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DRoseDARs is offline DRoseDARs

Prince
"My god, it's full of peas..."
Jul 2002
time: 21:37
  Old Post 18-09-2005 13:40
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He could call it... CivNETII



Edit: This one just occurred to me. CivO (Civilization Online: Clean, concise, easy to remember and pronounce )

Last edited by DRoseDARs on 19-09-2005 at 06:38

Atahualpa is offline Atahualpa
Emperor
Hawthrone
Mar 1999
time: 06:37
  Old Post 18-09-2005 14:05 Visit Atahualpa's homepage!
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Ok, I made some thoughts about a MMOCiv.

Let's completely forget the concrete implementations of settler, cities, nations, units thing for a while. Let's just say that you are thrown in a world that lives on its own. The world is populated by people who gather in settlements, organize their lifes and do their work. At first every settlement is there for its own and they are completely autarchic.
Among all those people, it happens from time to time that a leader is born. This leader is you. You reign and you use your resources to conquer neighboring settlements and include them in an ever growing empire.
Your lifespan is limited though and as such you have to manage to create heirs... there's also a lot of trait specific stuff. When you don't get a heir and you die, or through other circumstances, your empire may collapse and every settlement fights for its own again.

Okay so much for the start of a game. Now, what in a developed world with empires everywhere. A player starts in a settlement already in an empire. The ruler of this empire can then assign this player specific tasks, like military campaigns or assigns him to govern a province or various settlements. In case of the ruler dying without appointing a follower (using one of the players or his heir) and the empire crumbeling, these people are then immediately be able to reconstruct the empire, effectively quarreling for their heritage.

Ok, this is the rough and basic idea, that I think something like this could work. A players life should not be more than ~2 hours, forcing people to play it through as they cannot logout and come back later. An advantage of this is that you can say you've finished a game, while the game lives on, plus _is_ online at the same time (server-stress...) so you can somehow make it turn based, although I don't think that'll work out. Maybe a combination of TBS/RTS on various levels of the game.

Every heir that you create is another possible login in this world, with more advantages than a newly registered player and which you can use later on (so to say it doesn't age and will show up when you first login with it).
Ofc, we could see lots of empires crumbeling during the night-time and building up day time again when people play. That's probably why it requires a ton of players from all over the globe.

Lemmy is offline Lemmy
King
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Dec 2000
time: 06:37
  Old Post 18-09-2005 15:06 Visit Lemmy's homepage!
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Heh, good points by Jon, i didn't think about the money-making aspect yet, as said, that was mostly what i had in mind for a C4 mod, not a stand-alone game...let alone making money with it.

But i think Ozzy's ideas adresses some of these issues though. Basically give everyone a bit of control ingame.

I think overall, the game itself would have to be a lot more detailed at the lower levels. Having hundreds of civs on a single map, run the same way as in the SP game doesn't sound fun to me. But having 10 people control a civ and only have a dozen civs, each run the same way as in the SP game probably isn't the most fun approach either as pointed out earlier. So i'd add detail to city management and unit/army management, make it so detailed that any decent sized civ can't be run effectively by a single player, and that players with partial control of a civilization will have their hands full with it and don't get bored too soon.

Perhaps instead of only having civilizations, you could also have corporations, similar to SimCountry, or completely different non-civ factions, like running your own church, earn your income/power by converting cities with your missionaries and defame other churches till it's clear that yours is the only true religion

quote:
I Think forcing people to guild from the get go won't be very popular...

But that is the nature of basically any MMOG out there. You have to be in a clan/alliance/guild to have any kind of success.

LDiCesare also sums up my thoughts about persistency and game pace. 1 turn/day, one game lasting up to a year.

OzzyKP is offline OzzyKP
King
Rockville, MD
Oct 1999
time: 00:37
  Old Post 18-09-2005 19:12 Visit OzzyKP's homepage!
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If it was 1 turn a day, what would players be doing that would retain their interest in it?

