And so it begins...

zyxy

Warmongering Fool
Joined
Mar 21, 2005
Messages
3,390
Location
The Netherlands
Hear ye, hear ye, hear ye!

Team B is now in session! Welcome to all!

Let us first sing our tune
Letter bee, letter beehee, letter beehee, letter bee,
La la la lala la
Letter beehee, letter bee.


And now, Team B, we must answer these questions three:
What is our name?
What is our favorite colour?
Who will be our UN representative?

No, four questions:
How do we organize our team activities?
 
Oh boy oh boy oh boy! :woohoo:

With that fantastic national anthem, I'm almost inclined to suggest we stick to the name we're nominally given.... but nah, it's a tad boring, ain't it? Not that I really have any good alternative suggestions at this point. So, I'll have to pass the first question for now.

As for color, I've always been partial to green, but I suspect a more thorough analysis should be made of the pros and cons of respective choices.

What UU we have will be a very important choice. I'm not sure it will affect our gameplay much, but it will definitely affect the other teams' assessment of us and our goals.
  • If we choose an early UU, we might come across as a team who will be afraid not to survive the AA otherwise, and possibly also as a team out for some early warfare. It might deter the other teams from early warfare with us, but on the other hand it may deter them from friendly diplomacy as well, expecting an early strike. Then again, if we want an aggressive early play style, the early powerful UU could also lend more weight to some of our diplomatic "suggestions".
  • A mid-game UU, like Riders, could make us an early target, since the other teams might want to cripple us before we get a chance to use them. On the other hand we could come across as less intimidating early on, turning the eyes of the others away to more dangerous directions. An offensive UU (Riders) will make the others expect a military playstyle, a defensive one (Musketeers) will signal that we want to be left alone.
  • A late-game UU, like Sipahi, will signal that we expect to survive that long. Again it might make the others want to take us out before that, but it might signal enough self-confidence that they will think twice before doing so.
  • A very late-game UU like Panzer or F-15s seems a bit wasted. The last game didn't last that long, and it would surprise me if this one did. Also, if the game does go on that long, it will be more important who gets there first than who has the best units once there.

The other consideration to make is traits. I've always been partial to Industrious, but with the nerfing in C3C it's less obvious than in PTW. I would still rank it higher than most others though. If we want an offensive game then Militaristic + Industrious could be a nice combo. If we want a more peaceful game, gaining the upper hand through research and diplomacy, then Scientific, Commercial, Industrious and Agricultural all stand out as good choices.

Seafaring seems useless since rumors say a Pangea map. Expansionistic would possibly serve the purpose of finding all others fast, but I can see better ways to accomplish that. Religious just never seems worth it to me.

Some concrete suggestions:
  • Ottomans: Scientific and Industrious, late offensive UU
  • China: Militaristic and Industrious, mid offensive UU
  • France: Commercial and Industrious, mid defensive UU
  • Persia: Scientific and Industrious, early offensive UU
  • Sumeria: Scientific and Agricultural, early defensive UU
  • Maya: Agricultural and Industrious, early offensive UU
  • Greece: Scientific and Commercial, early defensive UU


As for UN representative, what does it do anyway? What's the purpose of the UN?


Question four: I don't know how these things go, but I'd like to see discussion and consensus before action. What's the usual way of doing this? Never played a democracy game before...
 
Lots of good thoughts, Niklas! And welcome to the team!

Long reply:

A UN representative is simply our teams mouthpiece to the admins and to the other teams on metagame issues. We will probably have to vote on map settings, game rules and such at some point, and the UN rep does that. It is not a very demanding job.

As for team organisation, I prefer to work by discussion and consensus, just like you. In the interest of speed of play, we'll need to discuss foreseeable decisions a few turns in advance, but that should not be a problem. IMO it would be good to appoint or elect a team captain, a turnplayer and one or more diplomats (when needed). These positions can rotate as desired, but it helps if someone is responsible for these parts of the game and for overall organisation.

Democracy games try to mimick a real-life democratic government, complete with a constitution, ministers, judges, and a parliament.I think we can do without this, it just adds clutter.

