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  • Archive: Proposal: No-polling policy

    (imported from old Aimoo forum)

    Chaunk
    Let me explain. This idea came about as a result of reading Impalers post in Googlies Suggested Share stucture topic

    Impaler said this.


    Chaunk: I dont see Morgan Industries as a pure Democracy, were a capitalistic faction, thouse who contribute and make all the gears turn should be the ones who hold the most athority. I have personaly been very anoyed at how Cycon has been run as of late. At first things were quite nice, we disucssed stuff and debated and then voted, only a hand full of people were voting but they were all comenting and giving their input in the debate before hand. Then as the final war started with the Hive and it became aparent to most of us that the game was lost most of our core players stoped contributing. Their were also a number of people who had never contributed anything but a bit of RolePlaying and spaming to the faction and though I dont mind these things I find it very unfair that such people could basicaly swing the results of very important polls when they know very that someone else is going to do the work. Likewise most of our senior leadership (Drouge and Maniac) had just desided to goof around at this point and continualy pushed for agressive actions against the Pirates even though it did nothing but satisfy their personal bloodlust. I dont want to see the same thing happening here, it should be a meritocracy, the people doing the work get a proportionaly greater say in whats going to be done then the people who are simply watching.


    That got me thinking. I think it's vital that any faction in a democracy game doesn't turn into a solo effort. Nor should it be decided by a "shadow commitee". I truly beleive that everyone's opinions should be heard, taken on board and used in decision making.

    However, Impaler is absolutly right in some things. If someone is in a faction to RP and spam, then any input they make on game decisions is limited at best. It won't be as good an input as the CEO of 35 turns by a long shot., and yet in a simple poll it would be. If there were a large number of RP/spamers then the entire factions attitude could be swung one way or another simply by their vote. That shouldn't happen if more "switched on" players think a different course of action should be taken.

    Therefore I propose a policy of "no polls".

    Rather than just a simple poll being taken on a matter, a post would be made instead. This post would have various options and a recommendation as to which one to take (Made by the CEO COO or relative chief or second). Any "votes" then, would have to be made as replies to that post, and contain a reason for the vote, even if it's just a "I agree with the CEO". Then we wouldn't have annonymous voters swinging polls, and peoples opinions can be taken on board since they're easy to see. It also helps to see who's opinion is more important, more credited by past performance if you prefer. The more important opinions can then be taken as more useful to the turn player or cheif in the area or whoever.


    Example. In the post "POLL: What should we do with the Hive?" The first post is this, by the CDO (Chief diplomatic officer):


    As you all know, the hive have double crossed us again, and not given us MMI. We have three or four options.

    1. We could send them a stern rebuke, saying don't do it again and warning them of dire consequences if they do
    2. We could end our pact with them, promising to make it again if they do give us MMI and other suitable reparations
    3. We can end our pact and go and take it all by force and probes.
    4. Another action?

    I propose we choose option 3. They haven't had MMI long enough to make many troops, and we already have probe foils in the area. Lets take MMI and a few other techs then propose peace again when we have what we want (What they promised remember!).


    The replies - instead of a standard poll - are in order by the CEO, SpamMan, CMO, SpamMan2, SpamMan3 and RPFanaticWhoDoesn'tOwnSMAC.

    Yep, great idea, lets go and get them asap. We have cash for our probes and they haven't got any choppers yet.
    CEO

    Nah, lets just tell them off a bit.
    SpamMan

    I like the idea of attacking them, but perhaps we should wait. The drones have MMI, and chop and drop looks like it'll be very effective against the hive atm. Lets wait five turns
    CMO

    Nah, lets just tell them off a lot.
    SpamMan2

    Nah, lets just tell them off.
    SpamMan3

    Our economy will be hit by a war, so lets just them them off.
    RPFanaticWhoDoesn'tOwnSMAC

    Obviously from a standard poll, the result would be 1. However, seeing as the CEO and CMO agree with the CDO, 3 looks like a good course of action, although there may be a waiting time to see if MMI can be aquired from elsewhere. SpamMan, SpamMan2, SpamMan3 and RPFanaticWhoDoesn'tOwnSMAC will finally see a post like this:


    We decided to attack. Although concerns were made about our economy being hit, we think that effect will be nothing really. We also wanted other factions to know that Morgan can't be betrayed. Remember that the Hive had already betrayed us before, and we told them off for it last time. This time they needed more than words, and after getting MMI for 125ec from the AI, we're gonna rock and roll over some Hive bases.