With one turn a day it sounds almost like a PBEM, where they spend 5-10 minutes to place their commands for that turn, and then come back and do it again the next day. No one is gonna pay $10 a month so they can get 10 minutes of gameplay a day. PBEM's (in my opinion) are incredibly dull.

Just putting people in established nations could work. They could still pick their role in that world (priest, shopkeeper, soldier, etc). But then if we are doing individual characters, this sounds like Ultima Online and a drastic change to the game.

Also, in UO or others you spend your time fighting monsters mostly, if it were civ you'd spend most of your time fighting other players, via war. This changes the dynamic. In most games if you die, you get resurrected and keep playing. What would that do to a sim like this if everyone's army just got resurrected? That'd totally foul things up. But if you had a character that you put in time developing and your first battle you die and have to start over, that'd just piss people off. I think a 2 hour lifespan wouldn't attract people either.

As for Lemmy's suggestions, lets say you are science minister of your civ. What options could be added to make that post interesting? Right now of course science is just picking a tech and waiting to invent it. How could that become an active process? And something involving enough that would allow people to play for several hours each day?

I think a year long game would be appropriate, and then reset the world at the end of that. Or have a couple different "shards" running that start out staggered, so people can join different on-going games at different points of progression (ancient, middle ages, etc). One day turns.... i'm just not seeing it.

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:37
  Old Post 18-09-2005 20:08
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yeah, in civ MP it is mostly PvP

most people want PvE for MMOs... (although a decent number like the possibility of PvP)

so I was thinking something maybe MOM like instead of Civ (would still be a 'Civ' style game)

I still want to know where to send all my ideas, I Think I have a working bit

maybe I Should just post them all in one huge post

Jon Miller

OzzyKP is offline OzzyKP
King
Rockville, MD
Oct 1999
time: 00:37
  Old Post 18-09-2005 21:51 Visit OzzyKP's homepage!
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Yea, post them here.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 18-09-2005 23:06
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I found this in the List (for Civ3) 2.0:
quote:

10.1) Massive Multiplayer Online Civ - Bloodlines
In the context of Civ 2: The game would be played on an earth world that is much larger in size than any civ. You would build cities and civilizations to actual scale, and some players would play regions within civs, and can rebel and try to start their own civ, etc.
New benefits: Fun.
Discussion: You would play a bloodline that could marry with others and have children. If your bloodline dies out you have to restart the game.
Marrying would be the equivalent of making an alliance. Each member of your familly would be listed. Government would be such that you can tell different players, if you have completely captured their bloodline, to control a region for you, which they would do under the threat of eradication. The converse is of course also possible, and rebellion remains a possibility.
In a republic, the players in that civ would control different factions in the senate and would have to do actions to get them more popular so that they got more power. In general, play could move as in SMC’s simultaneous mode. New players would start along the edges of civilization and in historical areas. In the game you could “launch huge realistic campaigns against others, or manage a real looking and acting civ…”

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:37
  Old Post 18-09-2005 23:10
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that looks familiar...

JM

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 18-09-2005 23:12
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Yeah, it does. But Atahualpa didn't mention the republic thing, did he?

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:37
  Old Post 18-09-2005 23:31
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it was the list that originally led me to apolyton (after coming for scenarios when it was the Ultimate site)

I mostly just read, talked a bit..

JM

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 18-09-2005 23:40
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I see that you were part of the compiling group or something? Then perhaps you remember whether there was more MMOTBS ideas there? I'm sure I saw more than this when I first read the List years ago...