My MP (=multiplayer) experience is very limited, but I think I have gleaned the following "rules" (and part of this is probably just my opinion :p ):
  • Diplomacy is half the game. I think we can easily hold our own on the empire management side, but diplo is definitely not my strong point. I'm ok writing letters and stuff, but chats are a very important aspect too, and that is not my cup of tea. I'm hoping we have or will get a good diplomat.
  • Out of game treaties are useful to prevent tension, divide lands, establish borders, etc. Perhaps an open door, but the in-game free-for-all style only works with the AI. And humans consider trespassing an act of war - perhaps with the exception of a curragh.
  • The first teams to go to war will lose. Unless you can make a quick and complete kill, it almost always becomes a drawn-out slugfest that just sucks in your empire's resources, while the other teams spend theirs on expansion, infra and research.
  • Reputation is golden, far more than against the AI. Know which treaties you sign, and stick to them. There is no penalty for breaking treaties, except that people will remember, also outside this game, and that's more than enough for me.
  • You cannot expect to consistently get the better deal in trades, like you do in SP. Humans are too smart to give you 2fers and such all the time. Meaning that research capability is more important than in SP games. For example, this makes the scientific trait more valuable.
  • If you choose a defensive UU, humans are unlikely to do you the favor of attacking it. Meaning you'll probably have to start your GA with wonders.
  • While certain aspects of the game get harder when compared to SP games, others get easier. For example, you have a decent shot at even the earliest wonders.
  • You cannot expect to easily outmanoeuver a human opponent in war. For example, this makes the 1-move offensive UU's less valuable (unless you can land them from boats maybe).

As far as traits and UU go, I think we should not only consider what other teams will think of us, but also how we want to play, i.e., our what is our preferred strategy. In view of the above, I would focus on the longer term, which puts more emphasis on peacful traits and later UU's.

Traits: IMO Agri is very strong. I also like Commercial and Scientific. Industrious ranks a bit lower for me. Religious is somewhat useful for government swaps, especially if you suffer from WW. Seafaring and Expansionist depend on the map, Militaristic is a bit weak IMO.

From your list, I like Ottomans, China, France, Sumeria and Greece - they were on my wishlist as well. Maya might be good if there are barbs around - the UU can enslave them to get workers. Persia is weaker than Ottomans IMO. Other options are:
Iroquois - Agri & Comm, the best offensive UU of the AA (IMO).
Celts - Agri & Reli, another good AA offensive UU.
Dutch - Agri & Sea, defensive UU that will keep you safe throughout the MA.
Korea - Comm & Sci. I really don't know how the UU will work out (cannon replacement with lethal bombardment).

What do you think: should we propose to the other teams to exclude the four civs that were used in the previous game (Celts, Greeks, Persians, Iroquois), so that we stay away from a replay as much as possible?
 
zyxy said:
Lots of good thoughts, Niklas! And welcome to the team!
:salute: Thanks a lot! :)

A UN representative is simply our teams mouthpiece to the admins and to the other teams on metagame issues. We will probably have to vote on map settings, game rules and such at some point, and the UN rep does that. It is not a very demanding job.
Then anyone should be able to do it just fine. I could, as long as voting and such can be done asynchronously.

As for team organisation, I prefer to work by discussion and consensus, just like you. In the interest of speed of play, we'll need to discuss foreseeable decisions a few turns in advance, but that should not be a problem. IMO it would be good to appoint or elect a team captain, a turnplayer and one or more diplomats (when needed). These positions can rotate as desired, but it helps if someone is responsible for these parts of the game and for overall organisation.

Democracy games try to mimick a real-life democratic government, complete with a constitution, ministers, judges, and a parliament.I think we can do without this, it just adds clutter.
Sounds good to me. I guess in a SP Democracy game, the democracy itself is the goal, the fun of the game. Here it's just a means to get to a good result, meaning we should set up duties so that we can cover the important parts, but leave out anything unnecessary.

