Another game? Focused discussion

So, we have DaveMcW who has volunteered to make a map and admin the game. Shall we accept the offer?

Shall we begin making some actual decisions about the next game?
 
I would love to play in another game. Here are a couple of random thoughts on things I've seen mentioned in the thread. I'm probably forgetting some things, but hopefully this is a start. :)

Map Maker - I'm happy with anyone doing it who volunteers. I do think it'd probably be wise to have at least one other person to check over the map before we start playing though, just to make sure there are no glaring mistakes. ;)

Advanced Starts - Personally I find the early game opening to be one of the most interesting parts of the game, so I would hate to have that element of fun removed by having Advanced Starts.

Extra Visibility at Start - I think this is a great idea. Seeing a small area around your starting position lets you decide whether you want to relocate your capital or not without wasting valuable turns. We could even try something like the Fall from Heaven 2 mod does - there they have a special promotion for the starting Settler which gives it +2 movement and +3 visibility. Works quite well.

New Random Seed - Absolutely, it removes any possibilities for accusations of cheating, which always cause bitterness and are never fun (regardless of whether true or not). Really, I'm not sure why we didn't have this set for this game in the first place...?

Simultaneous Turns - Highly in favour of this as it reduces the delay so much. Also makes it infinitely easier and quicker to play if we're doing "sessions" in the early game. Of course there can come the problem later with "double moves", so here's what I suggest to eliminate that: during war turns, the teams involved must play their turns in the order of their player numbers. For example, in the previous game, Kaz was player #1 and Saturn was player #2. If it was simultaneous turns and Kaz declared war on Saturn, they would go first and Saturn second. If SANCTA (as player #3) wished to also join the war against Saturn, they would have to play after Saturn. Make sense? I'll still play if it's sequential turns, but I just think it makes a world of difference if simultaneous turns is on - it could make the difference of subtracting a day or more from the individual turn times in the early-mid game.

Always Peace - I've actually played this variant quite a bit in multiplayer, and I don't mind it too much... indeed cultural warfare can add a whole new dimension to the game. However, I'm aware that it's not everyone's cup of tea... some people just like a good old fashioned military battle. ;) So maybe it wouldn't work for a demogame, although I'd certainly be interested to try it out in some other format (perhaps an intra-team game for the team I'm on :) ).

Always War - I'd rather not. It prevents all kinds of trade (tech, resource, gold, etc) and pretty much only leaves military agreements available to players. While I certainly think trade needs to be limited somewhat (techs in particular - demogames are notorious for tech alliances making them incredibly unbalanced), stopping all trade altogether seems to be going a bit too far. No foreign trade route gold from Open Borders, even! I think diplomacy can be a major fun factor in demogames, so we shouldn't limit its potential too much by going the Always War route.

No Tech Trading - I'm 50/50 on this one. I think it'd be interesting to play a demogame without tech trading, but I'm also aware that discussing whether to go through with technology trades (or even whether to backstab on them!) is a major fun element in diplomacy. It's also worth noting that No Tech Trading doesn't really mean balanced teching... instead it can mean a slight advantage for one team (land and/or resources) can easily exponentiate into a huge tech lead down the track. Indeed, in one of the first No Tech Trading games I played, I happened to get lucky with taking my next door neighbour by surprise, and from then on the game was a cakewalk - because I had more land than anyone else, and was always one step ahead in military tech, so no-one could stop me after that. (DaveShack will remember that game. ;) )

Even Players - Perhaps a solution to the tech trading / alliance issue could be to have either 4 or 6 teams in the next game, with tech trading on? That would encourage a 2 vs 2 tech alliance (or 3 vs 3, or 2 vs 2 vs 2) situation, which would at least have a chance of being balanced. With 5 players, there's really no choice but for it to end up being 2 vs 3 (unless it's 1 vs 4 or 2 vs 2 vs 1), which means that someone's always going to get the short end of the stick regardless. Wouldn't it be nice if alliances actually had some semblance of a chance of being balanced from the outset? (And yes, I think it was inevitable that with our 5 player game it would end up with a 3 vs 2 or 4 vs 1 alliance, so someone was always going to get screwed from the start.) Personally I'm in favour of 6 teams, assuming there are enough players to support them.

Espionage - Keep it on. Besides, I hate the culture effect of having it turned off - it messes up the game.

