"Continuous Play" vs. 10-turn sessions

DaveShack

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For a while now, going back a couple of games, we've been hearing some suggestions to try a more continuous play style instead of the traditional style of discussing and polling for 3 or more days and then playing 10 (or so) turns. Donsig is the most recent proponent. (gotta give credit :) )

Most of the time this is mentioned as a possible change, there are immediate cries of outrage, "but that goes against the whole tradition of the DG. :eek:" To be honest, part of me wants to have the same reaction to it, but I think it should get its own discussion so that we can engage our brains on the idea instead of dismissing it with our guts.

One of the reasons people don't stay around is that the DG moves so slowly. We have been averaging 10 turns a week for quite a long while, but even when things are working well we only average 10 turns every 4 days. Let's take a look at a typical 4-7 day cycle from the point of view of an ordinary citizen called Joe, who is active daily.

Day 1, the save has just been played. If Joe is very lucky, the DP has posted a good summary including screenies, and officials are in the process of updating their information. Joe might look in the save and start a discussion or suggest something to an official, but might not take that kind of initiative. He might participate in a discussion, if one gets started this fast or if one can be continued with the new information.

Day 2 dawns with some discussion having taken place in some areas, but other areas have seen little activity. If Joe is the proactive type, he'll start bugging people or get active himself in starting discussions that weren't started yesterday. However, if we're on a 4 day cycle, officials are already getting antsy about starting polls so they will finish before the next play session.

Day 3 sees the opening of some 2-day polls. Odds are high that Joe will see the poll and vote in it within 8 hours of it opening, though it sometimes goes up to 24 hours for certain combinations of citizen timezone vs poll creator timezone. By the 24 hour point, anywhere from 75% to 90% of the population has usually voted. The discussion continues in the poll thread.

Day 4 of a 4 day cycle, the discussion might continue right up to play time, though most decisions are locked in by this time. Officials post their instructions according to the expected results of polls, and everyone hopes we don't run into something which stops play after 2 turns.

Wow, that 4 day cycle is an awfully tight schedule. How can speeding things up help? It won't, if speeding up is all we do -- but there is more to it than that. Today, we discuss and poll the smallest of details. We expect every citizen to participate in setting the exact terms for trades, tasking military units down to the specific routes they will take, setting an exact tech path, setting the science rate, and other low-level details. Don't misunderstand me here, I do not have a problem with allowing every citizen to be as involved as they want in any of these areas. But we should feel free to lower the expectation that they must participate in all the details.

Playing 2-3 turns a day or alternating days can work, if we shift the people's focus from deciding every detal to setting a long-range policy. This can be done by doing 3 things in parallel. Each day we could be finalizing the details for that day's session, anticipating the results from the session and starting planning for the next one, and continuously updating the strategy for the future play sessions. There would be all these activites for citizens to participate in, according to their preferences. We would be giving everyone a reason to stay. :D

That 3rd piece is actually the most important one, and not doing it is what killed us this game. As soon as we saw the terrain and knew we were short of luxuries, we should have decided on a strategy for getting happy. The whole game was a series of blunders, where we found out way too late that we were missing a game element, and then by the time we figured out we should pursue that element the opportunity was gone. Same thing with the Mongolian war, we kept cities which probably should have been razed, because we did not do the necessary long-term economic planning.

So, is this crazy talk? Is it time to consider changing our ways?
 
On the subject of "steady pace"...
Are your proposing daily game sessions? If so how does this increase forum rights as not everyone has time to review the decisions. I think we should stick with 1-2 play sessions a week, of approx. 10-20 turns.

By "... no matter what", are you proposing we not stop the session if another civ declares war on us? Or that we rush decisions in the forums so that people in the forums who can not check EVERY day will not be able to voice their opinion on an issue?

I might be able to accept "X turns per week" as a general rule with exceptions, but "no matter what" seems a bit harsh, and could help to reduce citizens rights rather then preserve them... That at the very least is my fear.

I'm proposing we play two turns per day. That's 14 turns per week and about 60 turns per term (depending on the number of days per month). This is not much different than X turns per weeks.

Yes, no matter what means do not stop even if war is declared on us. Two turns will not destroy our chances of winning a game. Think of the possibilites. By having a steady pace we'd have to revise our way of posting game play instructions and we have to devise new (and hopefully better) ways of letting the DP know what to do. Since the pace is steady we'd be dealing with more standing and conditional orders to be sure but we'd just have to find a way to streamline and simplify them. That in itself may focus our planning energies where most needed.