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:37
  Old Post 18-09-2005 23:43
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I was sorta involved in the List 1 and 2, but the discussion

when it was actually being compiled, I was not arround

JM

OzzyKP is offline OzzyKP
King
Rockville, MD
Oct 1999
time: 00:37
  Old Post 19-09-2005 00:00 Visit OzzyKP's homepage!
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Our sister project at civfanatics:

http://forums.civfanatics.com/showthread.php?t=128780

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:37
  Old Post 19-09-2005 00:07
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my idea over 6 years ago


http://apolyton.net/forums/showthre...30&pagenumber=4

Hi all

I have a really radical idea (have had it for a while, didn't think this forum was the place to post it but here it is)

my idea is massive multiplayer online civ

what made me post it was sovereign

my idea was that on an earth world that is much larger in size than any civ one (maybe real size with real size cities) you would build cities and civilizations

the management would be such that you can have people under you (and that they can rebel and try to start their own civ)

the game would start as all civ games do at 4000 bc

you would control a bloodline that could marry with others have children ect

if your bloodline dies out you have to restart the game

if another player captures all your blood line you then play under them in the management role they set you too

marrying out your bloodline would than be advantageous and would mean that you too would be allied

each member of your familly would be listed and you would have very complete government

government would be such that you can set different players, if you have completely captured their bloodline, to control a region for you

they would do this under the threat of eradication

you would of course have to watch them to keep them from rebelling against you

in a republic the players in that civ would control different factions in the senate and would have to do actions to get them more popular so that they get more power

early on you can be let men or women rule or both

if you have men only than you are introuble if you have only female members and you lose control of the city

besides the stuff to make this good for massive online most rules could be found in these forums

play could move like in smac simultaneous mode

play would go on over like 3 years to take the world to 2000 ad (turns would of course be less time as would tech learning)

new players would start along the edges of civilization and in historical areas

if there are no more places for cities of a bloodline to start one would start in the freeist, largest nation with the fewest bloodlines in it (a new family moving up in the world) or maybe after a certain time you can choose what to do

governments will be extremely customizable so that you can mske all sorts of ones even like the US or Rome

this is a crazy idea but I had it a while ago and I want it

humans are funner to play against then AI

I think this would be cool

I lied, many things would have to be changed because of the scale change (and many things would/could grow more realistic)

maybe we could even make it real time (but with speeded up time

maybe we could even make it play to two turns and die of old age

time could be linear in it in any case

wouldn't it be fun to launch huge realist campaigns against others, or manage a real looking and acting civ

maybe even we could make squares much much smaller and have it so that cities can spread and become larger

I'm being taken to the asylum now

Jon Miller

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 19-09-2005 00:10
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Asylum, eh? When did you escape?

But I see that it's your idea that's included in the List. Lucky bastard, I'd wish I was here when it was made, I came just too late...

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:37
  Old Post 19-09-2005 00:12
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my current idea is a bit different, maybe not as crazy..

Jon Miller

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 19-09-2005 00:48
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I imagine something along these lines:

A game where you start as one among many small kingdoms/tribes around the world. The world should be big, so that a huge empire would be like the Caliphate in the real world was. In the start, all players get their own little kingdom, but as time passes, your empire might grow on the expense of the neightbouring civs/cities. All civs wouldn't be player controlled, but rather be controlled by the AI until a player logs in, and when the player is away.

Now, as time goes by, and your empire grows, there will be harder and harder to rule it all by yourself. And then other players can be placed as vassals/governors of you, so that even though there becomes less independent kingdoms in the world, noone is forced completely out of the game, but rather takes over a small position somewhere in the world when they are conquered, and begins from scratch there.

But as we all know, no empire lasts forever. An empire can fall in so many ways: There can be military conquest, but let's face it, in the world the danger can also come from inside. The leader might have become weak, and if his position is weakened, some of the other dynasties/vassals could try to exploit it. It can be explited through assassinations or coups, or perhaps more subtle by marrying into the king's dynasty and take over with royal blood line as the claim.

So, if there is a coup, different things can happen from there. If one is lucky, will no external force meddle in the affair. Of course, the meddling doesn't have to be direct by military force, but perhaps through support of one of the sides in exchange for influence, land or something along those lines. Anyway, if the king is strong enough, there might come a civil war where either one side wins it all, or the empire gets divided.