Random Events - Yeah, keep them off. Though they're fun if they're nice and they happen to you, they can be a bit unbalancing. And it makes it too messy with the rule about ignoring bad events, because sometimes people accidentally accept and then the team wants a reload, etc... better just to keep it simple, IMHO.

Smaller Map - Assuming we go with my suggestion of having either 4 or 6 players, I suggest we have either a Small map (4) or Standard map (6). There was definitely a bit too much open space for my liking on this map, but I wouldn't want everyone to be too close either. With one less team, we could justify moving to Small size without it being too cramped. With one more team on a Standard map, it might make it just about right.

Later Era Start - Not interested at all. The ancient game is one of the most interesting parts to me.

Team Captains - I think this could be a good idea, although I think it should be done in a "volunteer" way before resorting to a "brute force" way. As in, we shouldn't force two friends to have to be on separate teams if they don't want to, just because we want a better "spread". In my view, if a couple of veteran friends want to stick together to play in the next game, that's fine. But it shouldn't happen that 10-15 experienced buddies all stick together across 2-3 teams while the remaining 2-3 teams in the game get screwed over with few or no veteran players. That's just not fair on the other teams, and besides, it ruins the game for everyone if some teams end up semi-dead due to lack of interest from the players. I say: let anyone who wants to volunteer to "captain" a team do so, and if they want to bring along a couple of buddies from past games, let them. But let's not have a captain picking out 10 veterans and leaving the rest of the teams poor.

For the record, I'm totally happy to "captain" a team. Indeed I did pretty much the same thing in this game - I saw that a lot of the demogame veterans were gathering in a couple of teams and that Saturn (or Team 2 at the time) seemed to be lacking in them, so I joined for that reason. This time around though, I won't have a trip to Europe in the middle of things that will make me too busy to be involved. ;)

That's about all I have to add for the moment. Feel free to comment on or criticise any of my points. I hope we can get this new game started soon - I'm excited to have the chance to be involved again! :D
 
Just another thought... thinking along the lines of keeping the game more interesting for longer by discouraging teams from warring with each other too soon... is there any reason why we couldn't add some AI's into the mix in the next game? Has that ever been tried before in a demogame? Would it work? Obviously there are potential issues with "abusing" the AI's to fleece tech or gain easy land, but there are a couple of ways I can think that this might be balanced:

- No tech trading, AND/OR
- High difficulty level (Immortal? Deity?)

My thought is that the AI's could be placed such that there was one between each human team. For example, with 4 human teams on an "squarish" pangaea map similar to what we had in the last game, we could have the 4 humans placed on opposite corners of the map, and 4 AI's placed in between - one on each of the edges.

I don't know how keen other people will be on this idea, but I just thought I'd toss it out there to hear some opinions anyway. Seems that if the human teams are up against some tough and belligerent AI's, it might encourage forging some strong bonds between the humans in the early game to take down AI nations together. And I think that would make the early-mid game wars quite a lot more fun for everyone... with a spirit of cooperation between the humans being mandatory for survival, at least at the start. There could even be some sort of rule about having to take out all the AI's before inter-human wars can begin, or something. Or not... whatever works.

But as a bonus, AI nations will never get bored, lose interest in the game, or pause the turn timer for discussions ( :D ) when they are being invaded, nor will they harbour any feelings of resentment and bitterness. So - at least from my perspective - adding some strong AI's to the mix (and perhaps eliminating tech trading) could be a good way to increase the survivability of the game into the later eras, since the humans would have an incentive to cooperate rather than exclude one another in that part of the game.

Anyway, please let me know your thoughts. Does it sound workable? Or am I just insane? :crazyeye: :p

Either way, I'm quite keen to get this thing up and running as soon as possible. Would it be possible to organize a new forum at this point, so we can branch out into multiple topics of discussion (settings, rules, etc) rather than having everything compressed into one topic? Surely I can't be the only one who's excited at the prospect of a whole new demogame getting started in the near future. It's never too soon to start talking things out, right? :)
 
I would rather see people like Krill and DaveMcW play the game than be mapmakers.

On Lord Parkin's comments, I totally agree on map size and team format, in fact I agree on almost everything he said. Tech trading and always war or always peace remain my big questionmarks though.

Always war would be better the more I think about it...In fact always war with all kind of diplo banned (no communication with other teams allowed at all) is the purest form of competition...each team on its own.

Let the teams focus on what they are actually doing in the game, rather than how they wil trick and backstab the other teams in diplo.
 
