Blue Monkey
Archon Without Portfolio
Schema
Geographically: I have a feeling tha map itself is intimidating. One option is to sharpen the focus by remaking the existing map at a smaller scale. This would eliminate the need for civs just to fill up the space, and force the remaining ones to be a bit more aggressive.
Limit the time period - but dont start off with hard and fast cut-off dates. Lets work out the tech level we want to start at (obviously we dont want to start with the Harappans figuring what to do with all that alluvial mud, or the Shangs accidentally smelting copper and tin) and about where to end. That will reveal the time period we want to cover.
Praxis
Im fine with my assigned spot. As part of the map work Ill also take responsibility for researching the placement of whatever resources are agreed upon, and work (with help I hope) on any needed LM terrain. Of course Im happy to help with any other research needed.
Id like to make a radical proposal as to the decision making process: consensus building. Its something I learned while teaching at a school run by the Society of Friends.
Basically, there isnt any boss, although there is a sort of clerk to keep track of what has been decided, and keep the discussion on the point. The clerk has to periodically make clear the state of the consensus, without trying to force the decision one way or the other. Decisions are reached through discussion, where careful attention is paid to any objection or contending points of view.
There isnt really a vote; things are decided when everyone has either agreed, or explicitly lays their objections aside and is willing to go with the consensus. For it to work each member has to be committed to finding and carrying out what the group as a whole needs, not just their own interests.
It can be rough to get this style of a group going, but in the long run it works well, because everyones voice is not just heard, but matters; the tyranny of the majority is avoided, but those in the minority also learn to consider the whole, rather than their special interest. Clerkship can be rotated; since theyre not a leader theres less need to burn out and bail, just ask to pass the baton and then continue as a working member.
I'd propose that the group, for consensus purposes, consist of the "crew chiefs"; while we can consider input from any delurkers, only those committed to developing the mod ought to have a say in the consensus.
OK, I did say it was radical, and just a proposal.
I think though that if we include Japan, Korea, Tibet, and most of China we are going to wind up exactly where we were a year ago planning to do the full blown Rise of Asia. ...Let's start small. If our team pulls through there's no reason why we can't follow it up with another mod or scenario at a later date. So I'm an advocate of the "bottom half" approach with the following civs (suggested by Blue -yes, your thumbnail is what I envision the map looking like).
I hear you guys, and everybody else, agreeing that the scope needs to be reduced. The disagreement seems to be in terms of whether toIt depends on when you start and end those 500 years. As I said before, the 10th to 15th centuries are the most dynamic period at this time. Numerous empires rising and in competition, the Mongol threat, and lively maritime trade and contact in South and Southeast Asia. Indeed stretching it from the 200s to 1600 would make for an interesting mod, but you'd need multi-era leaderheads and graphics and lots of techs.
@7Ronin: If we focus on a specific time period, then including East, Southeast, and South Asia would not be a problem. I think the key problem is time period here.
- Limit the time covered
- Limit the geographical extent
- Narrow the cultural focus
Geographically: I have a feeling tha map itself is intimidating. One option is to sharpen the focus by remaking the existing map at a smaller scale. This would eliminate the need for civs just to fill up the space, and force the remaining ones to be a bit more aggressive.
Limit the time period - but dont start off with hard and fast cut-off dates. Lets work out the tech level we want to start at (obviously we dont want to start with the Harappans figuring what to do with all that alluvial mud, or the Shangs accidentally smelting copper and tin) and about where to end. That will reveal the time period we want to cover.
Praxis
Shiro has also rightly pointed out the problem with finding appropriate props to finish some of those LHs. Solutions exist, but have to be sought. Lets not base our decisions either on negative close-mindedness or pink cloud optimism.As Shiro points out, we already have some excellent leaderheads waiting in the wings.
Why does that list look familiar? I guess the Mongols are sort of Land Pirates.Playable
Indian Subcontinent
Guptas in NW
Pallas in NE
Cholas in S
SE Asia
Angkor
Pagan
Srivijaya or Javanese
AI
Pirates
China (small portion)
Tibet
AI initial cities pre-placed; Human civs from settlers. Three tech "paths."
These ought to be seen as crew chiefs, not bearers of sole responsibility.Suggested Primary Division of Labor:
Rules/scenario assembly/editing: 7ronin
Leaderheads: Shiro
Pedia: Keroro
Map: Blue
New Units: Swoggy?
Graphics: OtM
Tech Tree Construction: Virote?
Research: all
Selection/determination of units, techs, buildings, game mechanics, etc.: all
Im fine with my assigned spot. As part of the map work Ill also take responsibility for researching the placement of whatever resources are agreed upon, and work (with help I hope) on any needed LM terrain. Of course Im happy to help with any other research needed.
I had been thinking along these lines, but in a broader sense. Key resources (needed for building some units or improvements, and especially Wonders large and small, that are available from techs in your flavor line) are only available in the other flavors part of the map. As an example, I have friend who imports and sells odd things from all over the globe, including dragon's blood as an incense. He tells me that the ingredients are traditionally made in two parts. The first part is made according to a secret formula in SE Asia (Thailand I think), then exported to China where more ingredients are added using a formula that isnt shared with the makers of the first part. Simulating this on a simpler level, we would end up with plenty of reasons for trade and warfare.The tech which permits establishment of either of the three religions is expensive. Once you have switched however you can "import" religious artifacts of that religion which gain you points.
Trade: We can easily simulate the importance of east/west trade.
To advance beyond a certain point, the Chinese need the Chinese Resource. This resource is not found in China but is distributed in the other areas on the map which should stimulate China to go looking for it.
I agree, Plotinus is quite a scenario genius. Ive played Mughals quite a bit, but not the other two. What mechanics caught your attention?Take a look at Rood and Dragon , Rise and Fall of the Mughals and Desert and Mountain. There are a lot of nifty mechanical ideas in these three scenarios. For those of us who haven't created a scenario yet, I suggest reading Plotinus's How to Create a Scenario.
One of the problems Ive seen with this mods progress is one person feeling responsibility for the whole ball of wax, and eventually giving up. Without casting any blame at all, Id like to point out that Shirou has posted here a lot more since throwing in the towel than he did for a few months prior.I think that if we can show some success and some authentic progress we might be able to persuade some of the unit makers to help us out. People are usually reluctant to contribute a lot of time to a project which isn't going anywhere.
Id like to make a radical proposal as to the decision making process: consensus building. Its something I learned while teaching at a school run by the Society of Friends.
Basically, there isnt any boss, although there is a sort of clerk to keep track of what has been decided, and keep the discussion on the point. The clerk has to periodically make clear the state of the consensus, without trying to force the decision one way or the other. Decisions are reached through discussion, where careful attention is paid to any objection or contending points of view.
There isnt really a vote; things are decided when everyone has either agreed, or explicitly lays their objections aside and is willing to go with the consensus. For it to work each member has to be committed to finding and carrying out what the group as a whole needs, not just their own interests.
It can be rough to get this style of a group going, but in the long run it works well, because everyones voice is not just heard, but matters; the tyranny of the majority is avoided, but those in the minority also learn to consider the whole, rather than their special interest. Clerkship can be rotated; since theyre not a leader theres less need to burn out and bail, just ask to pass the baton and then continue as a working member.
I'd propose that the group, for consensus purposes, consist of the "crew chiefs"; while we can consider input from any delurkers, only those committed to developing the mod ought to have a say in the consensus.
OK, I did say it was radical, and just a proposal.