    CEO.

    Comments Suggestions?

    Conclusion for people who are too lazy to read the whole post! I propose a policy of "no polls", with posts taking their place.



    jtsisyoda
    I disagree with this no-poll idea. What happened to presenting your argument and trading rebuttals? Flex those muscles of persuasion. Give people the relevant information, explain it to them, see what they think, and if their decision seems based on incomplete information, misconceptions, naivete, unrealistic expectations, etc., it's up to the experienced and skilled players to see that and do something about it.

    If enough people make a choice you wouldn't, you won't get your way. But this team does not exist to please a select few. It's for everyone to participate, learn, have fun, and hopefully do well or win. Just as with growing up and maturing into an adult, that will include making some mistakes and facing the consequences.

    I think we have plenty of skill to run this faction. People reading our forum will see this, and if the skilled players gain respect, the newer people and mostly-RPer's will give serious consideration to their recommendations. Inexperienced players often ask questions which clarify the decision-making process, which will actually help the skilled officers. But once in a while, the noobs and RPer's have an idea that breaks through the walls the experienced players have built, that surpasses the conventional wisdom, and takes the faction to the next level. If we alienate non-officers, we lose that critical resource, and miss out not only on new ideas, but many in-game opportunities, and most of all a chance to share the joy of playing this great game.


    Arnelos
    After playing the PTWDG, an internal Apolyton inter-team DG in the Civ3 community, we got together last year to set up our team for the Civ3 inter-site competition. On Apolyton, we had created the PTWDG between ourselves for exact purpose of trying to learn as much as we could about playing in teams against others teams with TBS games like this before we embarked on doing so against the teams that would be fielded by other civilization websites.

    We found out a lot of things, almost all of them the hard way, which was the entire point of the PTWDG. We've seen other teams in the inter-site games make many of the mistakes we made ourselves in our internal game and thus tried to avoid in the more important inter-site competition.

    One of the largest problems we noted was that most democracy game teams are formed primarily of people with most of their experience grounded in playing single-player democracy games. In all of our previous experience with these single-player democracy games, the entire pace of the game was determined only by OUR team and there were no penalties for slow play other than that the game moved slower. Furthermore, it didn't really matter as much if we allowed RP or spam or any weird thing to influence our in-game policies because AI isn't a very good opponent and we could afford to play around a bit. The guiding principle of such single-player democracy games is DEMOCRACY... regardless of whatever happens in the game, the team as a whole decides things together - everyone gets their say and, ultimately, everyone's say is equal.

    What we found was that most of the teams in the inter-team game and later in the inter-site game carried this same democratic logic to the fierce inter-team competitive environment, where it was not only misplaced, but could be downright detrimental. Teams that insisted on allowing turn-by-turn decisions to be dictated by democratic mass whim were prone to making mistakes, having inconsistent and plain idiotic military strategies, and would frequently slow down the entire game for the sake of a critical poll every now and then. Thankfully, some teams did try to experiment with different systems as we went along. The natural progression seemed to be that one key leader would eventually end up doing most of everything for the team and the rest of the team would fade into the background, though some posters would continue to comment advice. Some teams found more demoratic solutions that kept the game moving and their policies sound.

    When we put ourselves back together to set up the Apolyton Team for the inter-site competition, we used that experience when setting up our team's decision-making system. We would elect three turn-players. These three people would have, whenever they desired, complete control over every aspect of playing the game. They would be responsible for reporting everything they did to the team and for soliciting the team for advice and comment, but they had the authority to simply play the game so that it would both keep moving and that so our strategies from turn-to-turn would remain coherant and directed by people with intimate knowledge of in-game situations turn by turn. Meanwhile, all of the larger strategic issues and sometimes the little micromanagement issues (especially tactical issues) would be open to advice and comment from the team.

    We decided that two checks were necessary on the power of this triumverate. The first was that members of the team could conduct polls when they desired to tie the triumverate's hands to particular actions they found necessary of such a measure. We knew there was a risk in this (as Impaler has related here), but it's also part of what keeps the game a DEMOCRACY game, even for as much power as we gave our triumverate of turn players compared to any other previously existing democracy game team. Some amount of restriction ended up being necessary of polling... we ended up ammending our Constitution to REQUIRE a pre-poll discussion thread and a discussion to take place before any matter could be polled. First, this makes instantaneous polling impossible and turn-by-turn polling impracticle. Second, it ensures that at least an informed discussion of hte issues takes place and can be read before any issue is polled... increasing the chances that those voting will do so informed of the consequences of their votes.

