Let's face it - this demogame simply wasn't fun. I personally attribute this to the ruleset, which was too complicated, but simply, this game was just too complex and structured. A demogame is about fun and actually playing and discussing a game of civilization. In theory, it's just like a SG, except there are more people, it's more structured, and there's a ruleset.
Obviously, we've done something wrong if we're already in Term 11
eek
and we're just at 1700 AD. People have left and this game is inching forward. So, the question now is, what have we done wrong?
In my view, this game was flawed from the beginning. We need to simplify this game's ruleset and eliminate some of the overly structured things. Really, we just need to explain a few important things (for example): how we play the save, what officials we have, and how elections work. After all, the fewer rules we have, the more fun the game will be, as we'll have more latitude and freedom to just play the game.
This means we're going to have to focus on designing a more streamlined ruleset and balances the simplicity and complexity of this game. Now, you're probably just thinking "Yeah, I agree, but so what? Is this all you're gonna do about it?". I've actually typed up in a Word document (which I have put in the spoiler tags) some of the issues we need to address and the questions that need answering.
Civilization 4: Game of Democracy II Topics
Forum Structure
Do we still want to use our Citizens, Government, Polls, and Roleplay forums? Do we want to switch them around? Do we want to add an Elections subforum? Maybe merge Roleplay into Citizens? What about stickies and threads in forums? Should the roles of each forum stay the same? Do we want to keep turnplay threads in the main forum? Still keep elections in the main forum?
Save Playing
Should we still play turns in turnchats or should we do it offline – or both? Should we increase the maximum number of turns played per turnchat? Should attendance for turnchats (if we use them) be more strictly enforced? How often should turn sessions be held? Do we want to keep the idea of designated players or stick with a President playing all the turns?
Ruleset
Do we want to use the Triumvirate again? If not, what kind of style? A more flexible system (just a few static positions with the ability to create more if needed), or maybe a more Civ4-oriented approach (Domestic, Financial, Civic, Foreign, Military, Science, Religion), or something else? Do we want to keep the ruleset divided into two parts, the Constitution (created only once, with more standard, less game-specific info) and the Code of Laws (containing rules about officials, elections, turn sessions, etc.)? What should be the process for changing a part of the ruleset? How should we initially create this ruleset and get the game started?
Officials
What kinds of officials do we want? A President and designated players, or just one of them? If both, what will be the role of each? A Triumvirate-style approach, a style mimicking the Civ4 advisors, or a more minimalist approach? Do we want to keep the Judiciary the same way? Or do we want a more radical approach, perhaps with a group of senators who collectively are in charge of our nation? How will governors work and how are provinces (if we have them) determined? What will the role of a term thread by an official be? Must they keep the term thread up to date with screenshots and info by the law? Can people hold two offices? Should we maybe have an “information” leader responsible for posting screenshots, maps, information, and a history of our nation?
Nominations and Elections
Do we want to do elections based on weeks/months or in-game turns? Should polls be public or private? How long should nominations/elections last? Should we have them end right on the first of a new month or not? How should the debate process work? Just post them in the nomination thread or create a separate thread? Who should be responsible for organizing elections? Can people run for two elections?
Game Setup
What kind of a map do we want? Should we get a mapmaker to create a custom one? What about game speed and difficulty level? How should we determine our civilization? Should we use Lock Modified Assets? How big should the map be? Because Civ4 uses more computer resources than Civ3, do we want to do a smaller map, but with more civilizations to compensate? Do we want to do a team game, or a game with extra or fewer civilizations?
That's a lot of things to cover, but I think they're really crucial if we want to get a game going that will actually work now that we've entered the land of Civ4. I will gladly start some discussion on things like "How to Play the Turns Discussion", "Forum Structure Discussion", and "Government Officials Discussion". We need to eliminate "fluff" and abstract things from the ruleset (example of the Constitution - in my eyes, "right of representation", "mandate", and "referendum" are just too awkward. Let's be concrete and minimize the variety of ways things can be interpreted.).
My number one goal: eliminating wordiness, repetition, and too much complexity. Let's keep it simple and, thus, more fun.
This was a really long post, so thanks for reading it if you did.