We already have the concept of a pool of DPs so playing two turns a day should be doable since the workload can be split up. Having to play only two turns may encourage more people to become DPs. Chats could still be held and they'd be reasonable in length since only two turns were being played.

No I doubt anyone could attend every chat or post orders everyday. This is no reason to toss this idea out. Think of the possibilites. What if we elected leaders and then let them assemble their own team that would be responsible for posting gameplay instructions for their department? Not only would this allow elected official to lead their own team (and the general population) it would allow for more citizens to enter government service without having to get elected. I'm sure some people entering this way would soon decide to run for bigger office. Think of the possibilites.

As for banning either offline or online sessions, let's not ban either and allow the DP to choose. If the people do not want a DP who will conduct offline sessions then they should not vote for him or her. Let the people decide with their votes during the game and not close these doors with the ruleset.

DaveShack said:
Ironically, there was a historic incident where someone wanted to make a point of "no decisions / advice during chat". That DP continued a chat the full 10 turns despite having a "predictable" war declared against us, and while the military and foreign affairs advisors were there in the chat demanding he stop.

If you are referring to the Great Aztec War of DG III then you are mistaken in the motives behind that historic incident. The president at the time thought a war with the Aztecs would not only be beneficial but in keeping with the WotP. As for the demands to stop, another historic event, the Medicineman Incident (DG I) established that the (then) statutory ten turn game play session could only be terminated by the DP's disctretion. I think the game play schedule I proposed above would not only alleviate these kinds of incidences it would help keep interest in the game high since something new happens everyday, while at the same time too much can't happen to cause serious problems.

Think of the possibilites.
 
There should be a strict 10 turn session with an absolute stop whenever an unsuspected war is declared against us. Should prevent the incidence of the Infamous Great Aztec War of Civ3 DG3.
 
Firstly, why Joe, can't it be Ahmed or Xing-Liang? Damn eurocentrics.
Kidding of Course

Down to business, let's just say we average 4 designated players a term. 2 turns a day? With timezones and school, do you really expect every day to be played? And what timezone would you be officially using. If you use lets say GMT 0, the people in maybe GMT -5 may never be able to play except occasionally on the weekends. What if a major discovery is made? Everyone in the other thread who was so pro will-of-the-people, wouldn't have much a voice, unless you polled it, and let 4-6 turns play themselves out. Let's just stick to the old system.
 
Down to business, let's just say we average 4 designated players a term. 2 turns a day? With timezones and school, do you really expect every day to be played? And what timezone would you be officially using. If you use lets say GMT 0, the people in maybe GMT -5 may never be able to play except occasionally on the weekends.
The starting point of the idea was to play every day, but we could easily increase from 2 to 3 turns, and define the gap between play sessions as between 24 and 60 hours. (1 to 2 1/2 days) That would easily allow DP's from all timezones to participate, and would come out essentially equal for the number of turns per month.

What if a major discovery is made? Everyone in the other thread who was so pro will-of-the-people, wouldn't have much a voice, unless you polled it, and let 4-6 turns play themselves out. Let's just stick to the old system.

Before we dismiss the idea, let's consider how that major discovery should be handled if we adopt this new concept. We have one "vote" for "play on". I'd like to see us planning ahead so a discovery can't really be major.
 
I'm not entirely convinced this'll work, or if its even feasible. We have enough trouble finding elected officials on some occasions - getting someone to play a few turns at a certain time every day, or asking officials to check in once a day to ensure that all the proper instructions are there? When stressed in real life, it can be difficult enough to update oneself about the events over ten turns and get instructions ready twice a week.
 
Quit poking at my spelling errors. Its incidence.

CG, we let 'em slide when we can tell what they are...... :mischief:

Back on topic, I think this would be a neat concept, knowing that time marches on despite our lack of planning. I have the same doubts about its inplontashon, however.
 
CG, not singling out yours -- would have had to ask that question of anyone. :)

DZ's I can get from context. It loses some style points from being physically next to another exchange about spelling -- would have had a better effect if separated from the 1st half of the post, perhaps by someone else's post. ;)

Back to the idea, I would be concerned that instead of its intended effect of helping people stay involved, it might disconnect them instead. The key question is whether we think citizens at large can:
  1. Think and plan 2-3 play sessions into the future
  2. Let officials and the DP handle the low level details of the current session

Maybe we wouldn't need separate instructions for every play session. Each area (production, science, settlement, military) has objectives, movements, etc. which take multiple turns. With a 2 turn session, a DP could work off a longer term plan and just advance it a couple of turns, no elaborate instructions needed.
 