    The other check we placed on the power of the triumverate was the "Change of Command" (CoC) motion. At ANY time, any member of the team is empowered to start a CoC motion against any of the leaders of the team. When the CoC motion is issued in a thread, the first order of business is to find if anyone is willing to step up to be the replacement for the challenged leader (it need not be the person who made the motion). Once at least one potential replacement is found, a short period for campaigning is allowed, followed by a vote. The winner get's the seat on the triumverate. If suitable replacements can be found, even all three of the leaders can be replaced. That we entrust our leaders with a GREAT deal of power, but reserve the right to take that power away at ANY time we want keeps them (or I should say "us" ) accountable.

    The reason for THREE turnplayers in a triumverate rather than a single leader was also one of experience. Single leaders given the enormous burden of carrying the entire team on their backs inevitably go on vacation, get busy, get BURNT OUT from so much work, and other problems. Furthermore, forcing three people to have to agree with one another (or at least two at any time) to get anything done means that one person hopefully isn't just playing on auto-pilot. Also, as with the solution devised by the founding fathers of the U.S., a principle way to prevent the ambition of a single forceful individual from poisoning the team and driving down activity levels among everyone else is to set ambition against ambition. Putting three highly ambitious and active people together of equal rank and ensuring that at least two have to agree to get very much done has been a very interesting form of government... it's also been rather effective at preventing single leaders from dominating the entire team to an extent that they drive everyone else into relative inactivity.

    Probably the best thing the triumverate method has done, howver, is the following: When the triumverate all actually AGREE on an issue (which seems pretty rare...), it tends to happen. When they DISAGREE (which seems relatively often in our case :P ), the issue tends to get debated heavily in the forum and the entire team gets an earfull about the issue and has every chance to provide advice and comment - and ultimately decide it when the triumverate can or will not. The ideal of the system is that the easy issues and the turn-by-turn issues can and should be decided by the turnplayers. The larger strategic issues should be decided by the team, but only after the team has been fully informed of the issue and potential repercusions of the various options.

    Based upon THAT experience and a few others since then, however, I'd have to say that I don't think that necessarily having three EQUAL turnplayers is necessary. As long as you have a turnplayer with some active back-up turnplayers knowledgable about in-game situations and able to play when the main one is burnt out or simply too busy, the system works. The important thing is for the leadership to be given the latitude to actually do what is best on behalf of the team without the rest of the team stringing them down with tons of polls and rules while not adequately understanding the in-game situations. The most powerful tool in that arsenal is the requirement of pre-poll discussion before a poll. When you REQUIRE a discussion before any poll, you both eliminate short-term polling pretty much entirely and you improve the chances that polling on strategic issues will be done with INFORMED voters.


    Now... for Morgan Industries...

    * I'd suggest that we keep the setup of the leadership suggested by Googlie. Having a main turnplayer and at least one backup turnplayer, along with the other members of our effective "cabinet" should be sufficient. We need not have a triumverate or anything like that.

    * I will state in the strongest possible terms that requiring pre-poll discussions before polling is conducted on any subject will do WONDERS for preventing the issue Impaler brought up. As I have stated above, it "eliminates short-term polling pretty much entirely and improves the chances that polling on strategic issues will be done with INFORMED voters."

    * The leadership should be given very broad latitutude for what they are able to do without any necessity for polling the team. At most, the leadership might be required to poll the team on issues of very major strategic impact, such as alliances and wars, etc.

    * The leadership must, however, be kept accountable to the team, even for as much power as they are given so that they can do their jobs competently without too much interference. For this reason, the team must be able to replace members of the upper leadership at ANY time and for ANY reason, providing that they actually have a suitable replacement able to do the job (if you don't have a replacement, tough luck... you're stuck with the leader you have).

    That should solve most of the issues Impaler brought up.

    ---------------------------------------

    Geesh, I really do ramble on and on and on before I get to my point, don't I? :P

  • #2
    jtsisyoda
    Well said, Arnelos! This is wisdom that should be preserved.

