I would like to try a new experiment, which I will call "GROWing a new Demogame". GROW is an acronym which stands for Goals, Reality, Options, Will-do. If enough people are interested in trying this method of getting DG5 organized, it will take a good chunk of time, but if we find agreement on the Goals and Reality, there is a chance we can make it by the time nominations need to be posted. More importantly, the game will be much stronger if we can use a building-up, non confrontational method for getting started. 
To start things off, I'll post my GOALS for this demogame. After some responses hopefully a majority will be in agreement -- this part ought to be a slam dunk but it will help a lot later if we all believe that we have common goals. A reasonable target date for finishing on goals is 3 days, if not successful by then, we'll have to go back to the ad-hoc method of arguing over rules, or plan on Sept 1 for a start date.
My goals for DG 5, in no particular order:
Let's hear your goals. If you think I'm completely off my rocker for thinking about trying to do it this way, I'm willing to hear that tool

To start things off, I'll post my GOALS for this demogame. After some responses hopefully a majority will be in agreement -- this part ought to be a slam dunk but it will help a lot later if we all believe that we have common goals. A reasonable target date for finishing on goals is 3 days, if not successful by then, we'll have to go back to the ad-hoc method of arguing over rules, or plan on Sept 1 for a start date.
My goals for DG 5, in no particular order:
- Play a decent game of civ as a group. (Not necessarily a perfect game)
- Maximize the number of citizens for whom at least one aspect of the demogame is fun
- Minimize the number of citizens for whom at least one aspect of the demogame is anti-fun (something that is so un-fun as to be avoided, something which will make someone want to run from the game gagging in disgust)
- Maximize the number of things which are fun for the most people
- Minimize the number of things which are not fun for the most people (we don't want to have any things which are anti-fun!)
- Increase the total amount of trust between participants
- Increase friendship
- Experiment with running a democracy-inspired mock government
- Learn some things about civ that I didn't know before
Let's hear your goals. If you think I'm completely off my rocker for thinking about trying to do it this way, I'm willing to hear that tool