So many good ideas on DGIII!
I'm pretty late to my $0.02 in, but that never stopped me before
I like the idea of simplifying the game by fewer cities. Too many cities make the game very tedious - something that those from DGI will testify to I'm sure. It may be found that even 20 cities will be a lot - especially on a smaller map, but restricting the size of the players' civilization is definitely the way to go I think.
In Civ3 forums - especially with their succession games - various games put restrictions on them to make them that much more interesting. I remember some where attacks could only be made by 1-move units. In another no wonders could be built (though they could be captured). This is a great facet to add to the CivII demo games for various reasons:
- The AI is so dopey that it can sometimes be no challenge even on Deity
- CivII is so well known that strategies can become rote. Retrictions will force new thinking and the development new strategies
- It can add a bit of simplicity where needed and possibly generate more interest thereby
I'm sure that there will be polls aplenty to discuss some of these possible restrictions. I see that some are already up. I like the city cap (as mentioned), but we can also take this further and play pure isolationist (i.e. keep to a certain land mass or area, only fight if attacked, only fight to defend, only fight on own land/own waters, etc.) We should definitely curtail the purchasing of cities as that is one way the player civ can easlily exploit the inept AI. Other than that, the choices can be many and varied. Not building but being able to capture wonders could lend a great bit of difficulty - especially when combined with a city cap and a 'no-purchase' agreement on a higher level. Imagine having to sit around waiting for the AI to build Mike's Chapel or JS Bachs (the AI never seems to get Theology) and then performing a surgical strike to take the city - and then defend it for the game in the middle of an enemy civ....
Well, those are just a few thoughts.
Regarding parties or conflicting groups. At first I thought 'what fun'. Perhaps we can have an impartial 3rd party to set up a specific map whereby our civ can start with 3 cities - one each on an island that can hold about 5 or 6 cities each (of course, each AI would also have to start with 3 cities) There can be 3 parties each representing an island, but we'd all still be one single civilization with survival as the key component. I thought it would be cool to have each clamoring for things to ensure survival, and different playing styles by different island/parties could show interestingly different results. Sure, you'd like to have the SSC on your own island, but it would be for the good of the civilzation in general to have it in the best city no matter what.
Anyway, I'm not sure if this would work, and the reason is simply attrition. We've tried having competitive succession games and even several Demo Games going on at the same time, but people drop out and all of a sudden one group has 5 memebers and the others have 2 and 1. I realize we could have people shift when necessary, but it might just get all too confusing.
OK, I'll stop typing now. I will try to stay abreast of what's going on here and try my best to participate in the game wherever I can.