Some preliminary planning for DGVII

The good things

Geneva convention: no pillaging, razing, starving. No slaves.
Wars of agression: need recent casus belli (broken agreement, incursions). Give one-turn warning before attack.
Wars of defense: peace has to be signed on first reasonable offer from AI.
No phony alliances, MPPs etc.
We never have more than X cities, X being something like the optimal city number.
this idea is great so give thanks to zyxy i think we should put this in the next DG

We need more people, it's as simple as that. Why the hell no one else seems to think this is beyond me, or even if they do somehow get the bright idea that we need more people, they do nothing about it (or to even plan for it). The demogame is a fairly complex subject, and we never explain what it is. Even when we do, it's often in some far-away place that no one will ever find it. We *need* to explain the game in a place that *every* new player will see when the first come in this forum. Stickying a thread in the main forum isn't enough. If we want to have people actually join the game, we need to first let them know what it is.

Make elected poistions "worth it"
We have to stop making elected poistions seem like something we have to do to keep the game moving. Inorder to make any elected poistion worth it, we've got to give our leaders/ministers some real power. Hell, right now they can't even post there own polls, much less make any real decisions. Give them the ability to actually effect the game. If all they do is make polls and discussions, and then follow them, why don't we just appoint people, instead of go through elections each month?

The most Important thing(my opion)

i think we should have a 6-10 month dg for the next one so people have time to get Civ4. Also since Civ4 has Co-op(im sure of it now) what about having 2 DGs? playing the same game(Civ4 that is). Two different Nations in the same game going for what ever victory they want but working with the other allied nation to get it, but at the same time trying to win before the other. A race of sorts to make the game more interesting and challenging and hence bringing in more players that are inevitably need to have two DGs going on.
It would be like two nations fighting a war on the same side but trying to get oil faster
 
Chieftess said:
1 - Do we want another full-fledged demogame that will last 4-10 months? Or, do we want a short one that will last 2-4 months? (i.e., medium map)
I'm beginning to wonder if a shorter game would be better, maybe a conquest or enabling the other victory conditions like victory point would help.

2 - Do we want to style the constitution on the current setup, or revert to the old style?
This may be contrary to popular beliefs, but doesn't matter to me. I tossed out this idea in hope of revitalizing interest in the game and the people chose it by a small margin. The first term was a flame fest, the second term was a combination of great newcomer leadership and a smaller flame fest, but now we have the current situation of a bunch of vacant offices. The people I thought we could count on to support the changes (notably Ravensfire, Cyc, Provolution) are gone, and others didn't stay active.

3 - Do we really want to use C3C again? Or should we revert to vanilla Civ3 or PTW?
I still think we should play RaR (in C3C) or DyP (in vanilla). Both of these mods change things to such a degree that the majority of citizens wouldn't know the most optimum play for a given situation. This would leave the ability to have strategy in the form of long term planning but take "number crunching" out of the loop because nobody knows the answer. (Well, actually I don't know if Nobody plays one of these mods so maybe he doesn't :lol: )
 
DaveShack said:
I still think we should play RaR (in C3C) or DyP (in vanilla). Both of these mods change things to such a degree that the majority of citizens wouldn't know the most optimum play for a given situation. This would leave the ability to have strategy in the form of long term planning but take "number crunching" out of the loop because nobody knows the answer. (Well, actually I don't know if Nobody plays one of these mods so maybe he doesn't :lol: )

Mind posting a link for these mods so that I can consider your suggestion?

Thanks!
 
When in doubt, fill up a water melon with Ketchup and blast it up with a Beretta Urban Assault Shotgun, and imagine that was the person insulting you perpetuously in a thread, and then feel all good about it.
 
Provolution said:
When in doubt, fill up a water melon with Ketchup and blast it up with a Beretta Urban Assault Shotgun, and imagine that was the person insulting you perpetuously in a thread, and then feel all good about it.
how many watermelons had my name on them? :lol:
 
DaveShack said:
The people I thought we could count on to support the changes (notably Ravensfire, Cyc, Provolution) are gone, and others didn't stay active.