Let the teams focus on what they are actually doing in the game, rather than how they wil trick and backstab the other teams in diplo.
But it's so fun to plot! :D

Seriously, diplomacy is a major part of demogames, and I'm not sure that I'd want to remove that component altogether. But I do agree that the tech trading is so often a major unbalancing factor in these games, and we need to try to do something to fix that. Perhaps my suggestion of trying even team numbers (4 or 6) might help at least somewhat? At least that way there isn't a guaranteed 3 vs 2... 2 vs 2 or 3 vs 3 has a chance of being somewhat more balanced.

(I also have a more radical suggestion that would involve some modding of the game code - specifically, increasing the "wait time" between getting a prerequisite tech and the following tech in trade from 1 turn to 10 or 20 turns, and possibly also imposing a 10-20 turn wait period before it is possible to research a tech following a prerequisite tech IF that prerequisite tech is recieved through trade - but that's more complicated and I'm not even sure if anyone aside from the game designers has the ability to do that.)

It could also be interesting to do something funky with the starts - for instance, have 2 teams start relatively closely, separated by a long distance from another 2 teams, who also start relatively closely. Then there's the option for the two close teams to either try to rush one another early, or cooperate from the start. If one team happens to gets eliminated really early, their members can just join the team that conquered them. But more likely, this would result in each of the neighbour pairs working together (especially if tech trading is on), which would have the slight downside of somewhat pre-determining alliances, but the major upside of balancing the alliances. (Especially on a 4 team game.)

Darn, I keep coming up with new and crazy ideas... I hope it isn't too confusing reading all this. Just getting back into the spirit and excitement of this again. ;)

Oh, and Indiansmoke, you might want to check the post above yours, as I wrote it while you were writing yours. It's quite a radical suggestion, so I'm not sure if you agree with "everything" with me there. :)
 
Oh, and Indiansmoke, you might want to check the post above yours, as I wrote it while you were writing yours. It's quite a radical suggestion, so I'm not sure if you agree with "everything" with me there. :)

I agree with nothing you said there ;)

Having ai's in the game is a no game for me really...I want to play against humans not manipulate the ai.

Regarding diplomacy, you say it is a major part of diplo games...I say what diplo games?
The last 2 I played (this and the apolyton) diplomacy was what destroyed these games, not just the tech trading but all the other stuff that come with diplo as well.

The previous diplo game here was years ago...things move on, people learn the game better, understand the consequences of what ever they do better and learn from their mistakes...so lets learn as well and move on to something more pure, more clean.

Simple stuff...your team and your civ...try to win...no diplo...no hard feelings with other teams...no backstabs...no playing kingmaker....just a team effort to find the quickest way to victory.
 
Here's another crazy suggestion: each team could control 2 "teamed" civs (effectively with 4 teams it'd be an 8 player game with 4 teams of 2), which would make for a lot more early game decisions, since everyone would have 2 settlers and 2 cities. I know some people were complaining of the early game being less interesting - this could be a good compromise, not to mention a very interesting variant!

It'd also make for some interesting pre-game choices. Which two civs will be the most compatible for your goals? Do you want four starting techs, or is it worth getting some good traits twice? Do you want to focus on emphasizing economy, expansion or military with both your leader choices, or do you want to balance things, say by having one economic and one military leader? Then there'd be the in-game dynamics: some teams might choose to rule over both empires with a single overarching plan, and others might prefer to role play more, running their empire in the style of two close but independent allies, with citizens able to choose which civ they wanted to reside in and influence. It seems to have a lot of really interesting potential, at least to me. :)

Once again: am I out of my mind? Or does this sound like it could be a cool idea to anyone else? :D
 
Here's another crazy suggestion: each team could control 2 "teamed" civs (effectively with 4 teams it'd be an 8 player game with 4 teams of 2), which would make for a lot more early game decisions, since everyone would have 2 settlers and 2 cities. I know some people were complaining of the early game being less interesting - this could be a good compromise, not to mention a very interesting variant!

It'd also make for some interesting pre-game choices. Which two civs will be the most compatible for your goals? Do you want four starting techs, or is it worth getting some good traits twice? Do you want to emphasize economy or military with both your leaders, or do you want to balance things and have one of each? Then there'd be the in-game dynamics: some teams might choose to rule over both empires with a single overarching plan, and others might prefer to role play more, running their empire in the style of two close but independent allies, with citizens able to choose which civ they wanted to reside in and influence. It seems to have a lot of really interesting potential, at least to me. :)

Once again: am I out of my mind? Or does this sound like it could be a cool idea to anyone else? :D

This is a nice idea....does not change my views on AW and diplo though.
 