I'm not sure what would be the ideal way to make this game in turn based vs. real time respect. Any ideas? And btw, this is of course only dreaming and brainstorming, but dreams can sometimes give something valuable, so who knows?

OzzyKP is offline OzzyKP
King
Rockville, MD
Oct 1999
time: 00:37
  Old Post 19-09-2005 02:30 Visit OzzyKP's homepage!
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Another thought, 4000 bc to 2050 ad (the standard civ time span) is 6050 years. If we broke up the game into 6050 turns, and fit that within a year. Each turn would last approximately an hour and a half.

Of course that would probably put too much emphasis on early history.

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:37
  Old Post 19-09-2005 05:00
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Idiocy. Clearly shows, that it is time for Meier to retire.

I like Civ and I like MMO. But I would HATE CivMMO.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:37
  Old Post 19-09-2005 05:08
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quote:
Originally posted by Sir Ralph
Idiocy. Clearly shows, that it is time for Meier to retire.

I disagree.
Clearly however, it would not be something we would participate in, Sir Ralph.
If Firaxis chooses to develop such a thing as CivMMO, let the market determine its fate. Let us also hope that if it succeeds, it profits them enough for them to continue to develop games we are more in favor of, ...
and if it fails, that they recover enough to develop those more favorable games still.

DRoseDARs is offline DRoseDARs

Prince
"My god, it's full of peas..."
Jul 2002
time: 21:37
  Old Post 19-09-2005 06:34
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My thoughts on scientific advancement in such a game:
Obviously, new players would be at a distinction disadvantage to more established players if everyone played the same game. You'd never get new blood in numbers to support such an online environment for long. Instead, establish different worlds that have a set time limit before closing off to new players. The admitted players would start fresh together and there wouldn't be any of that "restart eliminated players" crap. If you wished to even the playfield further, research could be twofold: First, the standard form of private research would allow players to discover new things themselves; second, the research of all admitted players in the locked world would collectively add to the progress of said players, ensuring no one is left completely in the dust, even if they conduct no research. If the players are a well-connected group, this would be a good way of slowing the pace of the game; it could be a pre-game agreement to tailor that world to their playing style. This is what we do now in multiplayer civ games, there's no reason it can't be translated into an MMO version.

Lancer is offline Lancer
Emperor
Oregon Coast, USA! or Bohol, Philippines!
Apr 1999
time: 05:37
  Old Post 19-09-2005 07:37
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You pony up the $, go through basic training, get assigned to a unit as a soldier, fight in a war, get promoted, and rise through the ranks commanding those who join after you as you fight troops from other civilizations in a regular civ game in which all civs start out commanded by the AI in 4000BC.

Nah, never mind.

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:37
  Old Post 19-09-2005 16:07 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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IHMO

1)the logistics of getting all those playing to show up at roughly the same date and time would be more the entertaining in itself

2)and the rate players drop out of games for good and bad reasons

how would 2 be handled?
how would number

OzzyKP is offline OzzyKP
King
Rockville, MD
Oct 1999
time: 00:37
  Old Post 19-09-2005 19:58 Visit OzzyKP's homepage!
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quote:
Originally posted by DRoseDARs
My thoughts on scientific advancement in such a game:
Obviously, new players would be at a distinction disadvantage to more established players if everyone played the same game. You'd never get new blood in numbers to support such an online environment for long. Instead, establish different worlds that have a set time limit before closing off to new players. The admitted players would start fresh together and there wouldn't be any of that "restart eliminated players" crap. If you wished to even the playfield further, research could be twofold: First, the standard form of private research would allow players to discover new things themselves; second, the research of all admitted players in the locked world would collectively add to the progress of said players, ensuring no one is left completely in the dust, even if they conduct no research. If the players are a well-connected group, this would be a good way of slowing the pace of the game; it could be a pre-game agreement to tailor that world to their playing style. This is what we do now in multiplayer civ games, there's no reason it can't be translated into an MMO version.