As for what's important, one thing I've been missing in the SGOTMs is what I guess would be called ministers in this setting. Basically giving people responsibilities to handle and focus a bit extra on. For instance, we might want a Minister of Internal Affairs, responsible for MMing and worker improvements, and who will focus on that aspect. Another position could be a Minister of Foreign Affairs who will report each turn on any significant development with our opponents, such as having researched a new tech, founded a new town, built a strategic road, etc. Minister of Science and Minister of Defense are two more given titles. But the titles are just fancy clutter, what I'm after is giving people an emphasis that they will focus more on than the collective casual scrutiny would.

Diplomacy is half the game. I think we can easily hold our own on the empire management side, but diplo is definitely not my strong point. I'm ok writing letters and stuff, but chats are a very important aspect too, and that is not my cup of tea. I'm hoping we have or will get a good diplomat.
Chats, as in real-time chatting with representatives of another team? I guess I would be pretty good at that, but time issues would probably prevent me from doing it too often. It's hard for me to devote any particular time slots to civving, I post and play in between. Asynchronous is the word of the day.

Out of game treaties are useful to prevent tension, divide lands, establish borders, etc. Perhaps an open door, but the in-game free-for-all style only works with the AI. And humans consider trespassing an act of war - perhaps with the exception of a curragh.
... though I would guess you could negotiate the safe passage of a unit through opponent lands? Since contact trading is deferred to PP in C3C, a cheaper form of contact trading would be to get directions and safe passage of a unit to make our own contact. :D

The first teams to go to war will lose. Unless you can make a quick and complete kill, it almost always becomes a drawn-out slugfest that just sucks in your empire's resources, while the other teams spend theirs on expansion, infra and research.
True enough, war has to be fast and decisive.

Reputation is golden, far more than against the AI. Know which treaties you sign, and stick to them. There is no penalty for breaking treaties, except that people will remember, also outside this game, and that's more than enough for me.
You mean people will remember us as treaty breakers for the hypothetical next game as well? I wouldn't worry about that so much, if breaking a treaty is the best way to go then I would do it. That said, in the vast majority of cases I agree with you. Maintaining a good reputation is very important, and ruining it should definitely not be done casually.

You cannot expect to consistently get the better deal in trades, like you do in SP. Humans are too smart to give you 2fers and such all the time. Meaning that research capability is more important than in SP games. For example, this makes the scientific trait more valuable.
Hmm, that's a very interesting point. And I agree with your conclusion, Scientific just went to the top of my list of favored traits.

If you choose a defensive UU, humans are unlikely to do you the favor of attacking it. Meaning you'll probably have to start your GA with wonders.
... if you choose a defensive UU, humans are unlikely to attack it since it would trigger your GA, meaning you have better chances of being left alone. On the other hand, humans might be inclined to make a very early attack against a very early defensive UU simply to make you waste your GA... which of course works both ways, if someone else chooses an early defensive UU. :mischief:

While certain aspects of the game get harder when compared to SP games, others get easier. For example, you have a decent shot at even the earliest wonders.
Right, because everyone knows about wonder addiction! :lol: I guess we'll have to consider that on a per-case basis, but if we're faced with a pangea map then there are several wonders I wouldn't mind having... After construction, we can use the palace as a prebuild, so that no one would be able to tell that we're building a wonder.

You cannot expect to easily outmanoeuver a human opponent in war. For example, this makes the 1-move offensive UU's less valuable (unless you can land them from boats maybe).
Very true. Warfare tactics either need to be fiendishly clever, or brutally straight-forward. And speed of units will be very very important in both cases.

As far as traits and UU go, I think we should not only consider what other teams will think of us, but also how we want to play, i.e., our what is our preferred strategy. In view of the above, I would focus on the longer term, which puts more emphasis on peaceful traits and later UU's.
That is my preference too. I think all teams will be deterred by what happened to TNT and their early warfare last game.

As for traits, I agree that Agricultural is very strong, but it requires plenty of fresh water to be efficient. I would not mind playing a Sci + Agr side, but I'm not really impressed with Sumeria's UU, it comes far too early IMO. From your list of sides, I'm not really happy with any of them, with the possible exception of Iroquois. I wasn't aware that they had switched their traits so completely in C3C, in PTW they are Rel + Exp which makes them useless.

