Archive - DemoGame RPG

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Just for a estimated amount. If the poll is accepted who will help organize it? Just reply saying you will be willing to help for I can get an estimated amount. You will still have to reply in the voulanteer thread through.
 
Strider, I thought you and Dis and Eyrei were volunteering to do the bulk of the work?
 
i posted an excel sheet as an example for "the banker". this will be a new position. the banker and maybe a deputy will keep track of expenses and the budget count for all citizens.
this could be done in simple excel forumlas, with a bit of copying after each turn chat. example:
old-balance+gpt*turnsplayed+expenses+additional income=new balance
to be calculated after each chat-session, this will result in a new row of old-balance entries (copy result-values to old-balance column). then we start over with it. of course, each individual excel-sheet should be archived for reference.
(just an example... having a webpage or excel-app or access-app would of course work much better)
 
Cyc: I don't know about Dis and eyrei, but I'm going to try and do the bulk of the work. But the more people we have helping the more we can do.
 
Sorry i would have to decline adding more work to the game, as rl got me when i did not watch ;-)
and i already got so many positions i want other ppl in there.
 
ok apparentley i am the sales manager or summin according to strider
well how about this you have a happiness thing where you can buy stuff that improve your happiness
e.g.wine-half a happiness point
french wine-happiness point
champagne-2 happiness points
but the things which have more happiness points are more expensive.
but if you are in say the top 10 happiness point earners out of the whole RPG for that month then for the next month you get say 5 gpt extra to your salary
 
Hi guys...

Just perusing the ideas, and here's my 2 cents worth on the subject of jobs: as improvements are built in cities, we'll need staff, right? So when, for example, we build a bank in Metropolis, we need to hire a banker. The tricky part is deciding who gets what job, 'cuz some will undoubtedly pay more than others...

Another thought... it's not clear to me what people do with their money. Someone suggested buying a home, food, etc. which is a good idea. But here's another idea: individual citizens could contribute money to groups (or individuals) who would then spend it on advertising to get their favorite candidate elected. For example, the Metropolis String Collector's Club want to get their leader, Bob, elected president. They each chip in some $$, which the group uses to purchase the right to post on a special campaign board (I can see it now: a poster with Bob's smiling face posted for all to see). Or perhaps they use their $$ to set up a debate with other candidates on an IRC channel. The possibilities are endless...

Anyway, there are a couple of ideas for more interesting uses for money. Keep the great ideas coming!

Emp.
:frog: :whipped:
 
the groups can implement as "membership fee" if they want. if you set up a group, you can just state that every member has to pay 1gpt for example.
the group then gets its own account and can pay for example chat representatives or other jobs. they could even buy land-tiles or houses for group meetings...

another idea would be to give the governmental position a kind of budget, from which they could pay governmental officers.
 
We could do it that way. It will take longer to set up, but it might work.
 
As the newly elected Mayor of New York, I'd like to throw my two cents here into the National Economic Forum.

I have been impressed in this thread with the complexity of an RPG based on getting money for work performed within the game. Far simpler than actually going out and getting a job, I suppose ;-p

I'd like to propose an alternate, and perhaps simpler way of bringing an economic flavor to the RPG. Although all figures below are open to debate, I will include 'starting figures' for purposes of example.

* * *

1. All citizens are residents of a given city. I will presume that all citizens are members of the ruling elite, and thus would be capable of generating investment funds rather than "grocery" funds which I believe could get tedious pretty quickly.

2. Citizens not holding an office or position will generate income per turn based on a percentage of the city's revenue stream and size. Although numbers will be related to in game numbers, it is presumed that the private sector generates funds not shown in the game.

Example 1: Private citizens will generate as income 5% of the economic output of their city every turn with a minimum of 1 Gold Piece (gp). Thus, as a city grows its citizens will become richer, enticing more people to move to that city, reflecting real world societal trends over the last 6 millenia.

3. Citizens may generate more income by taking on a variety of roles.

Example 2: A mayor recieves a bonus of 10% of the gp output of his city.

Example 3: A governor receives 5% of the gp of each city under his/her domain.

Example 4: A President or VP would receive 2% and 1% of the Gross National Product (GNP) per turn respectively.

4. Members of various associations, guilds, government departments, etc. would gain income from specific areas of the income pool.