CG, not singling out yours -- would have had to ask that question of anyone. :)

DZ's I can get from context. It loses some style points from being physically next to another exchange about spelling -- would have had a better effect if separated from the 1st half of the post, perhaps by someone else's post. ;)


Dave, what are you talking about? :confused: All I am saying is that if we decide to implomont this plan, then we need to be ready to hold every persion accountable for maintaining the timeline. Getting people to plan several turn in advance hasnt really been such a huge successful history for us in the past. Even teh greenest padawan knows that.
 
The starting point of the idea was to play every day, but we could easily increase from 2 to 3 turns, and define the gap between play sessions as between 24 and 60 hours. (1 to 2 1/2 days) That would easily allow DP's from all timezones to participate, and would come out essentially equal for the number of turns per month.

We could even have a series of offset times so that one was in USA time zone, another in a European time zone and a third in an Australian time zone. This would encourage DPs from all over the world. Trouble is trying to divide up a seven day week evenly. :confused:

Here's an idea: we have a game play session every 28 hours (or so). That gives us six play sessions a week and allows us to set up a permanent schedule for the game so that on any given day we'd all know exactly when the game turns would be played (allowing for chats). Since the times would be offset on a rotating basis, some game play sessions would be more convenient for USA DPs, others for European DPs.

An example would be (EST times): Monday-8pm; Wednesday-midnight; Thursday-4am; Friday-8am; Saturday-noon; Sunday-4pm.

We could tweak the times to fit the most popular time zones of our citizens and we wouldn't have to stick to 28 hours - we could go plus or minus a couple hours here and there. But sticking to a permanent schedule is important.

Allowing offline game play sessions would help and that really shouldn't be a problem if we're only playing two or three turns.

That's an idea that I think is worth a try...
It is also more realistic, if you are ruling a real civilization you can't call timeout if suddenly troops are converging around your borders to ask the legislature what to do

One idea this brings up (in my head) is slightly changing the role of initiaitves...
They should be lasting decisions, like once one is enacted it is in effect until repealed. Like an example would be: "There can be no more than 3 units per city unless the nation is in a state of war"... These wouldn't be stored in the Constitution of Code of Laws, but we could have a thread of current initiatives

I thought this post should be included here. I think the example above perfectly fits my idea of what should be in our Code of Laws (Civ gameplay rules as opposed demogame rules). If we adopt a continuous play format we'd need some sort of thread detailing current initiatives, standing orders, conditional orders as well as specific session orders.
 
From your last post, don't you see how much more complicated this is. I'm sure that 28 hours or offset time zones would help increase interest in DP, but being this complicated it would surely cancel out. I think we should just stick with the simple traditional system.
 
From your last post, don't you see how much more complicated this is. I'm sure that 28 hours or offset time zones would help increase interest in DP, but being this complicated it would surely cancel out. I think we should just stick with the simple traditional system.

It's only complicated the first time it's set up. After that, you know a whole month in advance when each and every play session will be. Instead of signing up to be a DP and then scheduling a time you hope won't upset many people, you sign up for a time slot you can play. From the official's point of view, having instructions ready on a daily basis is sufficient. From the citizens point of view, you're likely to have at least one chat a week happening at a time you can attend, no matter what time zone you live in and no matter what your personal schedule is.

You are right about the complication factor, it's just not the clock itself that would be complicated. The unresolved problem with the proposed system is that it requires advance planning on the part of the citizens. We would need to be planning for turns 9-10 while turns 3-4 are still being played, in order to have time for discussion and polling.

If something abnormal came up in turn 4, we would have to trust the officials to plan turns 5-6 using what citizen input shows up in the forum during those 28 hours, because there is no time for a discussion and a poll. Turns 7-8 could be subject to polling, and turns 9-10 would be pretty normal.

On the bright side, it would balance officials and citizens, as long as we don't have a ton of unexpected events. :)
 
It's only complicated the first time it's set up. After that, you know a whole month in advance when each and every play session will be. Instead of signing up to be a DP and then scheduling a time you hope won't upset many people, you sign up for a time slot you can play. From the official's point of view, having instructions ready on a daily basis is sufficient. From the citizens point of view, you're likely to have at least one chat a week happening at a time you can attend, no matter what time zone you live in and no matter what your personal schedule is.

We could (concievably) play the same schedule throughout the whole game.

As for needing advanced planning, well, we would but we don't necessarily have to be thinking in terms of turns. We (as a group) don't have to get detailed about what happens two or three days from know. We can focus on overall strategy and use Black_Hole's idea of having initiatives in place to guide things. We can leave the day to day instructions to the officials (and their appointees) - with the usual understanding that if we (as a group) want to butt in and over-ride an official's specific game play instruction we have a mechanism in place to do that.