As for the other three, artillery units are simply not useful enough, otherwise Korea could have been a choice. And I'm not impressed by Rel or Sea. And for a defensive MA unit I'd much rather go with France than Dutch.

Putting all this reasoning to work on the list of civs proposed, I would say Ottomans and France stand out as the strongest alternatives. Both have two very useful traits, and UUs that will do a respectable job.

What do you think: should we propose to the other teams to exclude the four civs that were used in the previous game (Celts, Greeks, Persians, Iroquois), so that we stay away from a replay as much as possible?
Not sure really, as I didn't play the last game. I wouldn't mind keeping them around, as that would lower the competition for the sides that we want to play. But I can see your point, and we could always bring it up for discussion. In what order do we get to choose sides anyway? We need to work on those diplomatic :hammer: skills to make sure we get to choose first. :D
 
:eek: Wow, you guys have been busy!

lurker's comment: Just one note about the UN representative: it's pretty much only necessary in the very beginning of the game, when you just have to post in a thread (for example, about the difficulty level) that "Team B votes for XX". Very low key. :)
 
Ginger_Ale said:
:eek: Wow, you guys have been busy!

Can you tell we're bored :D?

At least we can go for the spam award...

EDIT: there seems to be some discussion on the main forum about allowing people to change teams for a while. It is probably better to hold off any discussion of strategy, civs etc until this is settled.
 
I'm not worried about the turn-switching thing. As long as none of us switch, there's no problem :)

I'll be offering some thoughts later today on the discussion thus far, when I have a little more time.
 
Hi peter! :wavey:

I agree, it doesn't seem likely that anyone of would opt out. And we can keep the discussion at a level where we don't give away too much in any case, we can't really say anything revealing before we know more about the game.
 
Hi team, thought I'd check in :wavey:

I have been constructing some thoughts on the game but haven't had time to write them up so like Peter will post further shortly
 
Hey all, checking in as well.

Some thoughts for the general strategy while I'm enjoying my lunch break. I don't have much of multiplayer experience, so I'm not too sure how well my ideas will work in the real game.

I kinda like picking a civ with an earlyish defensive UU. Clearly avoiding war was the receipt for success in the previous game and what better way to do that than to have a unit that's a little tougher to kill. Combine that with some economical traits to make most out of the peaceful times and it sounds very good on paper.

What choices are there that meet my criteria? Greece obviously, but I suppose that might be not allowed (and agree that it's a good idea).

Sumeria seems very good. Of course someone could do the evil thing and trigger our golden age too soon, but then we could always pay them back by harrassing their workers and pillaging improvements, even if 1/2/1 is not really good enough to take many cities. Would just have to hope our neighbours would realize how inconvinient that is before doing it. :)

French and Netherlands have good UUs too, but especially the french one I think comes a little late and industrial and seafaring really aren't top traits in my books.

(A little note on Korea: Their UU is really neat against the AI, but with a range and move of 1 I don't think it would be useful at all against other humans.)

Ah, time to get back to work, more later perhaps.
 
:wavey: G'day Boys

I took the liberty of starting a Sign In thread so we can chase up 'No Shows' and exchange contact details.


good we have begun discussion, here are my initial thoughts ...

UN Rep is actually very important at this stage of the game as polls will have to be posted and then communicated to the Board. They will be our 'official' mouthpiece. I'd suggst that they could also run the election polls internally.

In MIA we had a very structured constitution and regular formal elections, the aim was to create an inclusive environment where everyone had the opportunity of involvement at the level they chose. We also had a structured internal filing system with a minimum of stickied threads which then linked to information threads, I like this as it becomes easy to access information.

