 |
|  |
 |
|
Arnelos
|
 |
of the Free World
Sep 2002 time: 00:23
|
|
Hmm.... anyone have a background in studying the "warring states" period of Chinese history? We could model something like that...
Under monarchy, we could actually play as regional leaders... so each member of the team (or groups of members) get a city or a group of cities... and they get complete control of that/those city/cities and any units produced by them... though perhaps we could divide up that further so that each region gets an administrator (CP-equivalent) and each region gets a military commander (SMC-equivalent). This system would be perfectly feudal under monarchy (all lords must maintain fealty to the monarch), but then would be the basis for the senate under republic and democracy.
The centralization of power and the modernization of the bureaucracy could take place it did historically... probably around the time that Education, Printing Press, Gunpowder, and Banking are being discovered...
At that point (as hinted above), we would have the OPTION of establishing a modern bureacracy somewhat like the one in the current single-player Democracy Game. However, that modern bureaucracy would be ruled over by a senate in republic/democracy, by the absolute monarch if we're still in monarchy (you could actually see the transition from fuedal monarchy to absolute monarchy ), and by the central committee of the politburo under Communism (anyone ever play the boardgame "Russian Civil War"? we could use its politburo system as something of a model).
We need to establish some means by which internal conflicts would be resolved w/o fighting with our units, however... as it's actually IMPOSSIBLE to fight the proper civil wars in the Civ games because you can't have your units attack each other Some means of resolving internal conflicts which "come to blows" needs to be devised...
|
|
|  |
 |
|
Arnelos
|
 |
of the Free World
Sep 2002 time: 00:23
|
|
RESPONDING TO NINOT'S POST:
If we follow my model... you could have mock "wars of succession" like the War of the Roses, the War of Spanish Succession, various french civil wars throughout the middle ages, etc, etc, etc.
However, as I said, we need some means other than actually moving the units above to "fight" these internal conflicts... (such as wars of succession).
However, I would think that for a monarchy to be a "monarchy", we would keep the crown in the same family line unless that line "runs out" and we have to find a new line. For instance, under monarchy, the "player" established in the monarch position would remain monarch indefinately, but under the system I forwarded (with regional control of most actions), the monarch would be just as powerless as in history. He would have exclusive control over the tax/science/luxuries slider and would have the sole right to declare war (and could do so at his choosing), but would be held in check by the feudal lords (the other players), who control the actual cities and units (though they HAVE sworn an oath of fealty to him).
The same player would remain monarch even if the king died because, under Togas' system, the player then plays as the dead man's son...
The line could, however, "run out" when the monarch player decided they'd had enough with being monarch (not enough time anymore, whatever) and swapped roles with one of the other players.
Under despotism, the monarchy will not travel in lines of succession... it will be decided by whomever "kills" the previous despot and replaces him (regicide to replace the monarch is also possible, but you'd have to kill his entire family and then not yourself be hunted down for treason for committing hte highest of all sins in a monarchy - regicide).
Basically, we need to come up with some fair way of handling assassinations and attempted assassinations (and for handling the role of bodyguards or loyalists to the crown or at least the royal family - able to save at least ONE heir to the throne). An assassination attempt could also spark a civil war, of course... and that still needs a way of being handled as well.
|
|
|  |
 |
|
Arnelos
|
 |
of the Free World
Sep 2002 time: 00:23
|
|
So, the short-and-quick of my argument here is that while we won't need a CoL for the role-play game at the start, we WILL need a number of rules (especially pertaining to assassinations and, later on, for all forms of internal warfare).
The regional feudal lordships probably won't come in until we get around to forming a monarchy (or until we discover feudalism???). The ability to start centralizing the bureaucracy couldn't occur I suppose until at least Printing Press, though Democracy or Economics might be a better marker (and even then, it would only be an option... as the "republic" government in the Civ games is supposed to be regional leaders meeting in parliament or senate, not unlike the early parliamentary governments of England, the Netherlands, or even of proto-democracies such as the early United States or United Kingdom, etc.).
|
|
|  |
 |
|
Arnelos
|
 |
of the Free World
Sep 2002 time: 00:23
|
|
I guess my point is that if you establish rules for how assassinations and internal warfare are conducted... people will use those rules and the historical events we think would be fun to model will happen on their own without having to create any complicated system to plan for them...