Example 5: Someone in a science organization would in addition to their base income receive 1% of the science GNP, as well as 1gp for each science based culture point in his/her city.

Example 6: Provincal/national group leaders would generate funds according to their position. The leader of a regional religous fanatic group might generate 10% of the region's gp as tithe, as well as gp on a one for one basis for religious culture points in their city or cities controlled.

5. Forum functionaries can be presumed to be doing the bureaucratic work of the game, and as government employees make their funds from taxes.

Example 7: 50% of GNP per turn is divided (evenly or otherwise) between moderators, etc.

6. Citizens can use the funds they generate to encourage public works.

Example 8: The citizens of Barsoom join together and raise funds to lobby the President (or whichever governmental department) to build a bank. The agreed to funds would then be transferred to that government agency, and added to the budget which is split up by that department's employees. The bank is built, and the citizens of Barsoom increase their income.

Example 9: The citizens of East Cupcake contribute funds to purchase land currently owned by Podunk. The City of Podunk realizes a windfall which they use to fund a hospital.

7. Every age evolution causes the savings bank to reduce funds by a factor of 10. This encourages people to spend for the good cause rather than trying to amass 6000 years of wealth, which has never been done, and in any event would be pointless.

8. Bribery is allowed within the framework of the RPG to make things more realistic, but external rules govern what is acceptable, and what is not.

Example 10: Bribes you can make:
a. Pay a Governor to give you a specific production item.
b. Pay an organization to recommend your City for a Wonder.
c. Pay an agency to "redistrict" provincial maps.
d. Pay the Department of Labor to assign workers to your city.

Bribes you cannot make:
e. You cannot bribe someone to destroy an improvement in another city (Exception: fanatic groups).
f. You cannot bribe someone to miscount votes from a poll.

9. Specialty units could be purchased by a player or group, and then controlled by that player or group, a form of privatization. Unit maintenance costs could be paid by the owner as some form of taxation.

Example 10: A player funds an Explorer. Discoveries made henceforth by that unit would enrich that player. If it finds a goody hut, half of the amount added to the GNP would go to the player. In the case of a tech, some predetermined number, such as the number of research points needed to discover that tech would go to the player. This would simulate a simple patent system.

Example 11: A city or association funds construction of a privateer. Any booty generated by that privateer would be split among the members of the consortium, and would be tied to the construction cost of the prize.

10. Company towns and principalities. Players could fund construction of settlers. If settled beyond a country borders, then noone else's permission would be needed for placement. If inside country borders, government approval would be needed. These quasi-independent cities would simulate the large number of non-aligned nations of limited power in our real world. The owner of the city would then exercise control over the production queue, as well as take a double share of the revenue for that city, demonstrating more private revenue and less public revenue in these types of situations. The founder of a principality could establish a noble line.

Example 11: A pro-business group decides expansion towards a lucrative area isn't happening fast enough, so they outfit a colonization unit, and settle into a mountainous area with lots of riches. They also outfit a defensive unit from point 9 above and use it to garrison the town. Any revenue generated from such a city should have a higher percentage of its income diverted to the risktaking capitalists.

11. Principalities and company towns could be sold or traded. At the beginning of each era, company towns within the general borders of the nation (i.e. not a Hawaii or Alaska) would shift to national control. This would simulate the lessening influence of the founder over time, as the population grows & demands statehood.

12. Colonists. When a city produces a colonist, the citizens of that city should receive a portion of the income that the new city generates, emphasizing business and cultural ties between the two. As with point 11, this would expire at the changing of the era.

* * *

The above is just some quick thinking, which I'd be happy to flesh out further if the citizenry think it a worthy idea. Let me explain my rationale in the above proposal.

We know we can beat the computer with our massively paralell brain power. What the above guidelines do is add a bit of real world intruigue to the game. Pork dominates our political scene, and using it to buy for example "The First Disorganized Bank of Eritrea" for example would allow one to acquire holdings in various cities and industries, while fostering a scenario of competitive cooperation in the game.

Citizens would vie for improvements to enrich their own domains, while not always looking at the national interest. A citizen group which promotes a market rather than a spearman destined for a frontier town will enrich itself at the expense of frontier security. And if it causes us to lose that city, so what? We'll win in the end, but have a lot of fun posting on the subject. If the aforementioned example, I can hear the howls of protest lamenting corporate greed over the national interest. (Hmmm, that may be going a bit too far. That would NEVER happen in the real world, right?)