Our Government Structure was as follows ...
1. UN Rep
2. Team Captain
3. Turn Taker (who was also President)
4. Domenstic Minister
5. Military Minister
6. Foreign Minister
They each ran for 20 Turns, the exception was the Team Captain who ran internal polls for 40 Turns.
While I liked this, I would think that UN Rep and Team Captian position could be incorporated.
In MIA, the Turn Taker would be guided by the other Ministers, this IMO was a lot more democratic than having one player be the el supremo Boss Hog. However I'm easy and if others decided on a different structure, that's cool ... BUT reporting in a detailed manner is for me the most important element. I am also very much in favour of creating an environment where as many as possible players are involved.

Regarding contact with other teams, whatever system is chosen I think that it is important for ALL messages to be posted so that we can all read for ourselves what has transpired. Anal I know, but it did keep everyone upto speed and also allow people to put their own spin on things. Again this I feel worked very well for MIA <pat on back> although it did create threads of interesting thoughts from everyone who tried to analyse the rival's intentions ... :lol: it created many paranoid scenarios.


Civilization chosen should reflect the type of game we are comfortable with, I am NOT are War Monger.

Colour ... I think Purple has a groovey vibe.

More Later as I have to go :salute:
 
Back ... continued :)

I think we should discuss what Traits we like to go for ... My top three are ...
Industrious ... I really like workers (more so after playing with Chamnix who was MIA President for the bulk of the game) and getting the job done quicker is a big advantage because our ultimate resource is the tiles that surround our cities.
Commercial ... I like getting cash so that rushing can be easily accomplished when needed and to a lesser degree the ability to fund trade missions and also to tweek research rate at a higher level when needed.
Scientific ... I like this too for technology selling options and building foreign alliances that are based on knowledge swapping.

A thing to remember also is that to get a peace time Golden Age you require to build a wonder of each type that is specific to your trait.


Game Settings
Game difficulty I have no thoughts and will probably go with the general concensus, however I do like barbarians that are either raging or just angry ... They provide good training grounds for our troops and also slows down the more expansionistic schemes of our rivals :mischief:


Unique Unit ... we should consider what type gives the most benefit for the longest time.
In the MIA game we played Greeks and the Hoplite is an initial unit that has the best defensive stats that rival the Pike, it also costs less.

But we should probably avoid the civs that have a UU after the Middle Ages as we may become a target due to this. However unless a team is playing very badly and over extending themselves too early, that the mistake of an early war may very well be averted in this game. So perhaps having a later UU may not be such a bad idea if we choose a civilization that has the better traits. I guess where I'm going with this is to choose first the traits that will benefit our style of play and after that consider the UU's associated with our civilization choices.


Nomenclature ... I like naming stuff, it is a great way of including the most virgin pure civer amongst us. It also gives us the opportunity to create a feel of who we are. This leads us to the name of our team. I have no thoughts at the moment but I'm sure that will evolve as soon as we get a feel as to how we play the game ... a 'blood and guts macho fear inspiring' name is probably not appropriate if the team is full of bean counters and eco hippy peacenik freaks :cooool:


Reporting this was very well handled in MIA, I'm not sure about the other teams (as I have yet to really venture into those dark threads) but I think that it is essential for us to get a reporting system organised. This worked well because each department head provided information specific to them in an easy to follow format. I'd suggest that this could also be incorporated into our team. Personally I like to be kept in the loop and have it all easily referenced, posting screenies is also a big advantage. It also makes it easy for us as a team to discuss tweeking little things on the Micro Management level.
 
Just reading the other comments so far ... seems we have a multinational team :beer:

Sweden, Netherlands, Finland, UK, Yank and an Ozzie ... nice :D

and articulate as well :eek:
... :lol: I had to look up asynchronously considering that that is the watch word :p ... well done :thumbsup:

Regarding the issue of trespassing, one of the tactics I felt that worked well in the previous game was that we had the most advanced map of the world. I think that unblacking territory is a great advantage and would push for early exploration once the game is underway. The more we know of the world the better for us on many levels ... we see where resources and luxuries are located, pop the goody huts, note where the savage barbarians have nested ... and the biggy ... can keep an eye on the population growth/drops of our rival's cities. Therefore it is also important to keep our lands as much a mystery as possible :evil:
 
Welcome Aigburth, Nikodemus and Fe :wavey: !

