Possible outcomes:
TGW v TUS :
1.1) TGW wins with 3 pts.. (TGW = 9 pts ; TUS = 5 pts).. TGW wins the CS Cup
1.2) TGW wins with 2 pts.. (TGW = 8 pts ; TUS = 6 pts).. TGW wins the CS Cup
1.3) TUS wins with 2 pts.. (TGW = 7 pts; TUS = 7 pts).. TUS wins the CS Cup on H2H record
1.4) TUS wins with 3 pts.. (TGW = 6 pts; TUS = 8 pts).. TUS wins the CS Cup

SRA v TMG :
2.1) SRA wins with 3 pts.. (SRA = 6 pts; TMG = 2 pts).. SRA gets 2nd place if (1.1) above occurs ; SRA gets 3rd place if (1.3) or (1.4) happens.. Tie between TUS and SRA if (1.2) occurs.. Possible tiebreaker round?

2.2) SRA wins with 2 pts.. (SRA = 5 pts; TMG = 3 pts).. SRA ties with TUS if (1.1) above occurs ; SRA 3rd place regardless of other results - even if (3.1) below since SRA has better H2H against PRP

2.3) TMG wins with 2 pts (SRA = 4 pts; TMG = 4 pts).. PRP gets 3rd place if (3.1) below; or tie between TMG, SRA and PRP if (3.2) below. TMG 3rd place if (3.3) or (3.4) below

2.4) TMG wins with 3 pts (SRA = 3 pts; TMG = 5 pts).. PRP gets 3rd place if (3.1) below; TMG gets 3rd place in any other scenario (even if 1.1 above)

PRP v MTS :
3.1) PRP wins with 3 pts.. (PRP = 5 pts ; MTS = 0 pts).. PRP joint tie with TUS if (1.1) above; 4th place if (2.1) or (2.2) above; and 3rd place if (2.3) or (2.4) above.

3.2) PRP wins with 2 pts.. (PRP = 4 pts; MTS = 1 pt).. 4th place if (2.1) or (2.2) or (2.4) above; joint tie with TMG and SRA if (2.3) above;

3.3) MTS wins with 2 pts.. (PRP = 3 pts; MTS = 2 pts).. PRP 4th + MTS and TMG joint bottom if (2.1) above; PRP 4th if (2.2) above; 5th if (2.3) or (2.4) above.

3.4) MTS wins with 3 pts.. (PRP = 2 pts; MTS = 3 pts).. PRP 5th if (2.1); MTS 4th; joint 4th-5th between MTS and TMG if (2.2); MTS 5th if (2.3); joint 4th-5th between MTS and SRA if (2.4)

... Of course.. it does seem likely that PRP will take all 3 points.....

__________________ Reminder to self: Patience is a virtue

This post has been edited 1 time(s), it was last edited by tingling: 26.01.2014 16:24.

It is not acceptable to me that round 3 start with more than 4 colony ships. Colonizing is a major skill that is being measured in a Cup game.

What should change instead is distance. It takes a long time to colonize when it takes 11 turns to reach close systems. In our first round, several planets were never colonized. In the second, many were colonized only after round 100, which gives little time for them to grow and be utilized. This could also be solved by smaller galaxies 3 x 2 x 4 instead of 4 x 2 x 4.

Longer distances also meant that it took forever to cross the galaxy to grab planets. The whole game was slowed by that.

Then we can keep our 200 turns and 2/3 hour turns.

Round 3 should not otherwise be different from the first 2 rounds.

This overlooks the fact that PRP barely played the first round, making SRA look much better than they really were. The new PRP with monster-player Sygor in it, beat the team that even TUS struggled with in the first round.

My evaluation/opinion of current team fearsomeness is

1. TGW and TUS tie
3. PRP
4. TMG
5. SRA
6. MTS

Also, tingling: PRP did not beat you by 26% the way we are calculating it. They beat you by 15.1%

Note 20% more than the average = 120/80 percents of average =150% simple calculation. Which is where losing teams typically concede.

This post has been edited 1 time(s), it was last edited by Radiance: 26.01.2014 18:22.

Originally posted by tingling
How did you calculate that?

I did =(1055219-810250)/AVERAGE(1055219,810250)

You were 15.1% below the average. So they were 15.1% above the average.

well, you pointed it out yourself now didnt you? it's 20% score difference, not 20% score-difference-from-the-average. Hence, the actual score difference is 30.2%

__________________ When life gives you lemons, its time to give up the lsd.

Originally posted by Arcady
I don't think I will be continuing to play

But why?!?!

I think we can have one last round of cup games? I understand 3 games in a row gets pretty tiring - what more to say the initially suggested 5 rounds. I proposed something somewhere at the top of this page. So Arcady.. just one more round?

My latest round of proposals to keep the tournament as playable as possible and to keep as many players pleased as possible

1) Round 3 galaxies will start with 12 colony ships..

2) Round 4 and 5 are deferred until further notice..

3) 120 x 2-hr turns + 180 x 3-hr turns = 300 turns total..

4) Score margin is calculated by taking the difference between the two teams as the numerator divided by the average of the two teams as the denominator..

5) If a team is winning by >=40% score as calculated in (4) by turn 120, then that particular galaxy is over and teams won't need to play out the rest of that galaxy (so they can get some rest and not have to play it through). We only play out the galaxies that are still too close to call.

6) The same test is applied again a second time at turn 200. Any team that is losing >=40% loses the match. So a galaxy would only need to be played until turn 300 if teams are still within 40% score at turn 120 and 200 respectively (or if your strategy is to take the lead at turn 200 or turn 300, you would need to fulfil the criteria at these milestones.

(Btw, I think we really need to find some way to find a concensus - maybe like appoint a 'government' or something to make the final decisions.. Right now I'm going to pick up that role to keep things moving.. but if there's a vote of no confidence, I'm always glad to step down..)

__________________ Reminder to self: Patience is a virtue

This post has been edited 3 time(s), it was last edited by tingling: 27.01.2014 04:47.

Neither of the top two teams have played the new PRP, and really that is where my questions are. (and yes, TUS v TGW)

I am looking forward to the third round, but for my team, it will be a lot tougher!

I want 4 colony ships but shorter distances so ships move faster, colonize earlier and collect/attack sooner.

I like the suggestion of ending game when top team passes 40% edge. You're not overcoming that. And limiting it to 300 turns for decision. If the spaces are less, there will normally be a decision by turn 200.

Turn 120 is too early--the other deciding time should be 150 or 160 turns.

I'd prefer those 10-12 col ships, to get things rolling. Smaller sector size would be fine.

quote:

tingling:
(Btw, I think we really need to find some way to find a concensus - maybe like appoint a 'government' or something to make the final decisions.. Right now I'm going to pick up that role to keep things moving.. but if there's a vote of no confidence, I'm always glad to step down..)

I think technically me and confused are that 'government', but I'd be happy to lave it to the two of you. You are doing an awesome job in every regard ting