I guess this is an idea or suggestion, so I put it on this forum (correct me if I'm wrong). There is no multiplayer forum yet for Civ VI after all (this thread may be moved there after it's created).
Although it's a bit early to discuss this, since we know so little about the mechanics of Civ VI multiplayer (or even the game as a whole), I guess there's no harm in introducing the concept and getting to know if there's interest.
What am I blabbering on about? Well -- if you're like me, you like the idea of multiplayer (specifically human opponents in wars and diplomacy instead of the (semi)braindead AI). Yet multiplayer in most games tends to be about a fight for survival; use this tactic or this strategy, reach that tech by this turn or you're dead, bla bla bla. Afaik, Civ V was no exception to this rule, and it certainly applied in Civ IV.
I have no interest in such a cut-throat scenario (you may call me a bad player; you'd be right), but would still like to enjoy the benefits of multiplayer in a more relaxed setting. Roleplaying nations in an alternate world history, if you will.
The exact ruleset will depend on how the game turns out, but I already have one concept thought out that's likely to be easy to implement. To make the game less about a paranoid struggle to survive, yet not eliminate warfare completely (as I do enjoy it in doses, and it is a part of rl history), I suggest limiting the number of conquered cities by government type. With the default government, you may conquer 1-2 cities from other players; this number will increase with more advanced governments. This way everyone gets to settle in and experience the game without getting eliminated in the very first phase. Later on an epic war of annihilation becomes a possibility, with the last tier of governments (Democracy/Communism/Fascism), so we won't miss out on epic warfare either, we must simply wait a little longer for it.
Sound reasonable? Exceptions to the rule could ofc be devised under certain conditions. What those conditions will be, though, will depend on how the whole casus belli system is implemented and whether it applies in multiplayer at all. Etc, etc. I just wanted to get the ball rolling, because I can't see myself enjoying multiplayer if it's all about warfare, at least not in the very beginning of the game. How many other players like me are out there, I wonder? To whom it matters little who finally wins the game, and a lot how we* get there?
(*Well, most of us; although there could be a rule to always leave 1 city to a player. You'd just play occ for the rest of the game, or maybe found a new secret empire in the Arctic.)
EDIT: We have 6 interested players so far; please post in this thread if you're interested in testing the idea in multiplayer games (once the rules have been roughly laid out).
EDIT2: The possibility of intermittent scoring has been raised as a further refinement of the original idea. We could score the different phases of the game intermittently (say, every 100 turns); thus, if you did well in the first phase of the game but were reduced to one city in the last (for example), you might still have a shot at winning. To attain a balance for this form of scoring is going to be a more difficult task than limiting the number of conquests, so I've suggested that we put it on hold for the time being. But it's worth mentioning here, because newcomers are welcome to develop this idea, even as it 'incubates' (so to speak).
You can count me in however there are a couple of things I disagree with.
Really the only rules in a casual multiplayer should be about roleplaying imho. Putting too many limitations on war and conquest does not make it fun, just put some common snese notion and clearly state that this is not a tournament/ hardcore competition but a causal roleplay game where you try to follow a logic with your foreign policies, wars and expansions justifying them with in game events.
I mean, "don't be a dick and eliminate a player in the first 30 minutes" or " do not backstab your 300 years long ally because he has uranium" should not even have to be said, it's pretty much obvious.
I'd rather focus on a vassalage system regulated by players this way you do not have to completely wipe out an opponent but instead have him pay a portion of its gold and have him follow you in wars (untill of course he is strong enough to refuse subjugation and fight a war). Again, if it is a roleplay based game this is going to be pretty easy to implement as long as we all agree on the conditions.
If you go too far with limiting mechanics it becomes to gamey and less fun although of course a certain number of rules should be present.
In principle, this is a sound idea and could work well if all players are 'gentlemanly' enough. If there are just a dozen players in the group, there's unlikely to be any trolls among them; but as enough people gather for some activity, regardless of what it might be, there's always going to be some rotten eggs that will have to be restrained. Ofc, we could just agree to have a moderator in each game and vote to kick uncooperative players (assuming it will be possible, which it is likely to be).You can count me in however there are a couple of things I disagree with.
Really the only rules in a casual multiplayer should be about roleplaying imho. Putting too many limitations on war and conquest does not make it fun, just put some common snese notion and clearly state that this is not a tournament/ hardcore competition but a causal roleplay game where you try to follow a logic with your foreign policies, wars and expansions justifying them with in game events.
