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Impeached by a patch
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It's been a blast, and the blasts were particularly fun. Especially the really big ones. But all good things come to an end, and The End is very much here.
Scipio raised the suggestion of a "Pacifist challenge" with different rules for different teams - essentially randomly forcing some teams to play according to a doctrine of (relative) Pacifism; being unable to start wars, but having access to a number of special victories the others don't have.
The idea could work, but I'm not particularly fond of having lots cast for (essentially) what team I will be on.
Awhile ago, I got another idea: How about a three-way team game, with the three teams being (in forms of government) Democracy, Dictatorship and Anarchy.
The democratic and dictatorial team would work like Alpha and Omega did this far. The anarchist team would have no internal rules at all - anyone can play and return the turns! Of course, suitable arrangements would have to be made to prevent several players from submitting the same turn, but I don't think ensuring that would be very hard or incovenient.
The first 1BC team game wasn't intolerably slow at all. Since the anarchist turns would effectively have several players to play the turns, they'd be sent on significantly faster than for the other teams, so I don't think adding such a team would slow down things as much as adding a team would usually do.
What do you think
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Wrong
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Elite Pathogen
      
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Firm Anti-Cynic
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Impeached by a patch
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Make my day
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I would be very much in favour of the three team option, though with the caveats that Bis has mentioned over whether such an ambitious project could be maintained. However, let's be positive. I believe it would give the game a whole new dynamic. Of course "ganging up" can be seen as a problem, but it can also be seen as a tremendous challenge. With two teams, you KNOW you are going to end up at war. (Omega planned very early on to declare war almost as soon as we met the first Alpha unit.) With three teams that is totally different, and opportunities will exist for some major and realistic diplomacy (not the AI garbage) It will also affect the technology push as talking to each other may (?) be seen as more important than invading, and spying certainly will be a high priority. In that regard, I'm not sure whether technology trading should be restriced. In fact, I'd rather it weren't. Put in a goodly sprinkling of varied AI on a large Pangean continent and you have a recipe for an intensely interesting game with no need (IMO) to artificially restrict teams to anarchy, pacifism or whatever as I can see that leading to great frustration. I personally would not be interested in playing under those circumstances and an anarchic team would come last (and if it happens I WILL put money on that) I would also put forward the suggestion the game be played with the super spies mod (available for download on civ fanatics) Check it out. I have no objection to the History in the Making mod either, though perhaps the learning curve for that one is too steep. Super spies is much more contained (basically a lot more missions available and the chance to promote spies) Just think through the diplomatic possibilities for a three team game and I think you'll see the potential. It would be truly scarey
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Mood: surface ripple?
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EVERYBODY PANIC!!!
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Impeached by a patch
Last Seen: 3/11/2010 6:05 AM
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Regardless of how or when we are going to play again, there are two things I'd like to suggest:
-Rules on succession set in stone, or at least arbitrated by an umpire. No real problems arose, but the potential was there. In our team, the original idea was that we'd cycle terms through a list. However, absences prompted exceptions to be made, so for a while we pretty much agreed in gentlemanly manner on who should be next. Hardly very dictatorial. After a while, we reached an implicit agreement that power would always pass on to the team member who had been without a term for the longest time out of those currently available.
-Naming ships! Niceties like those add flavour to the game. I don't know if it was a deliberate tactical decision on your part, but I think I noticed you slip ships from port to port in "chain" fashion, to move them without us noticing - as we don't see your actual moves, we'd only know that there is a ship one turn, and there is one there the next turn too (but not know whether it's the same or a different one). So, if both teams name their ships, nobody will have an undue advantage.
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EVERYBODY PANIC!!!
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Impeached by a patch
Last Seen: 3/11/2010 6:05 AM
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