The idea behind the alternative structure came from observations that the offices used in prior DemoGames did not really correspond to the in-game actions they are supposed to correspond to. Let us first examine how the previous games were organized. The discussion can be limited to the executive offices, as those are the ones which differ between the traditional government and the alternative.
As you can see, the executive positions were based on the user interface screens. This makes some sense, although if you more closely examine how decisions are made, or even how the user interface works, you will quickly find that the whole idea of defining the government on these screens is seriously flawed.
Now, let us look at the evolution of a game of Civ, and how these screens are actually used vs. the decision making process of the human player.
1. Initial settlement
A human player (at least a good one) looks at tile values, visibility of resources, and the attributes of the civilization to decide whether to settle in place or move a short distance. This is not covered by the F-screens, and we traditionally place it in the hands of Domestic.
2. Initial builds
Most initial queues are extremely straightforward. Some number of scouts or warriors, based on civ type. If shield rich and food poor, sometimes a barracks can be completed before the first settler. Again, this is not covered by a F-screen, we put the city in the hands of the governor, which actually makes good correspondence.
3. Initial exploration
This should be rote, but our term 1 military leader is usually uptight about controlling exactly where each explorer goes, sometimes leaving the DP no choice but to follow inefficient instructions.
4. Initial science
Good players decide their long-term goal right from the start. In a C3C game it depends on whether the player can get Philosophy first, or if Ivory is available and a fast track to Mathematics is available. If neither of these paths makes sense, then preferred government type and difficulty level decide -- aiming for resource revealing techs on lower difficulty and for monetary value in higher levels. In contrast, the Demogame tends to decide on techs one at a time, without regard to bigger issues like which government to switch to or what we'll be able to sell.
Notice a theme -- the structure in previous games lends itself to instructions at most 10 turns in the future. This is what I'm trying to fix.
So, how does a real person play civ, and how can we model that? Major decision points can be categorized as follows:
The game also challenges a player to efficiently manage turn by turn operations.
The astute reader will notice that the turn by turn operations listed above have more items than the alternative structure has offices. This is not an oversight, the original plan was to have the Expansion director phase out as soon as the expansion phase ends.
What does this mean to the average reader? I'm mainly posting this for two reasons -- to show that there is coherent thought behind the idea for the alternative structure, and in response to a comment about "private notes". Nothing is private, it's all out in front of you now.
Ask yourself, do you play a game of civ one mouse click or button press at a time, or do you think about where your civ is going to be and work towards that goal? If you really play one click at a time with no forethought then no explanation in the world is going to help you understand why I was motivated to create an alternative structure. If you plan in advance, I hope this thread helps you "get it".
- Domestic Advisor (F1)
- Trade Advisor (F2)
- Military Advisor (F3)
- Foreign Advisor (F4)
- Culture Advisor (F5)
- Science Advisor (F6)
As you can see, the executive positions were based on the user interface screens. This makes some sense, although if you more closely examine how decisions are made, or even how the user interface works, you will quickly find that the whole idea of defining the government on these screens is seriously flawed.
- The trade screen (F2) is nearly useless. Trades themselves are conducted using the F4 screen, and the only information on the F2 screen which is remotely useful is seeing a summary of our own unconnected cities and a summary of the resources others can trade.
- The F3 screen shows only the current composition of the military and a very rough guess of our strength vs. others. Later in the game with a spy you can see opponents actual troop strengths, but this exposes another weakness of the 6 advisor system.
- The FA screen (F4) is where most of the non-unit and non-build queue action takes place. This includes treaties and trades.
- The Culture screen (F5) can show status of cities, but can't control anything. Without a way to set build queus, the Culture advisor is completely impotent.
- The Science screen (F6) most closely resembles the actual DemoGame office, but two all-important aspects of Science, slider setting and tech trades, are split into other offices.
- The Espionage screen is missing entirely from the canonical list of 6 advisors. Some things (embassies) are well known how they are handled, but others (espionage) are often forgotton in the rules.
- The Victory Status screen (F8) is handled by the DemoGame in the most haphazard way possible. We have a perrenial case of schitzophrenia regarding victory conditions.
- The Spaceship screen (F10) is also under-represented, but it is not a problem mainly because it is short-lived.
Now, let us look at the evolution of a game of Civ, and how these screens are actually used vs. the decision making process of the human player.
1. Initial settlement
A human player (at least a good one) looks at tile values, visibility of resources, and the attributes of the civilization to decide whether to settle in place or move a short distance. This is not covered by the F-screens, and we traditionally place it in the hands of Domestic.
2. Initial builds
Most initial queues are extremely straightforward. Some number of scouts or warriors, based on civ type. If shield rich and food poor, sometimes a barracks can be completed before the first settler. Again, this is not covered by a F-screen, we put the city in the hands of the governor, which actually makes good correspondence.
3. Initial exploration
This should be rote, but our term 1 military leader is usually uptight about controlling exactly where each explorer goes, sometimes leaving the DP no choice but to follow inefficient instructions.
4. Initial science
Good players decide their long-term goal right from the start. In a C3C game it depends on whether the player can get Philosophy first, or if Ivory is available and a fast track to Mathematics is available. If neither of these paths makes sense, then preferred government type and difficulty level decide -- aiming for resource revealing techs on lower difficulty and for monetary value in higher levels. In contrast, the Demogame tends to decide on techs one at a time, without regard to bigger issues like which government to switch to or what we'll be able to sell.
Notice a theme -- the structure in previous games lends itself to instructions at most 10 turns in the future. This is what I'm trying to fix.
So, how does a real person play civ, and how can we model that? Major decision points can be categorized as follows:
- Decisions on how to handle the player's civ (Domestic)
- Decisions on how to handle other civs (External)
- Decisions on how to acquire techs and resources (Resources and Technology)
- Decisions on how to balance cultural improvements (including wonders) with other items (Culture)
The game also challenges a player to efficiently manage turn by turn operations.
- Effective use of military units to implement a plan of conquest or defense. (Commander of Armed Forces)
- Efficient planning of build queues (Governor)
- Efficient tile improvements to maximize productivity and connect resources (Infrastructure)
- Control of sliders, committing funds to various endeavors (Commerce)
- Getting the most out of trades and treaties (Trade)
- Settling in the most efficient pattern to maximize the usability of each tile. (Expansion)
The astute reader will notice that the turn by turn operations listed above have more items than the alternative structure has offices. This is not an oversight, the original plan was to have the Expansion director phase out as soon as the expansion phase ends.
What does this mean to the average reader? I'm mainly posting this for two reasons -- to show that there is coherent thought behind the idea for the alternative structure, and in response to a comment about "private notes". Nothing is private, it's all out in front of you now.
Ask yourself, do you play a game of civ one mouse click or button press at a time, or do you think about where your civ is going to be and work towards that goal? If you really play one click at a time with no forethought then no explanation in the world is going to help you understand why I was motivated to create an alternative structure. If you plan in advance, I hope this thread helps you "get it".
