100% onboard the idea that all the drones could outplay Gurgeh in a blink in any game, intuition be damned. And there's absolutely no reason to believe that the overminds that guide the Culture can't model human behaviour down to the smallest variable, especially considering how augmented humans are in the Culture. The practical restrictions, like it being easier to send one capable human than to conquer a small galaxy, are in my mind lesser in comparison.Īs such, I think they got the most out of the operation, just by being confident in their assessment of a single human who played games good. The Culture is mostly constrained by only ethical rules, which, admittedly, can get flexible, especially with regards to the SC. The Culture worked very much like the PoG this thread is about: it minimised potential loss and considered the constraints it had to get the best possible outcome. They chose Gurgeh for the role, since he had enough skill and talent to actually be able to accomplish the Culture's (or the SC's, winkwink) objectives without having the whole thing being taken over by an AI. The Culture is (in this story) pretty much only bound by their own constraints. I agree with you that Gurgeh was just a piece getting manipulated and that that was the point, but Gurgeh was still the best piece that they could use for the job. Getting an account involved mailing the maintainer and those times I tried to start a game no players showed up. I am aware of SDG where I could play online, but that site is in decay mode. Homeworlds Seems to be a very fascinating game. Calculating the odds of winning would be interesting.ģ.
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Eclipse Has a nice rock-paper-scissors type of ship combat, where you can counter every enemy build (if you have enough time and resources). Dominion (shortly after it came out) To evaluate strategies to best my friends (obviously).Ģ. Thing is that for all my examples above I had a "good" reason to implement that specific game:ġ. (At the same time that probably makes it a good choice for a game implementation) But maybe that is just my view after very few games. I feel like there are not many decision points for me as a player and therefore there is not much strategy involved. I actually played Splendor for the first (three) time(s) some time ago and honestly didn't really like it. In the actual game, you'd be allowed to spend gold chips when you don't need to, which would make purchasing holdings contain extra decisions after you pick which holding to purchase about which chips you'd like to keep. This still doesn't correctly implement the rules though. (6 possible actions which are never legal at the same time as any other actions) If after any action you have at least 11 chips, return 1 chip. Take 3 chips of different colors, or 2 chips of different colors if only 2 are available, or 1 chip if only 1 is available. If there are 4 chips of the same color in a pile, take 2 chips of that color. (93 possible actions, one for each holding and one for each deck of facedown cards)ģ. If you do not have 3 reserved cards, reserve a card and take a gold chip if possible.
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(90 possible actions, one for each holding)Ģ. In my 2-player Splendor rules engine, the following actions are possible:ġ. Dominion and Homeworlds are pretty complicated! Maybe you can start with a simpler game like Splendor.
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