Hello, thanks for the reply. :)
Whether a crowding strategy could become evolutionary stable, I guess, is dependent on game parameters outside the crowding aspect of the game, i.e. game constants such as "knights being far better than boats", as you mentioned. Therefore this either comes down to balancing game constants in the traditional sense, or to the removal of game constants altogether. In the latter case, which is far more interesting as brainstorming material, I think that the real challenge becomes not to prevent the game from becoming evolutionary stable, but to prevent it from degrading into a game of chance, when chaos takes over and no strategy can emerge other than making a decision and hoping for the best.
For example, consider a large number of players, making their way one node per turn through a complex interconnected graph. All players start at node A with the same amount of points and they all share the same goal of reaching node Z at the far end of the graph. The game is played in simultaneous turns: during the command phase each player chooses an adjacent node to move to, and during the execution phase the game charges each player an amount of points equal to the number of players that chose the same destination node multiplied by a constant that is particular to their starting node. For example, if 30 players move from A to B, and the constant for A is 1.5, then the game deducts 30*1.5=45 points from each of these players. Any player that finds himself with a negative number of points is eliminated from the game.
Given this setting, one strategy that immediately emerges as dominant is NOT to follow the shortest route, as most of the players are likely to follow that one and therefore find themselves starved for points and eliminated from the game halfway to Z. But then again, if most players are veterans who grasp this strategy and decide to go for it, then the noobs who choose the opposite strategy win. Therefore to NOT follow the shortest route is no longer a dominant strategy and, obviously, if you consider to follow the shortest route as dominant strategy then you can read this paragraph the other way round and the veterans loose every time, the reason being of course that "most players are veterans" and in this game if you play like most of the people play you lose.
So, does this sound like a viable game concept to you? Or is it, essentially, glorified rock-paper-scissors?