Random Map

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ljazz7
Posts: 25
Joined: 18 May 2020, 05:30

Random Map

Post by ljazz7 »

Can we move on from using random map?

Far too often the following things happen:

A bunch of transdims are contiguous
Gaias are directly adjacent to home planets
Home planets are forced to be 3+ hexes away from each other.

I’m sure there are other issues, but I find the random map generation far less enjoyable than the standard tiles.
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Kayvon
Posts: 1114
Joined: 17 October 2011, 01:39

Re: Random Map

Post by Kayvon »

Sure. It's completely optional. Just choose the per-the-rules setup options when you start a game.
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Stitchworm
Posts: 2
Joined: 14 September 2022, 14:20

Re: Random Map

Post by Stitchworm »

Current arena champion here.

I much prefer random map over the other maps. It's one of the greatest things about this BGA implementation, because you don't get to randomize maps like this in an offline/tabletop game of Gaia.

The "weird" configurations created by Random Map give these games much more strategic depth than other map types. It allows for some truly creative (and strong) openings, nuanced faction bidding, and even End Game objective dynamics. Examples:

1. Three transdims in a row? That middle transdim now becomes a keystone planet for Baltaks or Itars/Terrans who want to avoid early Nav. And in the Lost Fleet, it's now possible to gaiaform all 3 purples in the same round without Nav!
2. A cluster of 1-dig planets next to your home planet? Allows you to play without Nav, and becomes a lucrative area for Lantids as well.
3. In general, random map allows for more openings without Nav due to the unorthodox planet positions. If you can spot these crazy openings for a particular faction that otherwise looks weak, that gives you an advantage in auction bidding. So you're rewarded for seeing things your opponents don't. That's strategic depth.
4. An entire sector of mostly empty space, with just a couple of transdims? If the End Game scoring is Most Sectors, it becomes an early fight for those two purples, may even tempt a Geoden player to research gaia1 for it.

Now let's look at Variable map. I've played plenty of these and others can chime in as well. Notice how early Nav2 is almost a given on Variable Map? It's because of how hard it is to reach desirable planets without Nav2 on Variable Map. The limitation on home planet positioning imposed by Variable Map forces players into cookie-cutter openings like Nav2 mine sprees, because it's too often the most optimal. It's not surprising to see a 4p game where by Round 2, three or four players are already on Nav2. From there, these games quickly escalate to a fight for Nav 5 among the players. That's very limiting in terms of strategy, to be forced into a particular path, and then have to double down on it because losing Nav5 hurts more now that you've invested so much in the track. Imagine if those two early valuable research steps on Nav could be spent on the 5 other tracks instead, we'd see players attempt a more diverse set of early game strategies.
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Kayvon
Posts: 1114
Joined: 17 October 2011, 01:39

Re: Random Map

Post by Kayvon »

Wow, this is an amazing analysis. Thanks for sharing it! (Where were you when the haters were beating me up on BGG over this?)

I understand random isn't for everyone, but it's also been the most popular optional-option of any game we've developed on BGA and now I know why. Thanks!
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Stitchworm
Posts: 2
Joined: 14 September 2022, 14:20

Re: Random Map

Post by Stitchworm »

Happy to share. I've always appreciated the work your team put into this implementation. It allowed for so many quality online plays and in turn, raise the overall skill level of players.

I'll add another example of where Random Map shines (at least in base game). On Variable maps, the Ivits will almost always spawn in Sector 07, the one with one red planet and two green planets sandwiching an empty hex. I have not seen a strong player choose otherwise, in any game, because no other sector yields as good an opening (access to 2 cheap mines using a single space station). For me, that predictability = boring. In Random Map, the optimal Ivits spawn point can be anywhere in any sector! Sometimes even in a little corner by themselves.

I can see why some players don't like that. If they play each faction from a set of textbook openings and memorize optimal spawn locations, that gets ruined by the, well, randomness. Using another example, depending on the map seeding, the typical Ambas Nav2 mine spree opening, can be either super strong (allowing for the rare TS+7m opening) or downright terrible (so you'll consider the Academy). Random map enlarges the set of permutations of viable openings for every faction. And it takes skill to see them.

But it's good that both map options are available. Someone training on BGA for the sole purpose of getting better in offline play (for tournaments, etc) will strictly want to play Variable because Random Map isn't possible in offline play.
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