One way to do it potentially would be to build outwards from certain points. Lets say the first player starts roughly at the spot of Babylon. Then when each new player is created, they are placed near that city, expanding ever outwards. Pack the cities relitively close to each other. Keep adding on new people at the fringe of the settled area.

What would happen then is players would start in areas roughly the same as themselves. If one of the first 20 players gobbles up his neighbors and forms a good sized empire, a new player wouldn't be placed right next to it, because there would be rows and rows of other moderate players between you and he. You'd be placed with other new players.

I'm not being clear, but do y'all understand my point?

AeonOfTime is offline AeonOfTime
Warlord
Overclocking DOSBox
Nov 2000
time: 06:37
  Old Post 20-09-2005 20:22 Visit AeonOfTime's homepage!
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I'll have to agree there are nice ideas here, and if Sid were to risk such an endeavour I guess it could become something grand. But I would not be a part of it.

I don't like MMO games. While the concept is nice, to really apreciate a game you have to show a certain amount of dedication that I can not and do not want to invest. I do not even like 'basic multiplayer', and would have preferred the Civ4 team to put the effort that went into multiplayer into the game itself.

There are many MMO games that would have made brilliant single player games, and it really disturbs me not to be able to play them (eve online or warcraft online come to mind for ex.) - and it is a trend that does not seem to stop.

I sincerely think that if Civilization goes MMO, I will give up on gaming altogether. Unless the Elder Scrolls series stays true to its current singleplayer mission

OzzyKP is offline OzzyKP
King
Rockville, MD
Oct 1999
time: 00:37
  Old Post 21-09-2005 00:06 Visit OzzyKP's homepage!
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Don't be so anti-social. Other people are fun.

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:37
  Old Post 21-09-2005 02:04
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I have been writing up my current ideas

will post them soon

JM

ruby_maser is offline ruby_maser
King
Fear sunshine!
Sep 2002
time: 23:37
  Old Post 21-09-2005 02:06
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The very idea behind the Civ series is putting the control over the destiny of a nation in the hands of the individual, the player. How do you go about restructuring that framework to include so many people that you invariably must take power out of the hands of most all and place it in the hands of a select few?

Unless we are talking about a massively multiplayer democracy game, and if so, my vote already doesn't count in the real world...

I would love to participate in a massively multiplayer version of Civilization... if significant power were concentrated in my hands. I'm guessing everyone else here is no different.

Ergo, you'd probably have a very high degree of participation among those fortunate megalomaniacs that have status and power in-game. Only if these aspects can be achieved in a timely fashion and by guaranteed means do I see it working at all in its present form.

What does everyone else pay to do in the meantime, subject themselves to that? And how is that satisfying? People stripped of power would simply find another outlet.

Last edited by ruby_maser on 21-09-2005 at 04:30

Lemmy is offline Lemmy
King
Bubblewrap
Dec 2000
time: 06:37
  Old Post 21-09-2005 03:21 Visit Lemmy's homepage!
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Power is relative. Sure, you might have full control over your civ, but with hundreds of other civs on the same map, how much power do you really have? All you can do is influence your little corner of the globe, but in the grand scheme of things you're no more powerfull than someone who runs a city in a demo game. But in the demogame, if you take the numbers i've mentioned, you'd have an influence on the entire Civ, it wouldn't be complete control, but it would be some influence on 1/16th of the game. While if you were just 1 Civ out of 1024 on a large map, i doubt you'd be able to affect 1/16th of the game, or 64 Civs...simply too many to keep track of, let alone influence consciously.

You say the idea is to control the destiny of a nation, i say the idea is to control the destiny of the world. But if you want to do that in any MMOG, then cooperation is required. The Demogame approach (with the necessary modifications to keep it interesting for all participants) is then a very interesting way to do it.

Jon Miller is offline Jon Miller
Emperor

May 1999
time: 23:37
  Old Post 21-09-2005 03:39
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but that is not what people want for a MMO

at least, that hasn't been what has been successful

JM

 
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