If you didn't read all of this, I advise you to at least read the paragraph after the spoiler. The MTDG has over 100 people - imagine what we can do with half of that! I've enjoyed helping to organize the MTDGs and am very willing and excited to get this one started, particularly because I don't play a whole lot of single player Civ4.
Any objections to starting discussion and revision of the ruleset and structure for a Civ4 DG2? Mind if I get started?
Obviously, we've done something wrong if we're already in Term 11


In my view, this game was flawed from the beginning. We need to simplify this game's ruleset and eliminate some of the overly structured things. Really, we just need to explain a few important things (for example): how we play the save, what officials we have, and how elections work. After all, the fewer rules we have, the more fun the game will be, as we'll have more latitude and freedom to just play the game.
This means we're going to have to focus on designing a more streamlined ruleset and balances the simplicity and complexity of this game. Now, you're probably just thinking "Yeah, I agree, but so what? Is this all you're gonna do about it?". I've actually typed up in a Word document (which I have put in the spoiler tags) some of the issues we need to address and the questions that need answering.
Spoiler :
Civilization 4: Game of Democracy II Topics
Forum Structure
Do we still want to use our Citizens, Government, Polls, and Roleplay forums? Do we want to switch them around? Do we want to add an Elections subforum? Maybe merge Roleplay into Citizens? What about stickies and threads in forums? Should the roles of each forum stay the same? Do we want to keep turnplay threads in the main forum? Still keep elections in the main forum?
Save Playing
Should we still play turns in turnchats or should we do it offline – or both? Should we increase the maximum number of turns played per turnchat? Should attendance for turnchats (if we use them) be more strictly enforced? How often should turn sessions be held? Do we want to keep the idea of designated players or stick with a President playing all the turns?
Ruleset
Do we want to use the Triumvirate again? If not, what kind of style? A more flexible system (just a few static positions with the ability to create more if needed), or maybe a more Civ4-oriented approach (Domestic, Financial, Civic, Foreign, Military, Science, Religion), or something else? Do we want to keep the ruleset divided into two parts, the Constitution (created only once, with more standard, less game-specific info) and the Code of Laws (containing rules about officials, elections, turn sessions, etc.)? What should be the process for changing a part of the ruleset? How should we initially create this ruleset and get the game started?
Officials
What kinds of officials do we want? A President and designated players, or just one of them? If both, what will be the role of each? A Triumvirate-style approach, a style mimicking the Civ4 advisors, or a more minimalist approach? Do we want to keep the Judiciary the same way? Or do we want a more radical approach, perhaps with a group of senators who collectively are in charge of our nation? How will governors work and how are provinces (if we have them) determined? What will the role of a term thread by an official be? Must they keep the term thread up to date with screenshots and info by the law? Can people hold two offices? Should we maybe have an “information” leader responsible for posting screenshots, maps, information, and a history of our nation?
Nominations and Elections
Do we want to do elections based on weeks/months or in-game turns? Should polls be public or private? How long should nominations/elections last? Should we have them end right on the first of a new month or not? How should the debate process work? Just post them in the nomination thread or create a separate thread? Who should be responsible for organizing elections? Can people run for two elections?
Game Setup
What kind of a map do we want? Should we get a mapmaker to create a custom one? What about game speed and difficulty level? How should we determine our civilization? Should we use Lock Modified Assets? How big should the map be? Because Civ4 uses more computer resources than Civ3, do we want to do a smaller map, but with more civilizations to compensate? Do we want to do a team game, or a game with extra or fewer civilizations?
That's a lot of things to cover, but I think they're really crucial if we want to get a game going that will actually work now that we've entered the land of Civ4. I will gladly start some discussion on things like "How to Play the Turns Discussion", "Forum Structure Discussion", and "Government Officials Discussion". We need to eliminate "fluff" and abstract things from the ruleset (example of the Constitution - in my eyes, "right of representation", "mandate", and "referendum" are just too awkward. Let's be concrete and minimize the variety of ways things can be interpreted.).
My number one goal: eliminating wordiness, repetition, and too much complexity. Let's keep it simple and, thus, more fun.
This was a really long post, so thanks for reading it if you did.

Any objections to starting discussion and revision of the ruleset and structure for a Civ4 DG2? Mind if I get started?