DESPOTISM: It's the ability to assassinate the despot that's the principle factor in changing despots...
The establishment of monarchy is so much more stable because "regicide" becomes a very serious crime compared to despotism (where killing the despot is the standard means of succession to new leadership...).
Under monarchy, the new "standard" means of succession would be birth lines. Though assassination is still possible, it is no longer legitimate (any player assassinating the monarch, for instance, should certainly not be permitted to be monarch himself... and his "character" would almost certainly be caught and executed for treason - so only conspiracies of player-characters where one guy takes the fall for being the "trigger-man" and another becomes the new monarch should be possible). Even then, as I stated, it's a lot harder to track down and kill every single member of a royal line than to kill one despot... so even a successful assassination conspiracy under a monarchy might not get the conspirators very far...
PROPOSAL FOR MONARCHY: perhaps the minimum size of the conspiracy is determined by a 'poly poll where a majority has to vote for it... and the person who starts the poll is the "trigger-man" who then gets executed as the price regardless of victory or defeat - which might somewhat discourage people from starting such a poll 
ADDENDUM TO PROPOSAL:
Under monarchy, if the royal line runs out (either by the monarch player choosing to end his reign or by the entire line being assassinated through such a poll as stated above), then two methods could be used for replacing the monarch:
1. An election is held for the new monarch. This election would be held in much the same manner as the Holy Roman Empire elected the Holy Roman Emperor throughout much of the middle ages in Europe... so the various feudal lords across the empire would each vote among the choices. The choices might have to be nobles of particularly high standing (there should be nomination requirements... such as having to get so many people to nominate you to be a candidate).
2. Fight a "war of succession" to determine the new monarch. This would use whatever means we establish for handling internal warfare and each regional group would have the option of joining one side or the other, etc, etc, etc. (this would also have very real impact on the distribution of local lordships AFTER the war is over )
Last edited by Arnelos on 04-11-2002 at 11:20
|
|
|  |
 |
|
DAVOUT
|
 |
AUERSTADT
Jun 2002 time: 05:23
|
|
A few questions and suggestions:
- Testing this fantastic idea at the same time we play one of our very first MP games is audacious, but certainly extremely difficult; would not it be worth to play an ordinary CIV III game, just to tune the way the roles are played?
- The assassination process could be: a thread titled Coup against the despot would be opened by the one willing to become the next despot; other players would post their support. After 3 days, an independent authority would throw a dice; results would be as follows :
- 1 support ----- dice 1--------------- coup succeeded
- 2 supports----- dice 1 or 2--------- coup succeeded
- 3 supports----- dice 1/2/3---------- coup succeeded
- 4 supports----- dice 1/2/3/4-------- coup succeeded
- more than 4--- dice 1/2/3/4/5------ coup succeeded
- Unless the despot steps down voluntarily, this should be the only way to remove him.
- The new despot would confiscate all properties of the previous despot (except gold), as well as the properties of his 3 wealthiest officers, or ministers or aides.
- Once per term or per month if there are no terms, the despot can confiscate all properties of his most dangerous rival (but not the cash that has been hidden in a safe place).
- The mini game could be in the game; the only difference would be that the lands are given by the despot to whom he wants, in the most arbitrary manner as we can expect from a despot. Basically, the despot would give lands as rewards to those who support him, or are useful to him.
- All players would have the obligation to lead a military unit; when this unit would be wounded in battle, the player would receive a piece of land. If the unit generate a Great Leader, the player becomes a Hero of the Nation, and his properties can no longer be confiscated.
|
|
|  |
 |
|
GodKing
|
 |
Detroit
Feb 2002 time: 00:23
|
|
I have no real preference, as I will make due with whatever we have. Random is OK by me.
Some things about specific civ trates:
Expansionistic - I don't like unless we are on a pangia, to grab all those goodie huts. Otherwise, I find it kinda useless.
Industrious and Capitolistic - always good plusses to have. Good to make the money and build the improvements on any type of map, with almost any style of playing.
Scientific or Religious - any one is necessary for culture, both if going for a cultural victory. I always like to have one of these trates, but which one depends on how we wish to play.