    I agree that mundane former moves and how to attack the stupid worm out in the frontier should not be polled. I agree the turnplayer(s) needs some leeway and authority to make decisions for the sake of speed and manageability.

    The "no confidence" vote is neat, but we can't rely on it solely. We must pick our turn players well. For example, Joe Schmoe takes the reigns for a while, he goes against everyone's wishes, he gets removed, fine... but consider the damage already done. Having to answer to the faction doesn't keep everyone honest.

    What worked for the Drones in the ACDG (when participation was high) was to post the final save in the private forum, just before hitting "end turn". The turnplayer ends the turn, though, and sends it on. The just-before-end-of-turn save is what we would use as foundation for discussing the next turn's moves. It gives you several days to discuss what's going to happen next, while other teams are playing their turns. We also had informal discussions, followed by official polls on contentious or monumental issues (not every little thing). Then when the turn comes around, it can be played right away. This is one of the reasons we were by far the fastest-playing faction.


    Arnelos
    Wait....related question: Do you mean that you didn't even plan micro-management multiple turns in advance or merely that each turn you were attempting to solicit team feedback on any changes to the situation, tweaks, etc.?

    If the former, I'd be rather surprised. If the latter, I'd assume most teams did that in the last ACDG as well. I know the Hive did, though perhaps they originally got the idea from the Drones - I wouldn't know.

    As for soliciting feedback on micro-management plans and other turn-by-turn stuff, it certainly can help. By displaying this information as far ahead of time as possible, you make it available for other knowledgeable members of the team to critique and offer changes to. I sure wish Minister of the Interior E_T did a better job of posting that stuff AHEAD OF TIME in the ISDG :mutter: :mutter: :mutter: To be fair, that's a TON of work, though. It's bad enough having to micromanage 30+ cities/bases by the mid/late game... worse still if you have to plan it all out several turns in advance and THEN be asked to post reports on any such future planning. It's a struggle. :P

    Thankfully, that level of complexity is still a long ways off in this game. Extensive micro-management and reporting for critique of micro-management plans is relatively simple in the early game for Civ/SMAC style games.



    AndiD
    Generally speaking, I think since we role-play as a company we could borrow several useful concepts regarding distribution of power and responsibility from real company organization in regard to structure as well as processes. (The great suggestions below are valid examples for that, even when mixing several of those concepts to get the best of both worlds)

    We may have a more difficult time because we are a distributed "company" (not sitting together) but OTOH we have an easier time because we are small, have quite experienced members and are ready to adapt to inevitably happening changes as rising complexity for example.

    When we get tons of bases in the mid/late game for example we could assign small teams or even dedicated individuals to a pack of bases and let them plan the micro-management for their bases only. This of course within set and coordinated short-term (~ 1-5 turn) and long-term strategies (5+ turns, depending on state of game).

    These bases could either be geographically together or distributed, just connected by their function (barracks bases with pun spheres for army/navy/airforce; research centers; production centers; ...)
    This would in a way reflect a divisionalised structure of bigger companies.



    Googlie
    Generally speaking, I think since we role-play as a company we could borrow several useful concepts regarding distribution of power and responsibility from real company organization in regard to structure as well as processes.
    AndiD: I agree completely. Having CMN'd the current ACDG I think we have an opportunity to run Morgan Industries in a totally unique way, shareholder driven just like a real corporation.

    My vision in the real game context was (and this is different from - though somewhat similar to - the miniGame):

    Here's an extract from one company's Board mandate as seen thru their proxy statement:

    * The Board monitors the Company’s performance against its strategic, operating and capital plans and financial budgets and assesses whether the company is meeting its objectives.
    * The Board ensures that management identifies the principal risks facing the Company, implements systems to manage these risks, and regularly reports on them to the Board to determine whether the Company has achieved an appropriate balance between risk and reward.
    * The Board receives an annual report from management on matters relating to proper financial accounting,reporting and disclosureand related party transactions.