Sorry 'bout that, DS, I got tired of the mindless whining, complaining and non-stop attempts to bring in the old style. The core concept is still darn good. We learned a lot from this DG about what did and didn't work. The biggest issue was perception about how the sides *should* work together.

Oh well.

And to return an old thought ...

Singing and Dancing for a Five City Challenge!
:banana: :band: :banana:

-- Ravensfire
 
Playing a five city challenge is a brillant idea that plays well to what I think are the gaming interests of many of our citizens. I think many of us are builders at heart, and this compliments the 5CC nicely.
 
Bertie said:
Playing a five city challenge is a brillant idea that plays well to what I think are the gaming interests of many of our citizens. I think many of us are builders at heart, and this compliments the 5CC nicely.

Yes! Another convert! Remember - singing and dancing ('cause we can't kick and scream!) for the 5CC

All that aside - run a 5CC on a mediumish sized map. Usual rules apply.

For government structure, use 3 National offices - President, Military, Administration. Admin combines FA, Domestic, Trade and Science.

Each city has it's own Governor. If there's enough interest, would prefer "local" elections, where citizens reside in a city and vote for Governor of that city.

Turn Chats can run as long as needed - no set limit. Instructions include "Stop Orders" on when to halt the turn chat, also at Pres. discretion.

This is setup to be a small, fast DG to tide us over to Civ 4.

-- Ravensfire
 
Resume the kickline!
Also, a 5CC allows us to be involved in roleplaying. If each city were, say, a city-state, we could have competitions between cities and the whatnot.

Also, we could try for something like 5CC space. That'd be fun.

5CC! 5CC! 5CC!

Then, of course, it remains what civ we want. May I suggest Persia as a return to our roots?
If not Persia, then how about the Babs.

SaaM
 
Singing and Dancing for a 5CC!!!

This will make the game somewhat faster than normal, plus puts large emphasist on roleplay and competitions(which city is the best?)

The most viable options for victory would be diplomatic, space race, or 20k culture in 1 city... Conquest is possible but quite tricky... Diplomatic is definetly the easiest...
 
Does anyone else feel so crushed?

First off, a DyP demogame *may* work at EvoG, but I highly doubt it will work here at CFC. Very few people inside of this community have even played DyP before, much less know what it is. As for RaR, I don't even know what that is.

As for the varients, not very many people care for varients all to much. A 5cc challange will not offer much more in roleplaying (I'm betting on "My city is better than yours") and the game itself will be disected and processed so deeply it would get overly boring very fast. I'm not to much up for spending 4 months fighting with someone over which city is better.

A SG one time that I played, we attempted to do something Charis and Sirian attempted to do (but never finished the game). Win a game without building *any* improvements. No roads, mines, irrigations, etc. We also could not sign ROP's, and couldn't used improved tiles by other AI's. In the end we managed to win by a domination victory (Bede, Sir Bugsy, Stapel, Genghis Khan, and myself). Maybe we can try something along those lines, or even make up our own varient?
 
I think we should try to use variant rules that make catching-up-with-the-AI harder and slower. Most of the variants proposed here do that, and so will hopefully keep the game interesting for a longer time. I think it would also be nice if these variant rules do not limit gameplay options and available strategies too much.

Limiting the number of cities we can have would do that. Five cities is very little (depending on mapsize of course) and does not allow for a lot of temple builds and other frivolous things. It's likely that the Geneva Convention is out of the window in this case. 20K might be very doable, military victories would be hard, diplo is chicken-way-out always, if you can survive long enough. Space is doable I think, as the AI is terrible at this (again just need to survive). 100K is a major challenge - better hire Bamspeedy for president then.

