CoolioVonHoolio said:OK. how do i join?!?
CoolioVonHoolio said:OK. how do i join?!?
CoolioVonHoolio said:sounds pretty sweet to me. By the way i think that citizens should have more say. I think that "main" positions should be elected then "secondary" positions should be appointed by either the officers or by people.
Just my opinoin, besides im new to demogame so if that sounds silly whatever...
MSTK said:I just have to say that as a long-time surfer of the internet I have witnessed a lot of changed over the many years that I have gone sifted through the world wide web. Sometimes when I wallow in my nostalgic grief I sometimes wish that for just a day I could return to the olden days where things were still green. Change is inevitable, and never could a forum or community survive long without it without a close-knit community. It is that community which I cherish as the greatest thing outside of the real world. I have a life outside of computers, but to have a community online where everybody knows each other and all were held in equal esteem is something that should never be lost. And yet in many places I helped achieved that symbolic perfection within communities, unified by the love of a video game, a movie, books, image editing, and many others.
But then, things change.
It is a very disturbing feeling, the world changing around you and yourself stuck where you are, unable to adjust, convincing the world vainly to stay the way it is. Things are fine as they were! Yet a new community moves in and overshadows the old. Bonds break apart and things just start over again. And in that moment I realize that everything I had worked for and everything that the community had worked for had been in vain, and that nothing last forever. All things must fade.
End rant.
Strider said:This about the Thursday turnchat session?
mad-bax said:I was initially put off by the name of the thread and so I have put off reading it for now.
I am interested in developing the constitution and the Code of Laws to a state the is both workable and promotes "joined up" thinking for the game as a whole.
I think independently of course, and so my views may not be the same as the rest of the group, and I have not had the time to write my own version of the constitution, and probably never will.
I would like to join the group if that's OK so that I can try to influence the ammendments that are proposed. If I consider the finished product a significant improvement over what we currently have then I will vote for it.
mad-bax said:1. I don't like the vice-president being in the CoC. It is an appointed position. The only time the VP should have power is when the president is absent, in which case the VP is in effect the President.
mad-bax said:2. I don't like the linear, top down approach of the CoC. The president should have a team (lets call it a cabinet for now), and the output from that team should be used to direct the actions of the provinces. In this way we can have a joined up strategy for the game, rather than a miriad of separate discussions about tactics that are not necessarily joined up or considering the big picture.
mad-bax said:3. I would like to see a Treasury. This would be a department. The responsibilities of this department would be to allocate funds to the various other departments, to calculate gdp and predict future gdp, and to set targets for Shield, food and Gross income for the next turnset. The treasury would also be responsible for the "reserve" which would be used at the presidents discretion to pay demands, make rushes etc. The Treasury would report to the President.
mad-bax said:4. The cabinet would consist of a Department for Defence, A department for trade and industry, a department for culture and so on, pretty much as you have it now. Each department would submit their plans for the next turnset and apply for a budget. The treasury will then compare each departments proposed spending against the strategic objective and allocate the budgets accordingly. The departments would then amend plans to ensure they stay within their budget.
mad-bax said:5. The cabinet will then allocate budgets to each governor along with the modified plan. The Governors job will be to deliver the plan within budget.
mad-bax said:Obviously some departments will not interact much with the governors. The Science minister for instance. So he would be responsible for setting the tech progression and the rate of tech progression. To do this he would have to calculate the number of beakers required to get each tech in the specified number of turns. If the treasury won't give him enough money, then he would have to amend the plan and/or direct the governors to increase beaker production. So he might ask province 1 to bring beaker output from 132/turn to 194/turn. The governor would then build improvements and hire specialists to deliver this plan.
mad-bax said:Thanks for the detailed response. I should really have held off posting until I had developed a proper argument.
I don't want to get hung up on the names of departments or even the detail of what each job is. What I really want is a form of government that has a structure that allows good gameplay. One of my concerns is that the game seems to have no overall strategy and no discussion of it. So to re-phrase what I said earlier...
A. There should be an overall strategy for the game. It should take into account the will of the people and it should be accessible in a thread.
For Example.
Objective: Win by 130K victory condition in fewest possible number of turns.
Method: Expand peacefully through the landgrab phase. Expand militarily to the domination limit thereafter. Maximise the advantages of our civilization traits.
Milestones.
i) 15 Cities by turn 80
ii) Change of government to Republic - turn 100
iii) Complete control of starting landmass - turn 150
.
.
.
xx) Cultural victory turn 340
B. The tier of government below this will then decide upon the tactics required to achieve it. They will have to work together for this and so should be at the same level. So then each department would follow a plan.
For example
{office in charge of expansion}
Settle at a density of 13 tiles per city inland, and 8 tiles per city on the coast. Please see dotmap attached.
At domination limit increase density in provinces A, f, h and g to 6 tiles per city.
Disband cities to allow for new resources or strategic positions to be taken without breaking the domination limit.
Once the domination limit is reached maintain a national border covering tiles required to stay less than 10 tiles from domination limit.
So then we have a tactical plan for each department.
The Governors will then manage their provinces to deliver the tactical plans.
Everyone needs to know what they are expected to deliver, and with what resources. In other words they need a target and a budget.
This type of set up would promote better game play IMHO, would be more challenging for officials and end up being more fun.
As regards the CoC: If the CoC is only the order in which the DP is decided then I couldn't care less. But if it is a reporting line then I have big problems. The CoC hould be hierarchical if this is the case.
Strider said:By placing two differant leaders in control of the same aspect of the game, you do nothing but allow them to fight amongst themselves. You don't promote gameplay, you take it away. Not only that, but inorder to create a tatical and strategic cabinet, you would need to double the amount of leaders. This makes the elections boring, and also greatly increases the amount of leaders that are appointed.