Provolution
Sage of Quatronia
Civ4 , 3 teams + some AI Civs
This is only a discussion thread for a game with a 3 team game (1 civ each) and 9 AI Civs (large map). I think we can have both a Civ3 demogame and a new Civ4 game, but please keep the Civ3 discussion in a separate thread from this.
Proposed settings:
Landmass: Terra
Sealevel: Normal
Difficulty: Prince
Number of civs: 12 (3 team civs, 9 AI)
We can either have randomized civs for all, or that each team picks a civ and a leader internally.
The advantage with Terra is that we keep the initial part of the game more focused on less land, and when we finally get astronomy in the game, it really counts, observing barbarian cities as legitimate targets we can conquer in the New World.
I think this game should be run by a turn per day (24 h) pitboss, and failure to comply with the turn simply forfeits the turn, and a delay must be declared by 2 of 3 teams if that is necessary. This enables the game a steady flow, and the need to keep discussions alive and vibrant. This automatically makes the game last 365 days for 365 turns, and could last up to 16 months or so if needed. This would be a manageable pace for most players.
Each team would have a private forum, and only after
There should be a few global rules with citizen rights, elections and so on.
Elections should be kept on the same day for all civs, and results presented in the main forum on who was elected for which position should be posted there. I suggest that there is elections every two months, on the first of that month, or we get election fatigue, plus we can more easier accommodate seasons.
Technologies should always be voted on by all citizens, tech should never be a government only issue (to abstract that very few governments could directly manage innovation) .
City settlement should always be voted on by all citizens, city location should never be a government only issue (to abstract that very few governments could directly manage migrations)
Civics should only be voted on once every election, among with the main candidates, but could have a mid term (first in the month) vote where the change of only one civic is legitimate from the government side, to reflect government reform. This limitation of civic change is there both for the realism, the predictability, the organization and the challenge.
All members should be voted on individually, not as factions, but the civic choice should be the only clear remnant from the faction system, to make civic changes handled more smoothly, predictably and to emulate a government shift. There should also be less positions than in a normal demogame, as there will be three separate civ teams to be in (only one at a time).
Early Game Positions (Ancient and Medieval eras)
There should be a leader for each civ, handling overall strategy discussions, city management (builds and tile working). The leader would also have the sole responsibility and be the only one that can nominate the build wonders (to be approved by the people) on his/her discretion. The Leader would also handle foreign policy and trade in this period.
There should be a military leader for each civ, handling all military movements and promotion of units, and being solely responsible for all military actions, be it pillaging, razing, capturing units and so on.
There should be a civilian leader for each civ, handling all worker, missionary and explorer actions, as well as making sure that city settlement and technology research are handled in a way that allows for both citizen discussion and voting.
There should be a religious leader, handling all missionaries and great people, as well as being the court function in the demogame, settling disputes between players and finally making sure that cultural borders are properly handled.
Mid Game Positions (Age of Discovery)
Later into the game, when more options are opened, we can create two more positions triggered by Astronomy to be reached before or right after the elections.
Since this is a Terra Map, as proposed, there should also be a colonial leader/admiral to be voted into place ahead of researching Astronomy. This player would handle all activities in the new world as a sort of Viceroy, handling city settlement, military actions and land development in The New World.
There should also be a foreign affairs leader handling all treaties and trades in this phase of the game, as well as tech trades, all foreign relations.
This leader would handle missionaries and spies as well.
Late Game Positions (Industrial Age)
The industrial age represents the addition of two new positions, based on the invention of Espionage.
There should be a Head of Intelligence, to operate the spy actions from this stage.
Final Game Positions (Modern Age) triggered by Flight
This period reforms one position and add two final positions.
The Colonial/Admiral/Viceroy position is disbanded here, and should now only be a position to operate naval units as an Admiral.
There should also be a leader operating the airforce, the Airmarshall, who controls both airforces as well as the space program, or space-related activities.
Finally, this era should have a corporate leader, controlling all corporations, and deciding on all use of cash, as well as handling all commercial trades.
__________________________________________________________
For every fifth new city beyond the original five (run by national leader), there could also be appointed governors. The national leader appoints governors.
This model lends both from the "traditional" style of demogames and the factions, but has clearly defined term limits and position powers. The main part that is retained from the Factions system, is the handling of civics by the term, as originally intended, but now as a proposed "bill" everyone votes on, regardless of affiliation. Another part of the Factions system that is retained, is the scalable historicity, that we add positions as we evolve, and do not prematurely label these in modern terms, or ethnically/culturally in only "American civics terms". The judiciary is also omitted, unlike "traditional", as we only use the religious leader to arbitrate in-game conflicts.