This proposal ignores the more mundane expenses proposed in earlier posts. We can assume that the Rockefellers were not overly concerned with their day to day expenses. Rather, the funds are used for public works. It is a hallmark of "noblesse oblige" that the wealthy do philanthropic work.

Bribery is allowed because in an RPG, there are some who will enjoy that facet of the game. Likewise, fanatics may wreak some havoc in the game, but ultimately they will add more depth and realism. I doubt the fanatics would affect overall victory, but if they did, more power to them, it'll make the game interesting as all hell. Fanatics could be funded from a percentage of waste gp.

I'm sorry for this long post, but once I started the idea rolled itself out. Please take the time to envision some of the inherent nuances I can see in this proposal. I think that the Machiavellian possibilities here are endless.
 
That is some good idea's, but right now were trying to start small. If it works out that way the well make an "update" to it to make it funner.
 
Kault, that is impressive and well-thought out. However, I agree with Strider that starting small and adding complexity as we go probably makes sense.

I especially liked the notion idea of tying actual city production to wages, though would add that they should be *divided* among city residents in order to encourage people to move to smaller cities and not just lump up in the capital.
 
Strider and Danke: Thank you for you input. I would not expect to devise this set of rules with no debate or compromise. I would like to address the points you raised, however.

1. Simplicity - Hmmmmm, if we wanted simplicity, we wouldn't be playing a game with the name and scope of Civilization. I contend that it is the very complexity inherent in this game that holds our interest (which is why, other than this GOD, I play the DYP mod exclusively). That said, I certainly understand management issues, and can see a phased implementation of this RPG. Please realize, however, that the basic concept IS simple. Revenue is based on size and profitability of holdings. Expenses are based on building infrastructure and swaying public policy.


2 - Starting small - Just because you'd prefer to start small doesn't mean that we shouldn't have a full and logical framework in place to expand into if the concept is popular. I believe that we would rather enjoy our time working out this system as an intellectual debate, even if it is never fully implemented. It seems to me that this would be more satisfying than to cobble a system together as we go, with the inherent inconsistencies that may engender.

3 - Fun. While I understand your reasoning, Strider, I submit that if it isn't fun to start with, no one will care to continue it to make it "funner". Personally, I can't see the fun in turning this game into something that I would have to buy food and pay mortgage every turn. I would choose not to participate in such a system, as I have quite enough of those expenses in real life.
My big question as I began to think this concept up was: Why would anyone (unless they have never had to work) want to model that side of our existence? Also, as I pointed out in my previous post, I think that our members should be considered the shakers and movers of the world we play in rather than the burger-flippers. As such basic food, clothing and shelter expenses would not be something that these people would be concerned about. Do you really think that a state governor spends a lot of time worried about these issues?

The system I propose allows for more player interaction and is to my reasoning a far more fun game. Even though the framework may appear to be complex, if constructed properly, it will run smoothly. You don't have to know how to program code to play a computer game.

4 - Dividing city production among citizens. I had already considered this line of thought and dismissed it for the following reasons:

a - If revenue were divided per your suggestion, it would have the opposite effect of what you imagine. Every time a citizen moves to a city, the income pie gets sliced into smaller pieces. Thus, citizens would tend to discourage others from moving in.

b - Urbanization has been a trend in society ever since the nomads discovered agriculture. Big cities with an active electorate can be a powerful force in Congress, and could swing the balance on polls.

c - I had also considered putting a cap on the income the citizenry could realize from their home. With my example of a citizen receiving 5% of their city's gp, we could establish a cap of 50%. therefore, up to 10 citizens would receive the full 5%. Once a city grows beyond 11 citizens, the percentage would be reduced, but by that time, one would suppose that the local citizenry would have increased the economic base of the city sufficiently to offset their smaller base percentage.

* * *

As I said in my previous post, I think the current game indicates that we can kick the computer's butt handily. I believe that it would be more fun to throw a little chaos into the the game, as some of my proposals would do. If that means we don't built railroads until 1830 rather than 1380, that's great. Ultimately, I would not be involved in this game just to generate a high game score. Rather I would prefer to have a rich and varied gaming experience with players around the world.

