[EPIC - ADVANCED PLAYERS] RFC: Optional Fixed-End-Year Scoring Games #856
Replies: 2 comments
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I like this idea. The gotchas to consider are how we produce the selector based on the phase progression. Phase progression for a variant is a little state machine object, so it feels a little bit finicky to use it for this. But I can't really think of any better way of doing it. The other small gotcha to consider is that I believe we allow for variants to have a final year baked into the variant definition itself. If that's the case, then this needs to be reflected in the available options. I think this should appear on the advanced screen during game creation. I agree that the game should end after the fall retreat phase of the selected year. What I'd like to do before signing off on this is have Claude propose where the changes would need to be made for this feature to be supported. Specifically, I'd like to understand which parts of the proposed feature exist in the service versus the adjudicator. I'd also like to understand what UI changes would be required. |
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Agreed, these would be good questions for Claude.
I feel it should ALWAYS end at an adjustment phase - before building, but
after updating SCs. That makes it a bit easier.
If the final year is baked in the variant, that is obviously the upper
limit, but good catch.
Also here. Does not need to be now, but i see a phase where we focus on
advanced/tournament users.
…On Wed, 24 Jun 2026, 01:14 John McDowell, ***@***.***> wrote:
I like this idea. The gotchas to consider are how we produce the selector
based on the phase progression. Phase progression for a variant is a little
state machine object, so it feels a little bit finicky to use it for this.
But I can't really think of any better way of doing it. The other small
gotcha to consider is that I believe we allow for variants to have a final
year baked into the variant definition itself. If that's the case, then
this needs to be reflected in the available options.
I think this should appear on the advanced screen during game creation.
I agree that the game should end after the fall retreat phase of the
selected year.
What I'd like to do before signing off on this is have Claude propose
where the changes would need to be made for this feature to be supported.
Specifically, I'd like to understand which parts of the proposed feature
exist in the service versus the adjudicator. I'd also like to understand
what UI changes would be required.
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RFC: Optional Fixed-End-Year Scoring Games
Context
Most online Diplomacy games today continue until a solo victory (18 SCs) or a draw is agreed by the remaining players.
However, many tournament and competitive Diplomacy formats do not work this way. Instead, games have a predefined end date (for example, Fall 1910). When that phase completes, the game ends automatically and the player with the highest supply center count is declared the winner.
This is how the majority of face-to-face and tournament Diplomacy is played. The objective is not necessarily to force a solo victory, but to maximize your position by a known endpoint.
Example: https://www.youtube.com/watch?v=N5fh3IMR-1U&t=9050s
For example:
Player A wins the game.
This differs from the traditional online Diplomacy experience, where players often continue playing long after the strategic outcome is effectively decided, waiting for a draw vote or a solo.
Proposal: Add Optional Fixed-End-Year Games
Add a game creation option that allows hosts to specify a phase where the game automatically ends.
Examples:
When the specified phase completes:
This would be entirely optional and disabled by default.
Traditional "play until solo or draw" games would continue to function exactly as they do today.
Why
Supports the Most Common Tournament Format
Many tournament organizers already run games with fixed endpoints.
Currently, these formats require manual administration or external scorekeeping.
Supporting them natively would make the platform more attractive for competitive and organized play.
Reduces Late-Game Fatigue
Many games reach a point where the likely outcome is already apparent, but players must continue for many more years before a solo or draw becomes possible.
A fixed endpoint creates a clear objective and allows players to focus on maximizing their final position rather than grinding through an increasingly static board state.
Better Experience for Newer Players
A common issue is that newer players abandon games once they feel they are losing.
Examples:
A known endpoint changes the psychology considerably.
Even a weaker position can remain meaningful if there are only a few game years remaining and every center matters.
This may reduce abandonment and keep players engaged longer.
This might even become a default options, to keep games from being stale. I would definitely want to try that for a while, to see how it changes the game dynamic - but for now, I'm just discussing HAVING it.
Encourages More Dynamic Play
Knowing the game will end on a specific year often creates:
The strategic question becomes:
rather than
Similar to Other Competitive Games
Many strategy games effectively end before the losing side is completely eliminated.
Examples:
Fixed-end Diplomacy follows a similar philosophy: determine a winner at a meaningful competitive endpoint rather than requiring every game to be played to its absolute conclusion.
Proposed UI
Create Game
Add a new optional setting:
Game End Condition
(Solo or Draw are always in effect - regardless of fixed end phase.
If "Fixed End Phase" is selected, show:
Example:
Variant Support
This should work for custom variants as well as standard maps.
Rather than hardcoding years or phases, the selector should be generated from the variant definition of phase progression.
Possible display format:
The available options would be based on:
This ensures compatibility with custom calendars and non-standard variants.
Scoring
At the end phase:
Winner
The player with the highest SC count wins.
Ties
If multiple players are tied for the highest SC count:
No additional countback or tiebreak systems are proposed (although variants exist like 'countback' which on draw looks one turn before, if still drawn on emore, etc etc until one player has an SC more than the other - for now, let's not implement).
This keeps the system simple and opinionated while matching player expectations.
Open Quesions:
End of Which Phase?
The game should end, I think when an adjustment phase is reached - then SCs change ownership, and the 'final' score is calculated. This might impact the selector above (but depends on dymanic games where there are multiple adjustments per year - in this case, I think we should only allow ADJUSTMENT selectors.
Default Suggestions
For Classical, Fall 1910 is a common standaard. I think we can use a similar logic to have a similar number of turns for variants, but it would need to be calculated?
Visibility
How prominently should the end condition be displayed?
My inclination is that it should appear:
so players always know the target endpoint.
Summary
This proposal introduces an optional fixed-end-year victory condition where games automatically end at a selected phase and the player with the highest supply center count wins.
Benefits include:
Traditional solo/draw games remain unchanged and continue to be the default experience.
Would love to hear thoughts, especially from tournament players and organizers who regularly use fixed-end scoring formats.
All reactions