I think limiting the advantages of warfare would help too, because it's usually the easiest way for the human to win. Playing archipel maps tend to slow the human, but slow the AI even more. Perhaps AI needs some advantages in this case, like safe ocean travel for all AI's?

AW or no-diplo variants are interesting to play, but kill the entire diplo and trade department, as well as the culture department. They also require very careful play (aka numbercrunching).

I never tried a no-worker-actions game, but I read the Charis-Sirian one and it looks tough. Also requires very careful play I think. Hats off to Strider for even trying!

I never tried RaR or DyP. Doubt it matters much, we can all play some training game and happily numbercrunch ever after :D.

Another idea is to ask some very evil mapdesigner to make a map with long-term challenges. Or we could up the difficulty level. Arathorn has a thread with all kinds of variants somewhere.

Final note: anyone who thinks that variant games lead to less strategy discussion should think again. If you want to chase away the strategists, play Warlord. Nothing scares them more :).
 
I see lots of good stuff in Striders post. Few comments.

Strider said:
Okay, once again I'll post what we need to do to keep this game alive, pretty much the same I posted at the start of last game. :rolleyes:

How can we ever thank you??? :D :lol:

Make elected poistions "worth it"
We have to stop making elected poistions seem like something we have to do to keep the game moving. Inorder to make any elected poistion worth it, we've got to give our leaders/ministers some real power. Hell, right now they can't even post there own polls, much less make any real decisions. Give them the ability to actually effect the game. If all they do is make polls and discussions, and then follow them, why don't we just appoint people, instead of go through elections each month?

Theoretically correct. If someone is elected, then this person should have a mandate. Two practical problems: uncontested elections, and candidates should make plans in advance (do I hear strategy?), preferably something better than: I will serve the people and listen to them - it's not a waitress job :D. Seriously, people should have something to choose if this has to work. Officials also have to show some responsibility, like actually doing something after they're elected.
Probably the easiest implementation of a mandate is similar to US system (IIRC) where official can veto the Will of the People unless there is a 2/3 majority. Needs careful law text, also boundaries of competence between offices etc. Would also need drastic reduction in number of offices for more election-competition. We could have some appointed offices for poor citizens who lose elections.

Bring in newer players
We need more people, it's as simple as that. Why the hell no one else seems to think this is beyond me, or even if they do somehow get the bright idea that we need more people, they do nothing about it (or to even plan for it). The demogame is a fairly complex subject, and we never explain what it is. Even when we do, it's often in some far-away place that no one will ever find it. We *need* to explain the game in a place that *every* new player will see when the first come in this forum. Stickying a thread in the main forum isn't enough. If we want to have people actually join the game, we need to first let them know what it is.
The second thing we need to do is make it easier to get into. Supply information, or ways to get information in easily accessible places. The government threads are perfect for this, but it's often underdeveloped and unless. There are several utilities that can be researched and proposed as ways to gather information on a save fairly fast (and without conquests).
Following this up, we need better organization. The forums are just fine, however, our thread organization is horrible. Having a few registry threads (not the type your use to, but ones that just have links to that months department threads, etc. and then closed) would be extremely useful.

You may have missed a few threads. It's hard to know what to do about participation, because people who are not here do not post here to tell us why they are not here :p.
I don't know if there is too little info, or maybe just badly organized. For example, there are lots of FAQs, info centers and what not. Most is not up to date, so pretty useless, but still confusing. Too many sticky threads is also a problem. It took me several months to remember where the TC summaries go etc :crazyeye:. I like the idea of having one information office thread (stickied) with links to current government threads and other info threads. Needs a lot of maintenance though. Advertising on main site would help, but obviously cannot be done all the time. Knowing what the demogame is about ourselves also helps (is it roleplay? is it strategy? is it mimicking RL government? A bit of all? And how serious are we about these things? How serious are we about the rules?). Keeping discussions civilized also helps. Not discussing grudges from prehistoric past also helps, etc. Maybe it is a lot to ask :( (desperately searching for correct smiley here).