And it looks like Fe scored the first hattrick! :goodjob: :lol:

Lots of good thoughts to consider :).

Team organisation: I really like the consensus model proposed by Niklas: it promotes unity in the team, a unified strategy, and by its very nature goes against a "one man decides all". And I really like the idea of spreading responsibilities around in a more "official" manner as proposed by Fe. But there is no contradiction between the two, I guess. The responsibilities could look like this:

Team Captain: organizes elections, holds the whip, replaces AWOL officials, has deciding vote if the team cannot reach a decision (i.e., like in an SG).
UN rep: official mouthpiece for out-of-game interactions with admins and other teams. A large part of this persons job is to prevent any internal disagreement or frustation from leaking to the international press (aka the other teams).
Foreign Minister: Foreign policy, espionage, diplomatic exchanges, keeps track of (our) treaties and of (our) status with other nations.
Domestic Minister: Empire management, sets long and mid term goals for the turnplayer.
Military Minister: Defense policy, tracks our relative military strength, battle plans.
Turnplayer: turn-to-turn empire management.

I would like to see this rather as a list of responsibilities than as a list of powers. That is, if you are, e.g., the Foreign Minister then you are responsible for setting a foreign policy that is sufficiently supported by the team (preferably by consensus), and for initiating discussions on foreign affairs. But this does not mean that nobody else may take initiatives in this area. Any "power" should derive from the activity of the Minister.

There are obviously some grey zones between Domestic, Military and Turn player in particular. Can we just leave them grey, and trust our common sense?

Civ:

The traits that we (or least some of us) seem to like are: Industrious, Commercial, Scientific, Agricultural. UU either an early defender or a later attacker?

Civs that seem to make the top of the list sofar: Ottomans, France, Sumeria, Greece, Iroquois. Did I miss any?
 
:wavey: More new friends! :)

I agree with zyxy agreeing with me! ;) I think the consensus model is really the best way, it has worked very well for us in our SGOTM games. I also think the structure proposed by Fe is fine, that's very much what I was fishing for earlier. But I also agree with zyxy that these roles should be considered responsibilities, not powers. Consensus is an even more important word than asyncronous! :D

I would possibly add Maya to the list of civs, they are the only Agri + Ind civ and enslaving barbies would certainly be useful. This is just for completeness though, I would much rather see one of the others already listed, in particular Ottomans. I'm not afraid of staying alive in the early game, as I'm sure everyone will realize the follies of an early war seeing how the last game turned out.
 
:lol: It seems we have a team of Word Smiths ... :hmm: have I perchance hit a nail headon with that ?? ;)

With regards to responsibilities of the Ministers ... I too agree that each person elected has the role of coordinating that position. I would only add that the Minister has a right to ultimately decide.

eg. I recall that virtually everyone in MIA saw that war was the only option when we had a breakdown in negotiations with KISS, however instead of going with this I managed to hammer out a treaty (:eek: 3 Freakin Hours !!!). This was done only because we had a longterm plan and were totally unready for war BUT I also had the power to do so as it was MY Department ... technically I went against the team's wishes. But Foreign is unique in that it is out of game and requires interaction with players from rival teams.

Another example was that I wanted to have a bit of map unblacked (I had paid for an upgrade in return to having this unit given to me to explore by a previous Minister). But Defense at the time vetoed and took back control. That was cool cos I didn't vote for him :lol:

I mentioned that Foreign paid for an upgrade, this was a deal I made with a previous Domestic Minister, who gave me an allowance per turn and a percentage of gold raised through trade ... it allowed a fund to accumulate which I could dip into (if we had enough cash in the coffers and it wouldn't break the bank) to spend on getting things done on the foreign front ... eg. establish embassies, spy cities, etc. It was never exploited and always discussion occured. The Black Purse just made it fun :D
:mischief: Strangely I only seemed to vote for a candidate for Domestic Minister who would continue funding the Black Purse ;)

There are other cases when things have to be decided from two equally well put logical arguments eg. on what to build in a city, military unit or a domestic improvement ... who decides on things when the save comes unexpectedly early and due to time factors a decision has to be made before consultation or concensus can be reached?