I agree with nothing you said there ;)

Having ai's in the game is a no game for me really...I want to play against humans not manipulate the ai.

Regarding diplomacy, you say it is a major part of diplo games...I say what diplo games?
The last 2 I played (this and the apolyton) diplomacy was what destroyed these games, not just the tech trading but all the other stuff that come with diplo as well.

The previous diplo game here was years ago...things move on, people learn the game better, understand the consequences of what ever they do better and learn from their mistakes...so lets learn as well and move on to something more pure, more clean.

Simple stuff...your team and your civ...try to win...no diplo...no hard feelings with other teams...no backstabs...no playing kingmaker....just a team effort to find the quickest way to victory.
Unfortunately I don't think there's ever a way to ensure absolutely "no diplo". People on teams will always banter with one another, and even in an always war game with no tech trading, chokes and dog piles can easily be arranged so that one team gets hard done by. I think you can't really prevent that from happening regardless of the settings - with the exception of "Always Peace", I guess, but not many people are interested in that. I guess the only way to ensure absolute balance is with 2 teams in a death match on a mirrored map, but that seems to lose a lot of the charm of the demogames - which to me is in having multiple human contacts with which you can trade, scheme and banter.

It's a curse I guess: trading and scheming with other teams adds so much fun, excitement and variability to these games, and yet it's the very thing that so often ends them in shards of bitterness. I guess it's natural - after playing for so long, people get emotionally tied up in the game... which is great fun as long as you're the one doing the winning and the backstabbing, but considerably less fun if you're on the recieving end.

Gah, it's a never-ending cycle, but we can't seem to help ourselves. We're just too addicted to Civ. :D
 
In any case the idea with 2 civs that start as a team is nice and will enrich the game alot...lets keep that idea alive, regardless of the diplo stuff.
 
In any case the idea with 2 civs that start as a team is nice and will enrich the game alot...lets keep that idea alive, regardless of the diplo stuff.
Thanks, I was quite pleased with that idea myself. It seems like it could be a great deal of fun. :)
 
I agree with nothing you said there ;)

Having ai's in the game is a no game for me really...I want to play against humans not manipulate the ai.

Regarding diplomacy, you say it is a major part of diplo games...I say what diplo games?
The last 2 I played (this and the apolyton) diplomacy was what destroyed these games, not just the tech trading but all the other stuff that come with diplo as well.

The previous diplo game here was years ago...things move on, people learn the game better, understand the consequences of what ever they do better and learn from their mistakes...so lets learn as well and move on to something more pure, more clean.

Simple stuff...your team and your civ...try to win...no diplo...no hard feelings with other teams...no backstabs...no playing kingmaker....just a team effort to find the quickest way to victory.

All the stuff you want outlawed are stuff that are essential to civ and especially MP games, since backstabbing is what we do best, since the whole game is about controlling and manipulating your opponent to do what you want them to do for you. It is what makes these game exciting and great fun, all the potential for diplomacy and backstabbing.
 
All the stuff you want outlawed are stuff that are essential to civ and especially MP games, since backstabbing is what we do best, since the whole game is about controlling and manipulating your opponent to do what you want them to do for you. It is what makes these game exciting and great fun, all the potential for diplomacy and backstabbing.

I guess one man's fun is another man's pain.

To me fun is playing the game, trying to grow my civ faster than others and to outplay them to reach a win condition first...battling, using great people, maturing cottages, using civics, building wonders, finding the optimal way to play among the vast options and ways to handle things that are there....all these things are what is fun about this game...

Diplomacy and tricking humans has nothing to do with civilization....we could be playing any other game and diplo would still be the same...if I want a game of diplo I will gather with my friends and play a board game, where we all try our best to trick others and there are no hard feelings at the end....and that is fun because I am tricking a friend, whom I know for years and we laugh at it together...tricking someone over the internet that I don't even know does not appeal to me...playing the game appeals to me....seeing how others handle the situation and how they use their knowledge and wits is what appeals to me...

But you are right in one extent....most of the people that join a team in a diplo game are not interested in actually playing the game, actually checking the micro, trying to understand the logic behind decisions and why everything is done and actually try to offer something or learn something if they realize others are more advanced....they join to lurk.... and maybe to most of the people that lurk, diplo stuff is more interesting than the actual game.....
 