Militeristic - as I suspect we will be killing each other off while still in rex phase, I can see this comming in very usefull for those elete units and those GL's to rush wonders. In how I play solo, this isn't terribly important as I try to stay out of wars until the middle ages.
I just hope that we get a good UU. Germans, russians, ottamins are good ones IMO. Bad ones are koreans (who wants a uu that can be captured?), americans and english.
|
|
|  |
 |
|
Ninot
|
 |
Centre Bell
Nov 2001 time: 00:23
|
|
Sudden idea for roleplaying (inspired by my thinking about Roman wars... )!!!
Ok.., i suppose this is leaving the boundaries of how C3DG has made us think so far
but what if, in both the Roleplaying sense and the actuall implementation, each feudal lord, or senator, or whatever....
is also a General and Commander of Troups?
This would both allow the division of the Army that was sought for in the early days of the C3DG, and another level of RP
ala the days when Caesar crossed the Rubicon, if everyone of us had control of a certain ammount of units (divided evenly) and a region to defend with them, we could have another RP aspect for civil wars, and...well it divies up responsibilities moreso... and i dunno, tuns of RP?
|
|
|  |
 |
|
mrmitchell
|
|
Term Idea:
Each Despot has 5 turns/term. Coup rules sound good, but otherwise at the end of 5 turns he either reappoints self or appoints new leader.
Civ Suggestions:
Didn't you say you wanted to play a new team? I don't have PtW yet. I dont know any of the new civs but The earliest I can have it is the 6th I figure (our 13000 pop town only the Wal Mart sells comp games sad I know but they sez they slow gettin new games but they have it probably by thursday and I go to other place 6th anyway they probably have it with wal mart supercenter.)
from what ive read i like spain and ottoman.
Excuse the grammar.
(Shouldn't we vote on civ to pick? Slaps self on forehead *Duh*)
|
|
|  |
 |
|
Ninot
|
 |
Centre Bell
Nov 2001 time: 00:23
|
|
Honestly... the only civ i truly like of the new ones is Spain (kinda fits your favored conditions, doesnt it?)
Celts look allright i suppose
but i still prefer the glory of Rome
I prefer the original civs over the new ones in most cases.
Last edited by Ninot on 05-11-2002 at 07:24
|
|
|  |
 |
|
Arnelos
|
 |
of the Free World
Sep 2002 time: 00:23
|
|
I like the Ottomons (Scientific and Indutrious is the best combo, IMO - and that Sipahi could be pretty powerful...), but it may be taken by another team (I think Trip's team wanted them as well).
The Carthaginians have a great combo with Industrious and Commercial, but their UU is so expensive as the default defensive unit that it can actually handicap this player. The best way I've found around this handicap is to build plenty of mines around Carthage early-on to use Carthage as a Numidian Warrior factory (using your industrious trait to the maximum... faster workers build those mines faster and those mines do more for you!). Once the Carthaginians get rolling, those industrious workers combined with the 25% reduction in corruption and waste is fantastic.... the EXPENSE of the numidian warriors can be a really big handicap, though...
The Greeks, Romans, and Persians are the best old civs, I believe - both for traits and for UUs. The Greeks are my personal favorite because of the Hoplite, but the Persians are great as well because of Industrious+Scientific (which I think is the best combo).
So, if I HAD to order them (with preference toward new civs):
1. Ottomons (Industrious+Scientific)
2. Carthaginians (Industrious+Commercial)
3. Greeks (Scientific+Commercial)
4. Persians (Industrious+Scientific)
5. Romans (Commercial+Militaristic)
We should only go with Romans if we really intend to do a lot of fighting early (which we very well might, since it looks like the 3 other human civs are going to be very warlike )
|
|
|  |
 |
|
Arnelos
|
 |
of the Free World
Sep 2002 time: 00:23
|
|
Ok, re-capping everyone's civ choices so far:
CIV PICKS BY TEAM MEMBERS:
Togas = Carthage, Celts, Spain (in that order)
GodKing = Ottomons, Germans, Russians
jdjdjd = Ottomons
adaMada = ?
F-Pro = ?
