The only reason why I wanted to consider robots in the first place
was "fairness". If it weren't for the problems of keeping things
fair for all players (including those that want to pick up dropped
positions), I wouldn't have considered allowing robot players at
all. If a player drops the game and your neighbor is next to that
empire and can capitalize on it and you're not, how is that fair to
you? Your opponent gets to steal away an entire other empire's space
and PI for next-to-nothing, perhaps even bigger than his own, and use
it to "beat you over the head" with it. That sounds very unbalanced
and unfair to me. And of course, if he beats you up enough then
you'll also quit playing, giving him yet another empire's space to
freely glom onto and roll over the next guy in line. This doesn't
sound like a fair and balanced game to me. Why do we want to give
only some players a sudden and substantial advantage over their
neighbors, just because he had the good fortune to be next to the
player that simply decided to quit playing? Is that what we really
want to do? How important to us is "fair play" in this game?
As Genny noted, picking up dropped positions is also useless if it's
been sitting there doing nothing all that time. They should at least
have a running economic system bringing in PI for the new player to
spend. Otherwise, we'd NEVER have dropped positions picked up - it
just wouldn't be worth it.
Jon would really like to get more benefit from killing a dropped
empire, so what if we considered another possible option? What if we
"upped the ante" for killing any empire, making it more reasonable to
want to kill a robot position (with it's PI stockpile similar to
played empires). What about if you got ALL their HW PI, or maybe
even all their unspent PI empire-wide? Would that make defeating an
empire more attractive, whether it was played or not? Or what if you
got some random percentage of their research PI added directly to
your research, perhaps representing knowledge that they had found but
you hadn't yet? Would that also increase the desirability of killing
an unplayed (or played) position? Would it be enough?
Of course, there's always the option to have the rules explicitly
state that you have to defeat all EMPIRES, not just all real PLAYERS,
in order to win. That could have the unfortunate side-effect of
keeping the last real player from winning, if he had a tiny empire,
and I don't think that any of us want to see that happen. But the
up-side is that ALL empires must be defeated, robot and real player
alike, and so no longer may you simply ignore the unplayed
positions. And everyone will have a similar chance as everyone else
of fighting and winning, regardless of whether or not the guy next to
you dropped or not, thus maintaining some balance and fairness. In
addition, a real player who becomes the last real player in the game
might not be granted an immediate win because someone else may
suddenly decide to pick up the dropped position and start fighting
him tooth and nail. Hmmm.... What if we considered an intermediate
possibility... what if, to win, you had to defeat all empires (even
robots/dropped positions), or you had to survive until the Masters
returned and you were the REAL player left alive with the highest
PI. That way a robot could never win, but he could put up a fight
(keeping things fair) until the last fortnight. (In the old days
they wouldn't want to keep playing against dropped positions for
$6/turn, but it's much more reasonable when it's free.) For that
matter, we could even credit players back a small amount of their fee
every month for actively playing a dropped empire, thus encouraging
people to pick up dead positions and leaving fewer robots around to
cause trouble.
So what other issues might we include in this discussion?
Davin