Up the difficulty
A higher difficulty makes a more exciting game, and a more exciting game will allow us to keep citizens attention longer. As for the difficulty level alienating newer players, I highly doubt it. There has never been a single "new" player who has ever said they were slightly scared by the difficulty level. It's just something created by the vertern players as a list filler.

Maybe. Most players on the forum play regent/monarch I think. It depends on what kind of game we want to play. Higher difficulty will attract better players -> more strategy discussion. I am fine with high difficulty. Effect on roleplay unknown to me.

Fix it, then play it
Starting the game when we are still discussing the game didn't help any. Let's not repeat the same mistake twice. If you don't like, or don't care, about the constitution or pre-game discussions then just come back later when the game starts.

Main problem seems to be that people get a bit overheated over the ruleset :). I looked in the archives and many of the games started with incomplete rulesets, and went quite ok. We should make an effort to hammer out the rules before we start, but not delay the next game too long. I would say next game should start early August. Gives one month, should be enough. One week for global discussion, one week to decide main issues (variants, global ruleset), two weeks to poll and hammer out details.

Keep the roleplay and the game seperate
There's a time for roleplay, and there is a time for the game. Lets not get the two confused. If we become a massive civilization that completely dwarves our neighbors in size, technology, and power. Then lets do it, but when where still in contest, let's stick to having parades, civil wars, and trips to foreign countries. It allows those who like to roleplay, actually roleplay, without pissing off all of the "number crunchers."

Still don't know who the number crunchers are (must be people who crunch more numbers than I do :confused: ). I'm with Furiey on this one: no full-fledged RPG in game, but I doubt anyone has a problem with SaaM's stuff and similar roleplay. Example: Oxford temple was started way before we were a massive civ IIRC. Nobody got hurt. Obviously, the higher the difficulty level, the fewer ingame decisions can be based on role-play.
 
OK, i'm back for the rest of the DG and ready to go. About everything i read in this thread:

- 5CC sounds like a great idea, it could help with roleplaying and make things more intersting longer
- i would like to volunteer to do the Information Office next DG. I think i would be able to keep everything updated and hopefully a working Office would help increase participation
- put the next game on a standard size map and do either continents/'pelago
- the difficulty level is tricky to figure out. some people join 'cause the level is too high and they're afraid. some people who join leave 'cause the level is too low for them and they're bored. don't know what to do here. :sad:
 
How about, instead of being abunch of copycats, we can do something orginal. 5cc has been done before, many many times. There has even been a demogame once already that has done it.

I say we attempt one of the following:

Spaceship:
Turn off all victory conditions except Space
Science slider must remain at 0% the entire game.
We can not use any scientist/researchers.

Military:
Turn off all victory conditions except Domination and Conquest
Must have an army smaller than 40 units the whole game.

Diplomatic:
Turn off all victory coniditions except diplomacy
Must eliminate 5 civilizations before the end of the game

Culture:
Turn of all victory conditions except Culture
May not declare war, and if war is declared on us we many not take any offensive.

------------------

I doubt anybody has ever attempted the above. 5cc is utterly boring and useless. Those who are new to the game will be scared off at the idea of it, and the veterns would have done it already. If were going to choose any varient, lets go with one that actually has a chance of drawing people in.
 
5CC: I have absolutely no idea how to survive a true 5CC even into the middle ages. How do you even build enough units for the AI's not to see you as easy meat? Is suspect the only people who actually win this variant are the ones who think Sid level is easy. This is supposed to be fun for the average DGer? Now if you're talking 5 Built City where capturing and keeping AI cities is allowed, that's a little better and would have forced us into the early Indian war this game.

Of course there's the idea that we could lose a demogame, in which case 5CC would be a wonderful idea.

[edit]Above comments of course assume we're talking normal sized maps like large and huge... I can obviously see how 5CC wouldn't be as big a deal on small and tiny. :p [/edit]
 
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