While this game was winding down there were some talks of another game, but it was split among several threads and mixed in with commentary on how this game would end.
So, who's up for another game? What can we learn from the just-completed one to make a next one better?
Some starter ideas gleaned from earlier comments: I do not take credit for these as original ideas nor do I claim accuracy of what was said before.
OK, there's the memory dump on some ideas. Discussion?
So, who's up for another game? What can we learn from the just-completed one to make a next one better?
Some starter ideas gleaned from earlier comments: I do not take credit for these as original ideas nor do I claim accuracy of what was said before.
- Use "new random seed". Eliminates loading & testing results, but can no longer recreate results accurately after a crash.
- Use simultaneous turns. Eliminates loading & testing results, but now have to police double moves. Have to run 2-3x a normal turn timer to allow for MTDG style diplomacy.
- Try always peace. Won't get folks leaving because there is no hope of winning a war. Might not attract people who like to make war. Might attract people who would like to see a non-war victory. Might be hard to recover once getting behind.
- Turn off espionage
- Turn off random events
- More teams to get a richer diplomatic environment. However does this thin out the available player pool too much so that we risk a team going defunct?
- Smaller map?
- Start in a later era?
- Start with team captains? Sometimes this helps, other times people just get in a rut. Refer to Apolyton DG history -- alliances tended to carry over to next game etc.
- Random team assignments? Or directed assignments splitting up more successful teams from prior games? Takes away team chemistry but might give more teams a chance to be good.
- Distribute players to teams based on skill? Balances teams but same negatives as captains or random.
OK, there's the memory dump on some ideas. Discussion?