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Civ V - Oligarchy

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Civ V - Oligarchy

Postby Haragorn » Sun Jan 23, 2011 4:45 am

This is based on this idea from the Goblins forums. We're going to be playing Civ V, cooperatively, together. I will upload screenshots of the world map every turn, and any other information on request. There are a limited number of slots for play to start with, but many more will open up as the game progresses. You don't need to be familiar with the game or the series to play, but it might help. There's lots of information here.

I'll be running two different versions of this game, with different roles. In this version, there are a few very important roles, which have most of the power.

These are the primary roles:

Military Advisor:
-In charge of all military operations.
-May demand production of a single wonder at a time in any city not controlled by other advisors, and control the resources of that city for the duration of production.
-Controls Great Generals.
-Controls all military units.
-May, in agreement with the Diplomatic Advisor, declare war.
-Approves all trades proposed by the Diplomatic Advisor that involve borders or war.
-During war, takes control of all cities with inactive mayors.
-During war, may take control of any cities not controlled by other advisors.

Cultural Advisor:
-In charge of cultural and scientific growth.
-May demand production of a single wonder at a time in any city not controlled by other advisors, and control the resources of that city for the duration of production.
-Controls Great Scientists and Great Artists.
-Chooses which Social Policies are adopted.
-Chooses which Technologies are researched.
-Controls cities with inactive mayors, except during war or recession.
-After the completion of the Apollo Program, may take control of any or all cities to build parts for the Spaceship.

Ecomomic Advisor:
-In charge of resource management.
-May demand production of a single wonder at a time in any city not controlled by other advisors, and control the resources of that city for the duration of production.
-Controls Great Merchants and Great Engineers.
-Approves all trades proposed by the Diplomatic Advisor that involve resources or money.
-Directly controls all Workers and Workboats.
-May demand production of Workers in cities with undeveloped land resources.
-May demand production of Workboats in cities with undeveloped water resources.
-Approves production of units requiring special resources.
-During a recession, takes control of all cities with inactive mayors.
-During a recession, may take control of any cities not controlled by other advisors.

Diplomatic Advisor:
-May demand production of a single wonder at a time in any city not controlled by other advisors, and control the resources of that city for the duration of production.
-In charge of international relations.
-Controls production and resource allocation in the capital.
-Proposes trades with other countries, which must be approved by the Economic and/or Military Advisor.
-Controls Settlers.
-May purchase land.
-May demand that units move away from the borders of other nations, or out of city-states.
-May demand the completion of requests from city-states.
-Controls all Scouts.
-Controls all military units not under direct orders from the Military Advisor.

Mayor:
-In charge of a single city.
-Controls production and resource allocation in that city.
-If displaced by an Advisor, may temporarily take control of another city.

Since this is experimental, this first game will be short and quick, with random parameters and a small world. It will serve both as a test of the system and an introduction to you guys.

Roles are chosen on a first come, first served basis. The four Advisor roles must be filled first. After that, a waiting list for mayors will be started.

Remember, you're all on the same side. It's a team effort.
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Haragorn
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