While the former case is obvious to almost anyone, I'd think (that wants to join this group, anyway), the latter is far more murky. I'd enjoy such a backstab, and I mean as the target, if it was role-played well enough. By that point in the game, I'd have experienced most of the history that that particular world has to offer. The demise of my empire would add gravity and immersion (as well as dreadMetecury said:I mean, "don't be a dick and eliminate a player in the first 30 minutes" or " do not backstab your 300 years long ally because he has uranium" should not even have to be said, it's pretty much obvious.
I cannot think of anything more humiliating than being made the vassal of another player... Which is to say, I absolutely love the idea!Metecury said:I'd rather focus on a vassalage system regulated by players this way you do not have to completely wipe out an opponent but instead have him pay a portion of its gold and have him follow you in wars (untill of course he is strong enough to refuse subjugation and fight a war). Again, if it is a roleplay based game this is going to be pretty easy to implement as long as we all agree on the conditions.
We agree here; certainly a balance is needed between the formal and informal rule approach, and it will be refined with test games (as well as differ from game to game). I do admit that I often veer too far towards the formal side, and devise elaborate rulesets where a few simple rules and a lot of gentlemanly conduct would suffice. Hopefully there will be enough people who view rules more casually, and so we can avoid being bogged down by bureaucracy (which expands, as we know, to meet the needs of more of itselfMetecury said:If you go too far with limiting mechanics it becomes to gamey and less fun although of course a certain number of rules should be present.
@Haig: Finland you say! I have always wanted to conquer Finland
I suppose there's no harm in joining the group in advance. Just sent you a friend-request (I'm vesir85 on Steam). I will also edit the op to include info about the group.Sorry guys, I've been very busy at work, but I just added those who friended me on Steam to the group.
Personally, I totally agree with Metecury. It's not possible (and not fun) to make a comprehensive rule set and then monitor and police it fairly. To me, the only alternative is to find a group of good people to play with. It will take some trial and error, but once the bad eggs are eliminated, we should be left with people who understand the concept of "casual / relaxed" multiplayer.
I also agree with stiiknafuulia in that the rules can be set for each specific game, rather than the entire group. The way I envisage this is that one person will take the initiative and create a thread for a new game with a proposed rule set and then those who like the idea will sign up to the game and get going once it's scheduled.
Keep adding me on Steam guys and I will add you to the Group.
So you'd be comfortable with being reduced to one city by an early war, if you had, say, 5 cities? After that you have no realistic chance of a comeback, but will simply have to sit there as a humiliated rump of a civ and watch your conqueror arise to greatness, on the wings that he stole from you. For thousands of years (and many rl hours)... It may be some people's cup of tea, but they're a small minority, even among the role-playing folk. This is why I think such a rule is way too brutal, and some more rubber-band is needed to hold back the expert conquerors. How much, that remains to be seen (and it could vary from game to game, as already mentioned).This is why I proposed a simple one city mercy rule so as to not over complicate things. If it's not enough then we could add some rules after a couple of games. Start simple I say!
That is the very idea, though. Or rather to *post-pone* it, so that everyone gets a chance to experience the early game. The balance of power may shift in the earlier ages (and increasingly as the game progresses), but the great wars of annihilation, which will decide the winner and the world's ultimate fate, will be reserved for the Industrial/Modern Era where they properly belong. (At least in the first test game, and every one that I'll take part in.)Outlawing early war would make a bunch of civs unplayable or severely underpowered, eliminating the chance to take out civs makes domination impossible as well.
I did mention that my proposed 'allowed' numbers for early conquest are likely to be on the low side. The ideal amount will depend on the map size, number of players, and their personal preferences (per game as well as generally). Nothing is set in stone, nor most likely will be.The thing in civ 6 is that unlike in 5 going wide is both easier and recommended. Losing two or three cities by the classical era won't cripple you too badly nor give the opponent an overwelming advantage.
I forgot to mention it, but the re-conquest of your own cities should not count against the conquest limit. Neither will liberating the cities of another player, if you wish to do that to get on their good side.Having 3-4 super cities is no longer a viable strategy and everyone will want to expand. Having cities close to borders swap ownership several time through the game makes perfect sense.
Why would I do that, if there are no agreed-upon rules regarding this? The penalty vs AIs for keeping all conquered cities doesn't apply here, since there is no 'warmonger score' among human players. Although you may be perceived as greedy and dangerous by the remaining players, unlike AIs, they're unlikely to stop trading with you if they can still benefit from it.Also you forget that cities are occupied until peace treaties are signed and after the war you will likely give back some of the ones you have taken. Losing most cities in the war=\= losing them after peace is signed.