New Mafia Hosting Queue

How exactly will the offered suggestions translate into how CivCube plays the game? Will there be votes for which action to take, or something?

And can the town also win by simply eliminating the mafia?
 
Yeah, very much a simplified AAR. Doesn't have to be me playing but the player is impartial. Any choices are made entirely by the group.

The town can win by eliminating the mafia; it really is just a mash-up of regular Mafia with a Civ LP. I'm open to suggestions about how in-game choices are made; I figure people will be able to group up on certain decisions and vote in blocs.
 
I'd always vote on Ctrl+Q then start Civ3 so I don't think I'll play.
 
Yeah, very much a simplified AAR. Doesn't have to be me playing but the player is impartial. Any choices are made entirely by the group.

The town can win by eliminating the mafia; it really is just a mash-up of regular Mafia with a Civ LP. I'm open to suggestions about how in-game choices are made; I figure people will be able to group up on certain decisions and vote in blocs.

I want to see how you do it, steal some ideas. and then run FFH version :)

Hmm...it may degrade into more of a Civ5 AAR than a Mafia game, but it all depends on implementation.

Yes. There should be lot of effort put into streghtening mafia aspect of this game.
 
Alright, while I was on vacation I had some REALLY LONG car trips, so I managed to get all of the role PMs for my Large Game done, but I have run into a problem.

I don't know if it is still a mafia or if it's a NOTW game.

I have 4 factions; 3 mafia groups and a powerful town. I have a host of (some new) mechanics including:

--A new 'cop mason' system, complete with jailer and police interrogator
--A weapons system with combat values
--A health system
--New Roles (Hermit, Weapons Expert, Jailbreaker, Arms Dealer, Bodyguard, and Strongman)
--A City Block Map, with events triggered by location
--Mafia Families, complete with family structure and leader roles
--A 'credits' system. MONEY IN MAFIA
--And other stuff that I'm not thinking of right now

I'm looking for 38-50 people to make this game really fun, because even with 50, the people with roles would still outnumber the people without.



Anybody have any thoughts on this? I am always open to suggestions.
 
I am affraid you may have a problem with finding so many players... 30 would be rather hard to get
 
I know that's an issue, but I'm hoping I get at least 38 so I don't have to majorly revamp it.

There are 26 people with "roles" and some sort of ability, so with 38, only 12 would be vanilla town, with 50, 24 would be vanilla town.

I'll try and make a version for about 30 players, but I'll keep the original in case I can get more.

@Jarrema, Do you still think it's a mafia or is it a NOTW?
 
I think it depends on you :D

I do not like NOTW too much. If in your game would be strong focus on items and things like that, as opposed to lynching and using standard mafia role abilities, I believe it would be 'NOTW-like' more than 'mafia-like'. If there would be focuson vanilla mafia mechanics, and the rest would be added as interesting but minor mechanic, it would be more mafia-like
 
Ok then, I guess it's mafia-like then.

The mechanics are just to add flavor and more of a 'Godfather-esque mafia family' feel to it for some, and a 'this-is-a-literal-town-with-streets-and-stuff-happens-in-a-place' sorta deal.

Thanks for the feedback.

And thank you Dreadnought for the Excel map idea. I just spent about an hour making the map, and I think it's pretty good for the game!
 
The mechanics though do affect gameplay quite a bit. They aren't insignificant and minor, some new mechanics will be the foundations of the game.

They give everyone a fighting chance though. Victory will not be easy for anyone.
 
Totally.

How would the money system work? And can I have some?
 
If your in, yes Takhisis. :D

And it would work with the jail system (paying off the jailer), and for buying weapons from the arms dealer, since a lot of people don't start out with a weapon.

Weapons affect combat strength which when combined with health, doctor roles, and a dice roll determine the outcomes of combat and night actions of certain roles.
 
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Host: Zack
Type of Game: Large
Preferred slot: Replace my Futurama game with this
Number of Players: 40
First time host: No
Progress: 30%

A game with a very similar setup to wew's Legend of Zelda game, with a Star Wars cult and a LOTR cult. The town would be divided between LOTR and Star Wars, employing something of a split town concept.
 
Since late (October? November?) 2010 IIRC. So we're taking next spot, Huzzah!
 
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