There has been alot of talk about elected officials having no power. By using continuous play we'd have to rely on elected officials to be real managers of their departments - again with the understanding that these managers will work within the framework or strategy developed by the group as a whole.
 
I doubt that continuous play as per donsig is a good idea. It requires a great deal of messy mathematics; my eyes glazed over as I read that post. That said, accelerating the turn schedule might be a good idea, if it can be done fairly and in a way that leaves room for deliberation. That is the spirit of democracy, isn't it? In particular, unexpcted wars will probably need more time to consider than donsig is proposing: while you can over-calculate a game, rashness is the chief enemy of good play.
 
Having 10 turns every 3 or 4 days seemed to work fine before -- atleast until we started doing it 10 days a week (which is too slow, IMHO). Back in the old demogames, we even allowed for extra turns (maximum of 20 - it did vary, though) if we wanted to get through a dull part of the game (i.e., revolution -- it's 1-2 turns in Civ4 now, though).
 
I approve of this continuous play idea, but I fear that once every day might be a bit too much... Once every two days would seem a bit better, but meh... I suppose it's alright...

The game play session system proposed by donsig dosen't sound too complicated... And, one would hope, the schedule could be written out for any relevant time zone...

Given the time system proposed by him:
EST: Monday-8pm; Wednesday-midnight; Thursday-4am; Friday-8am; Saturday-noon; Sunday-4pm.
GMT (Britain): Tuesday-1am; Wednesday-5am; Thursday-9am; Friday-1pm; Saturday-5pm; Sunday 9pm


A full list could be made, but it seems kind of pointless for dates that were just an example... The point is there is always someone who can do that sort of thing...

That's the only maths I can see... Is that the maths you were talking about?
 
Just to chime in again.

That 3rd piece is actually the most important one, and not doing it is what killed us this game. As soon as we saw the terrain and knew we were short of luxuries, we should have decided on a strategy for getting happy. The whole game was a series of blunders, where we found out way too late that we were missing a game element, and then by the time we figured out we should pursue that element the opportunity was gone. Same thing with the Mongolian war, we kept cities which probably should have been razed, because we did not do the necessary long-term economic planning.

I remember this was one of the first things I mentioned before the start of the game. :) Civ4 focuses on long term planning. Civ3 allowed us to make mistakes, since the AI was essentially dumb, and economy was much easier to come by. We could wall off the AI with a far flung city, but in Civ4, that causes a lot of maintainance issues, and decreased economy. There's other economic factors that, in our Civ3 mindset, were blocked. We were reluctant to sign open borders (I can find very little mention of them), reluctant to switch to a religion (we had none at first, but when we did, we could've used it to help out with our happiness -- temples), reluctant to change civics (Slavery would have increased worker production, thus giving us quicker infrastructure), etc.. We also didn't have enough workers - 11 in the last save I think - and yet, we had all that jungle. During the early part of the game, we could've farmed and chopped forest, instead we put cottages on the floodplains. Given our starting position, more food would've been a lot better. Even the city placement left something to be desired. We were also reluctant to change the capital to a more central location. Those are just some of the long term planning that should've gone on.


On the subject of continuous play, that would seem more fast paced to me in that it would be harder to keep track of things. A trade instruction, for example, could change simply because 2 turns just went by. It would require everyone to be on the forums everyday to keep up, especially elected officials.

i.e....

DP plays turns 120 and 121, then posts it on the forum.
The Foreign Affairs official studies a trade. They post it on the forums for discussion.
DP plays turns 122 and 123, at which the FA official posts a poll.
DP plays turns 124 and 125, at which by that time, the trade might be obsolete.

furius said:
Given the time system proposed by him:
EST: Monday-8pm; Wednesday-midnight; Thursday-4am; Friday-8am; Saturday-noon; Sunday-4pm.
GMT (Britain): Tuesday-1am; Wednesday-5am; Thursday-9am; Friday-1pm; Saturday-5pm; Sunday 9pm

(boy, I'm gonna get you confused with furiey now... almost put quote=furiey)

Set times wouldn't be good. It should be up to the DP to post atleast a week in advance when the turnchats are. Some people (like me), couldn't get up at 4am unless they stayed up all night (anyone remember the 0'dark-30 chats?).

Oh, and what are we going to do in the event we get to the end of the game and have maybe 100 cities on a huge map (just under domination) and it takes a day to play? The continuous play would be hard to juggle, I think.
 
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