This was my first contest here and I brought along some friends as well. Some of us went into the upper gold range, most stayed below that. A lot has been said about the different solutions applied, so I’ll focus instead on the problem itself, which was a bit of a disappointment for the reasons below.
Complexity vs Complication
My most pressing issue with the RTS theme is that a complex problem makes a fun and challenging contest environment, not a complicated problem. This contest is very complicated (lots of unit types, lots of building types, lots of trigs and involved simulations) - so complicated in fact that all of us did not spend any time on finding interesting algorithmic solutions. It was a constant battle against yet another special case strategy, fixing minor boring bugs (oh, sites cannot produce infinite gold - complication yet again, not complexity) and tweaking or adapting to your enemies.
You could also consider this from a heuristic-favoring point of view, but as many legend players already commented, a detailed simulation is what many of them had to resort to - neither fun, nor creative.
PS: If you don’t fully understand the difference between complex and complicated, take a look at the game of Go. It’s the prime example of a game with very simple rules (learn the rules in <5min) that lead to massive complexity (spend your lifetime on it and some computer will eventually show you that you haven’t really grasped anything yet).
League system
I very much disliked the leagues in this contest. I tried other multiplayer games before (Tron and CSB in particular), which did this much better.
In particular, we found the initial claim that you could get started quickly to not be true at all. The first submission took some of us an hour or longer. There was a huge wall of text for the problem, then over a dozen variables needs to be understood, you need to prepare a lot of code for a simple strategy like walking to the next site and build a barracks there. Our newcomers and those who were not regular coders did not have much fun there.
The other leagues all just extended how complicated the game is. You can build archers for defense - let’s make it more complicated and have towers as another option for defense and let’s just design archers in a way that makes you waste time when you look into them. You used to get a steady gold income - let’s make it more complicated and replace that with gold mines. It’s the same game mechanic complexity-wise in that you have a resource that somehow replenishes. The first version was simple to understand and elegant, the gold mines in contrast were merely a complication. (max mine levels and max mineable gold just added insult to injury there)
I’m not entirely sure what the leagues are supposed to be. In CSB they served very nicely as a learning curve and made the whole game more approachable for people who are not “in it to win it”. In Tron, only the first few served this purpose, before the leagues became just an arbitrary splitting of the players based on their strength. This contest was different yet again, in that the leagues were mostly a source of frustration, because yet another complication was introduced.
TL;DR
I’m looking forward to other contests, which have an elegant, simple ruleset leading to complex and interesting problems and are more approachable. Unfortunately, this contest was neither - it was just complicated with little complexity and very unfriendly to beginners.