But most of these scenarios are not the norm and most decisions were reached by concensus or following a longterm plan ... or in some cases a majority vote.

I only bring these up as examples of how we played the game in the past, other teams had different methods ... and I'm easy either way :salute:

Giving Ministers the right of veto in their department will also make elections fun, Peter Grimes is a past and proven master in the art of political puppetry. In one election he even used the poor little sick sister angle in his nefarious grab for power. :p We had a bit of fun in our elections and each person was often forced to outline their plan for the comming term, to create a platform so to speak.

The only difference that I would propose in the team makeup is that the TurnTaker was also the President and therefore was given the ultimate freedom since he was reacting to the game first hand.
eg. We get the save and spy a settler heading towards a Luxury and although we decided to plant a city in position A which is 1 turn away, he decides to settle then and there lest the other team secure the Lux.

I would prefer to have a minimum of positions also (due to stages in the game when there is a deficit of active players)

1. Representative to the UN, who would also organise the internal election polls and PM game queries to the administrators.
2. TurnTaker, who would act as the head of our clan (he/she would have the better room in the palace) and would have descretion to act on ALL elements of the game if he has received no orders from the other departments. This position would have the flexibility to react to unforseen ingame occurances.
He would also decide what is the better build in a city (between Domestic and Military) or even in some circumstances change a build.
3. Domestic, who sets research, settlement plan, worker tasks, suggests non-military builds for a city, etc.
4. Military, battle actions and moves, can request military builds.
3. Foreign, trades and rival interaction, can requset loan of a military unit to explore with, keeps track of rivals.
* Each Minister can assign tasks to other citizens eg. ambassadors, keeping a log or whatever else.
* Each Minister can create a poll for the bigger decisions, eg. do we build a wonder, do we go to war.

We can choose our own titles for these positions as well, it doesn't have to follow the traditional lines of the head being the President, head of Australia is the PM (Prime Minister) which appeals to the mathematition in me.


We also had a thread dedicated to posting orders to the TurnTaker, this made it easy to read the wishes of that turn from the postings of the ministers. Good idea if RL interferes with tha ability of TurnTaker to play the save.


Nomenclature could be handled in the following manner.
Workers were named after the team members in order of joining.
Military units were named via Military Minister from suggestions by team.
Cities, each citizen was asked to submit a name and then that list was used and added to.
* In the early game we found all units named made it easier to give orders to the turn taker.


We also had fun within the team by having polls on first contact, what will the next goody hut reveal, etc. A newspaper was printed once contact with ALL civs was made ... I'd encourage this type of activity to also happen here.
 
I have been a little silent recently, but it's been hard to get a word in around all of Fe's posts :lol:


Let me add my voice to the Consensus side of things here. It's a very natural way to organize, and that fluidity make the game more enjoyable than a strict codification of powers.

About traits: Industrious and Agricultural seem to dovetail well, as do Agricultural and Commercial.

About Nomenclature: I've been tossing ideas around for our 'Face' to the UN. The word Consensus has popped up a few times, so:
The Consensus
The Council
The Wordsmiths​

Each option would add a certain flavor to our interactions with the other teams. I'd love to hear other suggestions :)
 
On the team page, they list these things:

Leader:
Formal:
Noun:
Adjective:
Title:

What are these?

Consensus sounds fine to me, at least for decisions like dot maps and strategy - which direction we scout first, etc. I assume that whoever actually plays the turns doesn't have to get consensus on every move? or do they?
 
@ Automated Teller :wavey:
These are the variables that are used by the game in diplomacy screen, advisor messages and ingame information like "XXX of the YYY has completed a Wonder", "The evil YYYians have taken our city" and "King XXX has requested a ROP agreement".

It gives us the opportunity to customise our game identity instead of being Cleo of the Egyptians we can be Groovey Guru of the Flaming Hipsters

@ Peter, I guess I got a bit verbose due to an eagerness to immerse myself into this new team dynamic :p

I like the way we have started this process already :beer:

Interestingly it seems team Sabre has the bulk of the other MIA players.
 
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