Provolution
Sage of Quatronia
TEAM QUATRONIA
I am setting up the first official team to get the ball rolling, and I would like to pose a few groundrules for how this team should be organized.
1. Rotational turnplayer following an election (otherwise does not make sense to have a demogame, when there is no one to elect, like last game)
2. Elections should be held following the invention of every tenth technology
3. Each city to be run by one player
4. Major decisions should be polled, which includes war, city builds etc.
5. There will be a minimal government of 5 players only, the Lord (turnplayer), his Envoy (Diplomat foreign agreements), his Sage (technology, culture and religion), his Marshall (all troop builds, priorities, naming of units, promotions and overall military strategy) and finally his Judge (making all votes, polls and finally ruling out all disputes)
6. Turnplays should be fully logged with pics and a short and clear summary in bullets
7. Good strategies should be presented and discussed with respect, not bullied down by so-called experts attacking the man not hitting the ball.
8. Each turnplay should have a good narrative, to be written by the sage at all times, so the game can read as a good story, even after the game
9. Diplomacy is to be handled by the Envoy, but all treaties are to be voted on.
10. Be fun and creative, not nagging and posing as an expert.
Please sign up here, all are welcome, even old enemies.
Provolution
I am setting up the first official team to get the ball rolling, and I would like to pose a few groundrules for how this team should be organized.
1. Rotational turnplayer following an election (otherwise does not make sense to have a demogame, when there is no one to elect, like last game)
2. Elections should be held following the invention of every tenth technology
3. Each city to be run by one player
4. Major decisions should be polled, which includes war, city builds etc.
5. There will be a minimal government of 5 players only, the Lord (turnplayer), his Envoy (Diplomat foreign agreements), his Sage (technology, culture and religion), his Marshall (all troop builds, priorities, naming of units, promotions and overall military strategy) and finally his Judge (making all votes, polls and finally ruling out all disputes)
6. Turnplays should be fully logged with pics and a short and clear summary in bullets
7. Good strategies should be presented and discussed with respect, not bullied down by so-called experts attacking the man not hitting the ball.
8. Each turnplay should have a good narrative, to be written by the sage at all times, so the game can read as a good story, even after the game
9. Diplomacy is to be handled by the Envoy, but all treaties are to be voted on.
10. Be fun and creative, not nagging and posing as an expert.
Please sign up here, all are welcome, even old enemies.
Provolution