This is only a discussion thread for a game with a 3 team game (1 civ each) and 9 AI Civs (large map). I think we can have both a Civ3 demogame and a new Civ4 game, but please keep the Civ3 discussion in a separate thread from this.
Proposed settings:
Landmass: Terra
Sealevel: Normal
Difficulty: Prince
Number of civs: 12 (3 team civs, 9 AI)
We can either have randomized civs for all, or that each team picks a civ and a leader internally.
The advantage with Terra is that we keep the initial part of the game more focused on less land, and when we finally get astronomy in the game, it really counts, observing barbarian cities as legitimate targets we can conquer in the New World.
I think this game should be run by a turn per day (24 h) pitboss, and failure to comply with the turn simply forfeits the turn, and a delay must be declared by 2 of 3 teams if that is necessary. This enables the game a steady flow, and the need to keep discussions alive and vibrant. This automatically makes the game last 365 days for 365 turns, and could last up to 16 months or so if needed. This would be a manageable pace for most players.
Each team would have a private forum, and only after
There should be a few global rules with citizen rights, elections and so on.
Elections should be kept on the same day for all civs, and results presented in the main forum on who was elected for which position should be posted there. I suggest that there is elections every two months, on the first of that month, or we get election fatigue, plus we can more easier accommodate seasons.
Technologies should always be voted on by all citizens, tech should never be a government only issue (to abstract that very few governments could directly manage innovation) .
City settlement should always be voted on by all citizens, city location should never be a government only issue (to abstract that very few governments could directly manage migrations)
Civics should only be voted on once every election, among with the main candidates, but could have a mid term (first in the month) vote where the change of only one civic is legitimate from the government side, to reflect government reform. This limitation of civic change is there both for the realism, the predictability, the organization and the challenge.
All members should be voted on individually, not as factions, but the civic choice should be the only clear remnant from the faction system, to make civic changes handled more smoothly, predictably and to emulate a government shift. There should also be less positions than in a normal demogame, as there will be three separate civ teams to be in (only one at a time).
Early Game Positions (Ancient and Medieval eras)
There should be a leader for each civ, handling overall strategy discussions, city management (builds and tile working). The leader would also have the sole responsibility and be the only one that can nominate the build wonders (to be approved by the people) on his/her discretion. The Leader would also handle foreign policy and trade in this period.
There should be a military leader for each civ, handling all military movements and promotion of units, and being solely responsible for all military actions, be it pillaging, razing, capturing units and so on.
There should be a civilian leader for each civ, handling all worker, missionary and explorer actions, as well as making sure that city settlement and technology research are handled in a way that allows for both citizen discussion and voting.
There should be a religious leader, handling all missionaries and great people, as well as being the court function in the demogame, settling disputes between players and finally making sure that cultural borders are properly handled.
Mid Game Positions (Age of Discovery)
Later into the game, when more options are opened, we can create two more positions triggered by Astronomy to be reached before or right after the elections.
Since this is a Terra Map, as proposed, there should also be a colonial leader/admiral to be voted into place ahead of researching Astronomy. This player would handle all activities in the new world as a sort of Viceroy, handling city settlement, military actions and land development in The New World.
There should also be a foreign affairs leader handling all treaties and trades in this phase of the game, as well as tech trades, all foreign relations.
This leader would handle missionaries and spies as well.
Late Game Positions (Industrial Age)
The industrial age represents the addition of two new positions, based on the invention of Espionage.
There should be a Head of Intelligence, to operate the spy actions from this stage.
Final Game Positions (Modern Age) triggered by Flight
This period reforms one position and add two final positions.
The Colonial/Admiral/Viceroy position is disbanded here, and should now only be a position to operate naval units as an Admiral.
There should also be a leader operating the airforce, the Airmarshall, who controls both airforces as well as the space program, or space-related activities.
Finally, this era should have a corporate leader, controlling all corporations, and deciding on all use of cash, as well as handling all commercial trades.
__________________________________________________________
For every fifth new city beyond the original five (run by national leader), there could also be appointed governors. The national leader appoints governors.
This model lends both from the "traditional" style of demogames and the factions, but has clearly defined term limits and position powers. The main part that is retained from the Factions system, is the handling of civics by the term, as originally intended, but now as a proposed "bill" everyone votes on, regardless of affiliation. Another part of the Factions system that is retained, is the scalable historicity, that we add positions as we evolve, and do not prematurely label these in modern terms, or ethnically/culturally in only "American civics terms". The judiciary is also omitted, unlike "traditional", as we only use the religious leader to arbitrate in-game conflicts.