Thanks for starting this thread. If you look at the first link that you included, you will see that I was actually the Creator/Host/Admin of that Diplogame. AFAIK that may have been the last diplogame to actually make it off the ground. We started with 18 players, which was probably down to about a third of that by the end of the game. We did manage to play the game all the way to conclusion though (a cultural victory IIRC) by kicking dropped/leaderless Civs to AI (which Civ 4 Pitboss allows).
I also played in the previous Diplogame, "Destiny of Empires" which was excellent. I joined mid/beginning taking the place of a player who dropped. I also played in a "Diplo-Lite" Diplogame, all on Apolyton, but I did not enjoy the "Diplo-Lite" format anywhere near as much as the full Diplogame... it ended up just being like a regular Pitboss game. Me too! I played DoE and hosted DoB. Did you play either of those or did you play DoC and/or DoD? I was trying to get a DoA organized but my compy pooped the bed around that time and I also got really busy so it kinda got abandoned. Civ 5 also came out around that time IIRC and I could never figure out how to get the Pitboss to work on Civ 5, plus not enough people had Civ 5... the whole effort became too much of a boondoggle and I gave up on it. If you will indulge me, I can offer my advice... there are some things I learned from designing, hosting and participating in Diplogames.
1.Anonymous play - This is essential to a Diplogame working properly. For there to be true immersion into the role of a world leader facing off against other world leaders, it is important to have a degree of anonymity. Anonymity makes it possible for people to actually
develop their relationships and trust or animosity and enmity
over time, rather than coming into the game already knowing who your buddies are, who you can trust, who is good at the game, etc. Anonymous play makes the game much more dynamic and exciting, because you never truly know who you can trust. However, you need someone who knows who everyone really is, in order to mediate disputes, facilitate the replacement of players, determine if a Civ is still active, etc... all without giving away their in-game identity. That's where a non-player Admin comes in handy.
Another thing about Anonymous play... the Apolyton/Civ 4/Civstats format was very conducive to Anonymous play because you could log into the game with your Anonymous name "England DoE" for example... and it would show up that way both in-game and on Civstats... and because Apolyton allowed us to create accounts named "England DoB", "Persia DoB", 'Russia DoB" etc, we were truly anonymous when posting our Diplogame stories. I don't know if that is possible on Civ 5 or 6, because I don't know if you can log into the game in a way that would conceal your true identity from your Steam-friends etc. I also don't know if we could do a PBEM format and maintain anonymity. Finally, I don't know if Civfanatics Forum (CFC) would allow us to create a subforum with special anonymous logins for the game. I have actually already put the request into the Mods/Admins a few months back, and apparently they are considering whether to allow it or not. I will let you know if I hear anything, but for the moment, I think that the only way to have anonymous story-posting is to create the game accounts on Apolyton.
Frankly, given all the issues with Civ 5 Pitboss I had in the past and the issues with anonymity on Steam, coupled witht the fact that Civ 6 has no Pitboss format... I actually think that the best platform for a Diplogame remains Civ 4. I don't know how receptive folks would be to playing the game on Civ 4 (BTS of course) since its not the newest version of Civ, but I thought I would just mention that for consideration. I actually don't own a copy of Civ 6, nor do I have a computer capable of running it, but I would seriously consider buying both if it meant being able to play a new Diplogame.
2. Rules - Less is more... None is best. The fewer rules there are the less complicated it is. I made the mistake of creating a very complex ruleset designed to really protect Civs from being crippled or elimminated, and it backfired because the rules were too complicated to understand, which led to disputes over the rules and quitting. Robert Plomp's ruleset from DoE was better because it was more vague and less complicated, but it still led to fights over the rules... and quitting... which led me to make something that spelled everything out. Again, you're almost better off going with few rules/restrictions on gameplay and letting an impartial Admin decide/arbitrate any disputes... which brings me to...
3. Non-player Admin - I highly recommend this. People trying to serve as the Admin of the game while playing the game created issues in both Diplogames I played. People just can not trust a person who is playing the game to be a fair and impartial Admin. Player-Admining leads to hard feelings, and quitting... which dovetails into...
4. Quitting - This ruins the game... especially a Diplogame, because of the importance of the alliances and relationships that develop. Also, in a Diplogame, everyone takes everything so much more personally, because well, that's the whole point of a Diplogame... so when your in-game "friends" quit it is completely demoralizing and leads to a domino/cascade effect of quitting. My suggestion is to have each Civ be controlled by a "team" sort of like a combination of Diplogaming and "Demogaming" (Democracy Gaming) rather than allowing one-player Civs. If a Civ has more than one player running it, there is a better chance that there will be a player available when someone loses interest, becomes busy, demoralized, has compy issues, is out of town, etc. I say 3-5 players per Civ is a minimum. Also I would have everyone promise in writing to play to the end. Just a post saying "I promise not to quit" is enough. Not everyone keeps their word, but people are more likely to stick by their word if they have actually given their word.
There are many other things I learned playing Diplogames but I will stop there as I've rambled enough. Let me know if you have any question, I am happy to help with any additional advice/insights if I can. Again, thanks for starting this thread, I really hope we can get a Diplogame up and running again.