I learned the most about micro and tactics and maximizing great people, commerce hammers etc from actually playing the turns. When I was the one playing the turns, I had to pay alot closer attention to all that stuff... However, I realize that for more skilled, more experienced players, it is frustrating to let others play turns for fear of mistakes...:(

Maybe the 2 civ team can have one team being run Monarchy style by the most experienced player and the other being run Democracy style with less experienced players taking turns... so everyone who wants gets a chance to play turns and learn more about the game:D
 
TB
There were some demo games against AIs a few years ago and the interaction between the member of the team was horrible, at last it was all law and courts.

LP
I don't like MPs with AIs, because they are different and it's luck to win from them techs/towns/experience.

For the map, in the last was no stone or marple. This is important for choosing the traits because ind will be better..
 
Diplomacy and tricking humans has nothing to do with civilization....
I strongly disagree there. Nothing to do with single player Civ maybe, but Civ4 was built for multiplayer, and the game changes in that arena.

we could be playing any other game and diplo would still be the same...
Exactly! It's because we're all human. Would it really be that fun if we played the game like isolated robots, playing the turns but never interacting with the other teams? Come on, almost every game has a "diplomatic" element when you think about it - from brokering a deal with your opponents in Monopoly, to tricking and intimidating your opponents in a first person shooter game. Seriously, how many multiplayer games are there where you just robotically play through, never interacting at all with your opponents?

Anyway, as I've said, even if we wanted to go ahead with an always war, not tech trading game, there's absolutely no way to go ten steps further to enforce "no diplo". Players still can and will broker deals to militarily ally against another player (i.e. "you attack the south, we'll attack the north, and we'll split the cities"). And unless you want insanely active and policing moderators, there's no way to prevent that happening. Even with a crackdown on enforcing the "no diplo" rule by mods (which I can't see them bothering to keep putting the effort into to police during the course of the whole 12-24 month game), there are still ways around it - e.g. discussions off the private forum, via PM or MSN.

I think our best bet is to accept that it's not possible to enforce "no diplo" on everyone - and that while that may bias the game a bit in the favour of the players who can negotiate good deals, it also leads to a heck of a lot of fun for a lot of people. :)

Maybe the 2 civ team can have one team being run Monarchy style by the most experienced player and the other being run Democracy style with less experienced players taking turns... so everyone who wants gets a chance to play turns and learn more about the game:D
Indeed, you could choose to run things in that way if you wanted.

Some more thoughts: two civs per team would also allow for two unique buildings - and more interestingly, two unique units. Imagine the possibilities with trying to match up the best UU combination! Do you want your UU's spread across the game, so you have one helping you out in the early game and one in the mid game? Or do you want to have both UU's existing at the same time in the game, to produce some wicked stacks together? There are so many possibilities! :D

LP
I don't like MPs with AIs, because they are different and it's luck to win from them techs/towns/experience.
Well if tech trading was off there would be no "tech winning" from the AI. Looking at the other things, how is it ever not strategy + a bit of luck to win towns and XP? It's the same as a human vs human game, right? Combat odds do not change for the AI.

In any event, if we went with my suggestion of doing 2 civs per team, I'd prefer not to have AI anyway, so that point might be moot now. :)

For the map, in the last was no stone or marple. This is important for choosing the traits because ind will be better..
I can't recall exactly, but wasn't the map made after the civs had been chosen? If that was indeed the case, then Sullla would have known there were no Industrious leaders, and thus he would have known that no Stone or Marble on the map would lead to a level playing field for wonders.

Still, I think that it'd be interesting to have Stone and Marble on the next map - there should be ways to roughly balance their placement, and it's quite cool to have them around. Maybe the map could be done something like this: each team could have a little island off the coast of their starting location with Marble and/or Stone, so they had to do a bit of work to get a city out there (investing in Sailing and a Galley as well as their Settler). But that's just a thought.
 
For the map, in the last was no stone or marple. This is important for choosing the traits because ind will be better..

Maybe the map could be designed in a way that gives every team a close source of stone AND marble = Fun wonder races, More wonder building, and less early rushing. :D

If AIs were included, maybe we could all agree not to tech-trade with the AI, but tech trading with other Teams would be allowed. Or maybe the AIs could all be locked onto one team or AI alliance.

Or maybe there could be a large Barbarian civ with cities placed between each human team. That would make trade with the AI impossible and therefore policing would be unnecessary. The cities could be placed at extremely poor locations to make sure that human players would raze them instead of capturing them.
 
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