Hey thecommonnate, I was looking at the vote count, and you voted "NO" for C3C. You did vote "YES" for CIV.I'm not sure exactly where this went, but I voted for both.
EDIT: a yes vote, that is.
I think you have a calling to count the votes over in Minnesota .Hey thecommonnate, I was looking at the vote count, and you voted "NO" for C3C. You did vote "YES" for CIV.
I would recommend excluding Civ4 DG1 and Civ4 DG3 from the candidate rulesets. Both of them involved electing a group of people.I think that to keep up interest, the next game shouldn't take 3-6 months deciding a ruleset before the game even begins. There's 10 rulesets (10 demogames) to choose from now - any one of those could be used as a template.
I would recommend excluding Civ4 DG1 and Civ4 DG3 from the candidate rulesets. Both of them involved electing a group of people.
Civ3 DG6 was too complicated, but a lighter weight version might be workable. I don't know if the Civ3 DG1 or DG2 rulesets are still available. Thought we had looked into that before and not been able to find them. Civ3 DG7 was very specialized for the 5CC game, so it would need to be unspecialized if we wanted to use it.
It would also help if we adopted the "good atmosphere" rule of MTDG1.
A hybridization technique might also be possible. Pick the best judiciary, best WOTP, and best executive system from the various games. Declare the political parties experiment to be failed, and pick the best individual election system. Then require the three main types of players (RPG, Politicial/legal simulation, game playing) to treat each other with respect (see "good atmosphere").
I think three teams would be the ideal, with nine additional AI Civs would be ideal We would thus get a hybrid of multiteam demogame and normal demogame. I think we should by now acknowledge that there is more than one truth out there, simply because people have different gaming styles and preferences, and putting all players in one big group is not always the best, as having some sense of like-mindedness helps.
If one team falls under a certain level of participation, the civ would simply be forcibly converted to become an AI civ itself, in this manner, a sense of competition to keep up the activity level would work out. Also, we would have a way to handle various citizenships. Migrations could only happen after term ends, and the various civs could have immigration preferences, pending on activity level, Having migrations following terms, could be a vent for dissatisfied players to wander off to a different civ, if the new civ wanted more people. Only one civ at a time, calls for abuse etc. I would prefer to have such a demogame with 3 civs with 10-15 players each, than having a big dysfunctional demogame with 25 players, where 10 at all stages are utterly disenfranchised. For me, and several others, this would be best, as we have a certain preference for how to have a game, unlike others.
I think three teams would be the ideal, with nine additional AI Civs would be ideal We would thus get a hybrid of multiteam demogame and normal demogame. I think we should by now acknowledge that there is more than one truth out there, simply because people have different gaming styles and preferences, and putting all players in one big group is not always the best, as having some sense of like-mindedness helps.
If one team falls under a certain level of participation, the civ would simply be forcibly converted to become an AI civ itself, in this manner, a sense of competition to keep up the activity level would work out. Also, we would have a way to handle various citizenships. Migrations could only happen after term ends, and the various civs could have immigration preferences, pending on activity level, Having migrations following terms, could be a vent for dissatisfied players to wander off to a different civ, if the new civ wanted more people. Only one civ at a time, calls for abuse etc. I would prefer to have such a demogame with 3 civs with 10-15 players each, than having a big dysfunctional demogame with 25 players, where 10 at all stages are utterly disenfranchised. For me, and several others, this would be best, as we have a certain preference for how to have a game, unlike others.
This might be the answer, DaveShack. Multiple DGs going at the same time. Interesting.It might be easier to just start separate single player games with different styles and let people play where they like the style.
I didn't care for that game either, and I bailed after a weird quirk in the game rules.I positively hated the 5BC nature of Civ3DG7 but played anyway, one of the few who stuck it out to the end.
In a sense, true. But towards the end of the last game, we tried to steer it back to a more traditional style.The faction system did prohibit people from voting on most things. It violated the most basic precept of a democracy game, that the WOTP must be followed.
The hypothetical game with multiple human players acting as a team would have to be played in a multi-player engine, right? How would that work? What would distinguish it from a true multiplayer game? If someone wanted to play on all "teams" would we let them? Exclusivity for the sake of competition is reasonable, elitism not so much.
It might be easier to just start separate single player games with different styles and let people play where they like the style.
In all the games but the last, nobody was "disenfranchised" that I know of. Note that being disenfranchised means not being able to vote. Not being able to get your way does not count. Some people had to put up with a style they didn't like, but they had their opportunity to convince a majority to play their way and failed. I positively hated the 5BC nature of Civ3DG7 but played anyway, one of the few who stuck it out to the end.
The faction system did prohibit people from voting on most things. It violated the most basic precept of a democracy game, that the WOTP must be followed.
Hey thecommonnate, I was looking at the vote count, and you voted "NO" for C3C. You did vote "YES" for CIV.
I think three teams would be the ideal, with nine additional AI Civs would be ideal We would thus get a hybrid of multiteam demogame and normal demogame. I think we should by now acknowledge that there is more than one truth out there, simply because people have different gaming styles and preferences, and putting all players in one big group is not always the best, as having some sense of like-mindedness helps.
If one team falls under a certain level of participation, the civ would simply be forcibly converted to become an AI civ itself, in this manner, a sense of competition to keep up the activity level would work out. Also, we would have a way to handle various citizenships. Migrations could only happen after term ends, and the various civs could have immigration preferences, pending on activity level, Having migrations following terms, could be a vent for dissatisfied players to wander off to a different civ, if the new civ wanted more people. Only one civ at a time, calls for abuse etc. I would prefer to have such a demogame with 3 civs with 10-15 players each, than having a big dysfunctional demogame with 25 players, where 10 at all stages are utterly disenfranchised. For me, and several others, this would be best, as we have a certain preference for how to have a game, unlike others.
I had a very different take on what the faction system should include, whereas those opposing the faction system, going with it, place a few "traps", such as no mandatory election dates, no polling of techs and so on. I had a long range of proposals that was not worked into the game, hence adding to the lack of democracy. Like everyone else I went for influencing what I could with the rules at hand. However, a great number of players had more fun with this game, than the game before this. Having three styles in the same game in three civs with a number of AI civs would handle this nicely, and the ruleset for a subciv that does not work out, and people leave, would be forcibly converted to an AI Civ.