Provolution
Sage of Quatronia
What to keep, what to scrap from traditional
Soren Johnson, lead designer of CIV4, had a few design concepts around "1/3 keep what works, 1/3 remove unfun elements and 1/3 new stuff that adds to the game in a positive way". I think we need to follow this design path as well for the demogame, as an overhaul of concepts from Civ3 demogames is long overdue. Now we got Civ4BTS, which rejuvenates the endgame in a new fashion, which makes the need for constant rule reform huge.
"What works?"
First out, we need to agree with ourselves, that a lot of things worked, but we only want to keep what works best. I know there is disagreements on this, but it needs to be aired.
- regular dates for elections
- defined positions with powers (specialist ministers)
- designated player pool
- governorships and mayors
- about 10 turns per week
- Polling standards
"What was unfun?"
- individual election shopping
- Too strong judiciary
- weak officials, bordering the meaningless
- worker and tile micromanagement
- Meaningless polls where players had no influence, ability to compete
- Meaningless abstain options
- Meaningless citizen rights (more in the word than in practice)
- Meaningless elections (too many vacant posts, too little competition, favor trading, position shopping, no political programs, no consequence of choice)
- Meaningless laws (Some laws reduced political scope of actions too much)
- Meaningless constitutions (too much wording, ahistorical)
- Meaningless trials (trials for the smallest reason)
- Bad reporting from turnchats (more powers to officials that make proper reporting)
- Bad forum-based information (more powers to officials that make proper reporting)
Please discuss further what game mechanisms we need to get rid off.
"New stuff?"
- Civics (Faction-based will now bundle elections to factions and civic changes)
- Religion (a religious high official may now be an option)
- Corporation (a business leader may now be an option)
- Espionage (an intelligence Czar may now be an option)
- Apostolic Palace (Diplomatic victory possible throughout most of the game)
- Competition of ideas/Civics, not random individuals
Also. I do think that whenever there is a faction change, the original leaders of the faction being replaced, should not be able to take leading positions in the new regime, to represent a more complete change. However, a faction in power may only be allowed to change one civic at a time, whereas challenging civics can change several civics at once (emulating a revolution or a real shift of power). This makes sure that the same elite are not recycling itself through various positions, makes position-swopping, trading favors and votes and in general sweeps out some of the nepotism in the game. This way, we get an opposition that has a real purpose of changing the regime.
Factions are shadow governments and in the game an ad hoc organization, being formed in advance of each election/civic change, and would need to have a limitation to membership, as it is a selection of leaders as a group up for vote. It is not a real party either, since a faction can vary per era, however, the ruling faction cannot swop faction, but must defend their power as it stands.
Soren Johnson, lead designer of CIV4, had a few design concepts around "1/3 keep what works, 1/3 remove unfun elements and 1/3 new stuff that adds to the game in a positive way". I think we need to follow this design path as well for the demogame, as an overhaul of concepts from Civ3 demogames is long overdue. Now we got Civ4BTS, which rejuvenates the endgame in a new fashion, which makes the need for constant rule reform huge.
"What works?"
First out, we need to agree with ourselves, that a lot of things worked, but we only want to keep what works best. I know there is disagreements on this, but it needs to be aired.
- regular dates for elections
- defined positions with powers (specialist ministers)
- designated player pool
- governorships and mayors
- about 10 turns per week
- Polling standards
"What was unfun?"
- individual election shopping
- Too strong judiciary
- weak officials, bordering the meaningless
- worker and tile micromanagement
- Meaningless polls where players had no influence, ability to compete
- Meaningless abstain options
- Meaningless citizen rights (more in the word than in practice)
- Meaningless elections (too many vacant posts, too little competition, favor trading, position shopping, no political programs, no consequence of choice)
- Meaningless laws (Some laws reduced political scope of actions too much)
- Meaningless constitutions (too much wording, ahistorical)
- Meaningless trials (trials for the smallest reason)
- Bad reporting from turnchats (more powers to officials that make proper reporting)
- Bad forum-based information (more powers to officials that make proper reporting)
Please discuss further what game mechanisms we need to get rid off.
"New stuff?"
- Civics (Faction-based will now bundle elections to factions and civic changes)
- Religion (a religious high official may now be an option)
- Corporation (a business leader may now be an option)
- Espionage (an intelligence Czar may now be an option)
- Apostolic Palace (Diplomatic victory possible throughout most of the game)
- Competition of ideas/Civics, not random individuals
Also. I do think that whenever there is a faction change, the original leaders of the faction being replaced, should not be able to take leading positions in the new regime, to represent a more complete change. However, a faction in power may only be allowed to change one civic at a time, whereas challenging civics can change several civics at once (emulating a revolution or a real shift of power). This makes sure that the same elite are not recycling itself through various positions, makes position-swopping, trading favors and votes and in general sweeps out some of the nepotism in the game. This way, we get an opposition that has a real purpose of changing the regime.
Factions are shadow governments and in the game an ad hoc organization, being formed in advance of each election/civic change, and would need to have a limitation to membership, as it is a selection of leaders as a group up for vote. It is not a real party either, since a faction can vary per era, however, the ruling faction cannot swop faction, but must defend their power as it stands.