How many games of Civ have been played around the world? How many games of Democracy? Likely, the total number of Democracy games that will ever be played in the entire world are less than the number of Civ games than any of us individually has played. Why not make them something extra special?

Let me close with an example. Two winters I was involved in the "Alpha Quadrant Challenge" campaign tied to Star Trek Voyager. The game was exceptionally simple in execution, but had great potential in RPG. Out of 38,000 players, I placed fourth. In the end, my placement and high score didn't mean anything, but the friendhsips and rivalries that developed were epic! That game lasted 5 months, about the same time as Democracy. Given that most citizens (and mayors) basically have little to do, the implementation of this roleplaying framework would add untold hours of interplay and intruigue.

I look forward to further dialogue on this topic.

Humbly submitted by
Kault
Mayor of New York
 
Originally posted by Kault
3 - Fun. While I understand your reasoning, Strider, I submit that if it isn't fun to start with, no one will care to continue it to make it "funner". Personally, I can't see the fun in turning this game into something that I would have to buy food and pay mortgage every turn. I would choose not to participate in such a system, as I have quite enough of those expenses in real life.
My big question as I began to think this concept up was: Why would anyone (unless they have never had to work) want to model that side of our existence? Also, as I pointed out in my previous post, I think that our members should be considered the shakers and movers of the world we play in rather than the burger-flippers. As such basic food, clothing and shelter expenses would not be something that these people would be concerned about. Do you really think that a state governor spends a lot of time worried about these issues?

Acutally part of the concept is already handled... I put almightyjosh in charge of entertainment which means he can create parties etc. Mainly real-life entertainment events. We need to look into the subject further the next update through.

Orginally posted by kault 2 - Starting small - Just because you'd prefer to start small doesn't mean that we shouldn't have a full and logical framework in place to expand into if the concept is popular. I believe that we would rather enjoy our time working out this system as an intellectual debate, even if it is never fully implemented. It seems to me that this would be more satisfying than to cobble a system together as we go, with the inherent inconsistencies that may engender.

I do agree but with the people we have it might be hard. We will be happy if you joined are team to work on this subject.

Post here to join:

&
Here to see the current orginazation:
 
i second the proposals of kault, but still we would need some things to start with them:
* tools to automate calculation of the values
* more ppl to help
i also second to start the small version immediately at the next game, but to still discuss the further expansion in parallel to be prepared to give more "food" to the rpg adicts as they jump on the game.
we should also discuss how we could slowly migrate from the small to the big version without major interruptions of the gameplay.
and of course, if we manage to give the cities themselves more power (and with this the citizens living there) and give ppl some reason to move around the country, this will also enhance roleplay and makes the big rpg easier to implement.
but i say again: we will need some tools (webpages? web-apps?) to calculate the values without having 100s of citizens busy doing the calcs.
 
Thanks for your second, Disorganizer. It's always comforting to have the support of a diety.

Let me tell you a little bit of history, and what I'm willing to do to help. I got involved with Traveller, a sci-fi RPG back in 1977. After GM-ing, running tourneys, playtesting for GDW and FASA and designing scenarios, I got involved with Task Force Games, and designed a couple of card games for them in the pre-Magic days, as well as proofing, testing and changing rules in Star Fleet Battles. I have goodly experience in developing logical rule sets.

While I realize that this forum is a more of a Linux mindset than a Wintel one, I would prefer to design the ruleset (with stepped implementation), and bring it to a quick vote for test implementation. Designing this by committee would likely take longer and be less efficient. That is not to say that I am an autocrat. While I would certainly post the rules in progress and debate the points & suggestions, I think it best that one person draft the rules. I believe that having a lead designer would expedite implementation of a test, as variables will need to be be tested and refined as Kal-El is doing in DYP.

I am willing to design the ruleset. What I would like before I begin is for someone of authority to post a poll on this subject. If more people prefer the method this thread has been discussing for the last month, I will not waste my time. If people like my concept better, then I will begin to flesh out my initial proposals.

I do agree that we will need web/database tools for final implementation, but I believe we could run a couple of tests on the honor system. After all, only the very insecure would fudge their numbers on a playtest. We should run tests in each era, and can load any game we like to run those tests.

I await guidance.
 
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