Nuclear Winter = France, Germany, Scandinavians, Spain, England (in that order)
Ninot = Rome
Arnelos = Ottomons, Carthage, Greece, Persia, Rome (in that order)
CIV PICKS BY PEOPLE THAT WILL PERHAPS JOIN:
Thud = ?
History Guy = ?
mrmitchell = ?
MrWhereItsAt = ?
DAVOUT = ?
I'd argue that the clear favorites so far seem to be:
1. Ottomons
2. Carthage
Here's my arguments on the advantages/disadvantages of each:
OTTOMONS:
Advantages: They're industrious+scientific, which I believe is the best combo in the game. Their UU is fanstastic (8 attack value cavalry) and well-timed (end of the middle age).
Disadvantages: Their UU, while well-timed when considering a game that runs from ancient age to modern age, may not necessarily be well-timed for a hotly competitive multi-player game where it will be a struggle enough to survive the ancient age (especially if playing on deity level...). The industrious+scientific combo will help, but an ancient UU could come in handy.
CARTHAGE:
Advantages: The Industrious+Commercial combo is very powerful, perhaps the best in the game (not in my opinion, but that of others). The industrious trait will help greatly in overcoming what would otherwise be a handicap with the high price of the UU (which doubles as the default defensive unit... the price thus being a handicap on develpment). The industrious trait can be used to have fast workers build mines around the Carthage (the capital) for building those Numidian warriors faster (and a barracks in Carthage will mean we're pumping out veteran numidian warriors... which is VERY nice - I've now tried it against the AI ). That defensive value of 3 will help immeasurably during the ancient era, especially on deity level. The commercial trait will also help immeasurably if we make it so far as to be a large empire (that 25% reduction in corruption can single-handedly be more powerful than all of the other civ traits put together).
Disadvantages: The highly-priced UU can be a handicap because it doubles as the default defensive unit, replacing the spearmen. While other civs will be spending the requisite ~30 turns pumping out spearman+settler combos, it will take us ~40-50 turns to pump out numidian warrior+settler combs. Now we can use our faster workers to build more mines and reduce that difference a bit, but it's still going to matter (even though the defensive value of 3 could make the extra expense worth it). Also, the commercial trait is not especially useful (other than for the bonus trade on the city tile) until our empire gets especially large... so if we aren't very large, then the commercial trait isn't terribly valuable (though the slight boost in income can give us a bigger military or give us more money to buy tech off of the AI civs at deity level). There's also something to be said for the Carthaginians' lack of a culture-focused civ trait (scientific or religious), as our expensive outposts (numidian warrior+settler) will be more vulnerable to culture flipping (though industrious to raise production and commercial to reduce corruption WILL HELP to make outposts grow faster toward that first temple/library).
CONCLUSION:
The Ottomons are basicallly a straight-up great civ for the long-term vision of our civilization's development from the ancient age through the modern age. They have great civ traits that will prove useful in every age and they have a fantastic UU timed for the end of the middle age. The lack of a UU in the ancient age could be problematic on a tightly packed board with 3 other human civs and 4 AI civs at deity level, however... Also, at deity level, the scientific trait would be far less useful (though each free tech is ~500 gold we don't have a to pay someone ).
Carthage isn't necessarily a break-away favorite for the ancient age as much as a civ that will force us into a certain Carthage-influenced early-game strategy where we have to take into account the subsitution of the numdian warrior for the spearman... and have to use our industrious workers from very early on to raise productivity. This can be done and even could be devastatingly effective, but Carthage is not (from the impression I'm getting from playing as them in single player) an easy civ to play... it takes something of a very specific strategy to do right... something we may not be as open to in the free-wheeling role-playing civilization (though it might be PERFECT for role-playing our despotism form of government... as the enlightened dictator would have the authority to really control the strategy for Carthage and do it right!). Once were out of the danger zone of being wiped out early on, things should get a lot better for us... Carthage will be particularly strong in the middle age with that Industrious+Commercial combo (more production, more money ).
My personal bias is toward Carthage at this point because I expect the ancient age to be brutal and for the commercial trait's increase to income to be more significant than the scientific trait's increase to science (which, at deity level, we're not likely to even be competitive in WITH the scientific trait)...
Last edited by Arnelos on 05-11-2002 at 11:26
|
|
|  |
All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|