Forum for Tequila War 1 (#79)
I want to say my opinion about the game. I think the game has already been a success. There are no super unions - every player is for himself. although the game did not start with the full squad, one dropped out due to lack of resources for the game. but this scenario reflects only the military successes of the races, without taking into account economic successes. all the more reason to take into account only the economy - the planets of the base and the armed ships. and it doesn't matter whether it's a flagship or a probe. ptscore takes into account the cost of planet bases and ships, but it's still based on economics. Tequila War only counts military successes - how many planets can you defend. Therefore, I suggest that Tequila War 2 also become a wolf game and invite everyone to try their hand at a new interesting scenario.
I vote for a wolf game for Tequila War 2
![[Posting]](/res/icon_rsay_24x24.png)
Well that's weird - did I miss something? How did this game come to an end so suddenly? Looked into my messages, can't see that there were any votings to end it already. Since I'm new to Tequila, might someone explain please? Thanks a lot!
EDIT: Found it within the documentation:
Voting EnableFinish (boolean, default: True) [...] FinishScore (integer, default: 2000) Game finishes when one player reaches this many points. [...]
Did not see that before, should have read properly I guess starting with less than 11 players has its downsides, maybe adjusting the setting depending on the number of players will make it more exciting towards the end.
anyway, congrats Darkclow!
EDIT: Found it within the documentation:
Voting EnableFinish (boolean, default: True) [...] FinishScore (integer, default: 2000) Game finishes when one player reaches this many points. [...]
Exactly, that's what happened.
Now, if that's not what you expected from a Tequila War game, tell me. It's a first for me as well.
--Stefan
I was only surprised, that's all. What I mentioned about the number of players is just a suggestion. We started with 8 instead of 11 players, thus leaving more planets for each race with less competition. So before the fighting got hot and even before we reached the minimum of 65 turns to enable voting the game ended.
It's not necessary to change the setup, it was my mistake to not have read about it properly.
It was a surprise for me as well.
The strike force of my fleet — 5 Erasers, just arrived at planet #218. I would continue playing for another 20 turns or more
hello everyone!
Well, we need to draw conclusions and raise the finishing bar to 5000-6000 points in the next game. Or just play for up to 60 moves and then vote.
but I want to draw your attention to the fact that in this scenario it is impossible - as in the tim-score or pt-score scenario - to collect but not use resources, and then 5-10 turns before the end of the game to invest the resource in points and raise them 2 times.
In tequila, even if you make a breakthrough in the last 5-10 moves, you still won't be able to reach the top places.
Well, we need to draw conclusions and raise the finishing bar to 5000-6000 points in the next game. Or just play for up to 60 moves and then vote.
Let's do a totally dubious estimate: if you colonize one planet per turn, and plant a cactus on each, you need ~63 turns (and 63 planets) to get 2000 points (Gauß's sum). You can be quicker by colonizing multiple planets per turn early in the game or by capturing planets with cactuses, or you can be slower by not planting aggressively, or losing planets.
With the same reasoning, for 90 turns, the limit needs to be around 4000; 5000 would give you around 100 turns.
So, raising the limit sounds like a reasonable change to me.
--Stefan
I suggest interviewing the players of 2 games about settings:
-number of points
-wolf game