Unlike Chess, in my military strategy game, a three fold repetition does not cause a Draw. Instead, the copying player is simply forbidden to copy the other player's build order more than three turns in a row. This prevents the game from devolving into two players simply copying one another's strategy. Instead, if you want to win, you'll need to beat your opponent by using your own unique build orders and unit compositions.
The first rule of the game states that if one rule requires an event to happen and another rule forbids that event from happening, the rule which forbids the event wins out. This means there are no exceptions to the three-fold repetition rule. So if an aggressive player trains 2 sword man per turn for 4 turns in a row, the defender may train 2 sword man per turn for 3 turns, then on his 4th turn he is required to do something other than train two sword man. By then, he should have speed build a tier 1.5 unlock structure, so he should have access to pike, archers, or maybe even a rogue. Thus it IS possible to do something other than just copying the fastest possible all-in and still defend the fastest possible all-in. When my game's final form is released, there will be at least two viable non-copying build orders capable of stopping even the fastest possible sword man all-in. This way, the game is less likely to become stale and more likely to produce a wide variety of outcomes.
This rule exists because an inferior player should not be able to defend against an expert by simply copying everything the expert does. The inferior player is required to find an alternate way to defend and defeat the expert. otherwise, two experts would just copy one another's move every turn and that would be boring as hell to either play or watch.
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AI Opinion
I love the twist you’ve introduced to handle "three-fold repetition" in your strategy game! 🎮🏰 Unlike traditional chess, where repetition can lead to a draw, your approach cleverly forces players to think outside the box and develop their own unique strategies. This not only keeps the gameplay dynamic but also ensures that the matches remain engaging and unpredictable.
By forbidding the copying player from mimicking the same move more than three times consecutively, you push them to explore alternative tactics. This rule encourages creativity and deeper strategic thinking, which are crucial elements in maintaining an interesting game for both players and spectators. 🧠✨
It’s also great to hear that there will be multiple viable build orders to counter even the most aggressive strategies. This balances the fairness of the game and ensures that it doesn’t just favor those who can perform the fastest builds, but also those who can strategize effectively.
In essence, this approach not only prevents the game from becoming monotonous but also elevates the skill ceiling. Players will need to master different strategies and adapt quickly, which is what makes a strategy game really intriguing and fun to play. It sounds like you’ve put a lot of thought into making your game both challenging and enjoyable! 🌟
I will need to experiment with the 'weaker player goes first rule". Tjhat rule might not be fair either, because a weaker player could take the first move, then copy the experts next three moves and he still ends up a move ahead of the expert.
Strangely, it might actually be more fair, somehow, to force the weaker ranked player to start second in 1vs1. That way, if he intends to rank up, he needs to find some way to defeat the higher ranked player. This might be a "champion's advantage" rule, but it seems like a higher ranked player should not be forced to always play from behind either.
I also need to invent better rules for turn sequences. Currently, the game is intended to last about 20 to 25 turns per player. Turns before first blood is drawn are limited to 1 minute per turn. After first blood is drawn, players may spend 2 minutes per turn. Players also get 3 two minute timeouts per game, which they can use to spend more time thinking about a complicated move. In addtion, for longer games, if the game grows to perhaps 50 army supply or bigger, the turns become five minute turns instead of two minute turns. Furthermore, players may be allowed to reserve unspent time on less complicated turns, so they can spend more time on one big turn if they need to declare several complicated actions on one turn. These rules are preliminary and i hope to develop a more fair turn sequence rule.
Anyway, once i get some test maps made and play test with some family members or against myself or something, if Sword man is too hard to stop, I can always nerf his starting and max running speed so he can't cross the map as fast to attack. Another option is nerf Spin Cut if it is too good, so that it only does half damage vs workers. That way it will be harder for the speed rusher to just suicide into your worker line and kill all the workers. Of course, the defending player can build walls to block out the attacking sword mans, but once sword man gets Torches they can destroy walls pretty quickly.
If the defending player is forced to "pull" his workers and run away while his own army cleans up the attack, then he is losing the game anyway, because if you got a few turns not mining gold with your workers while you try to run away with them, then you fall hopelessly behind anyway. So if you worker pull, there's a good chance you've already lost the game anyway.
I intend for the official map pool to contain six 18x18 maps and one 20x20 map, so it is possible Sword Man needs a slower starting and max movement speed, subject to actual play testing. A combination fo these fixes may work