    In our context this could look like (my thoughts in italics):


    * every player is a shareholder with 1 player = 1 vote
    * the shareholders elect the Board (but indeed every player can be a member of the Board - we only have 17 members)
    * The Board:
    o sets strategy (or can empower a Strategic Planning Committee to do so) - SE choices, SP choices, research tree, Treaties and Pacts, Energy Allocation, etc
    o appoints the CEO and approves Vice Presidents (Department Heads) and periodically (every 20 turns?) appraises CEO performance
    o reviews and approves the operating plan submitted periodically (every turn?) by the CEO (with the advice of his Department Heads) - typical turn orders such as new base placements, builds, major unit deployments, probe team actions, etc
    o reviews and approves the financial plan submitted periodically (every turn?) by the CEO (with the advice of his department heads energy allocations for rush builds, buying techs, paying bribes, etc


    We also have a chat room attached to this forum - see menu just under the forum title - and while we are in different countries it's a good way for instant discussions. Maybe in the Annex we can post when we are typically on-line)

    So we wouldn't necessarily have democratic polls, (but could have, as needed) but it would be along the lines of concensus building where the CEO or a Department Head is persuasive enough to get a particular course of action approved by a majority of the Board in attendance (ie, within a workable timeframe)

    When we get tons of bases in the mid/late game for example we could assign small teams or even dedicated individuals to a pack of bases and let them plan the micro-management for their bases only. This of course within set and coordinated short-term (~ 1-5 turn) and long-term strategies (5+ turns, depending on state of game).

    These bases could either be geographically together or distributed, just connected by their function (barracks bases with pun spheres for army/navy/airforce; research centers; production centers; ...)
    This would in a way reflect a divisionalised structure of bigger companies.


    I have advocted that from the beginning (taking it even further and suggesting that individual players get single bases to manage) The regional concept is good, too, as geographically linked bases forming a region could be managed by geographically linked players (Europe, North America, Australasia, etc) thus cutting down on information-exchange time (indeed, the chatroom would be a good tool for this as well)

    My view of the current game is that there was tremendous enthusiasm for the democracy ideal at the beginning, but it rapidly became an onerous task for the designated turn player, leading at times to rancorous recriminations when he/she screwed up. For example:

    Drones Buster announced his intent right from the beginning that this was being used as a learning experience for a friend of his - attracted other players, but essentially, often with input from others but also often without, played the turn then posted the outcome (and recently had't even done that as RL issues impinged on his internet time)

    Hive Started being Poll crazy - everything was polled ("Where shall we move this former?" etc) Then Kody took control, and as a master micromanager he dragged the Hive to a prominent position - sheer dictatorship, though, as few others had his depth of knowledge or could follow his reasoning (one of his "coup d'etats" was the "Drone Bomb" - he disbanded a Hive Base then founded 3 others (they had the PTS) and thus the drone problem moved from the Uni to the Pirates, causing ythe "What the heck" reaction on their part. No-one else in the Hive followed Kody's explanation of how the drone problems worked (but i believe that method, in the UoP, did - they'd discussed it)

    Pirates - Polled occasionally, but usually the turn player got suggested turn orders from the other active players and coalesced those into a gameplan, then posted a midturn.sav for critique, then played the turn. Gave rise to some after-the-fact *****ing that orders hadn't been carried out

    CyCon Polled ad nauseum. But did have a fairly workable turn order system that then evolved from the polling decisions. Were good at developing a strategic (ten to twenty turn view) and tactical (this turn and next) approach to faction management

    University Originally Archaic pretty much ran the faction as if it were a normal single-player PBEM. then got some comments from others, and eventually Method ran it for a while. Subsumed into the CyCon after the Hive attacked.

    So, in summary, my view of the current game is that they all suffered from a real democracy. The drones and the Uni were virtual dictatorships (and the Hive during Kody's tenure), and PEACE and CyCon had democracies, but suffered (in PEACE's case) from occasional inept play (automated units that were a turn behind when orders changed, etc)

    I think we have a chance to work differently, and welcome thoughts on how.

    G.

    Impaler
    Boy I am glad to see I stimulated so much discusion, overall I like what I am reading here in this poll.

    Chaunks surgestion of having esentialy a Rollcall of opinions rather then a Poll sounds workable to me, In Cycon all the active and informed people would respond to the Poll and declare what they had voted for and an explination why. Thus in an ideal situation the Poll itself was just a convenient count to look at.

    Arnelos insights are also quite usefull as well, I like the idea of a Vote of No Confidence at any time for replacing a person. A pre-poll discusion also sounds interesting. If combined with Chaunks sugjestions we have a Pre-RollCall discusion and then the RollCall in which everyone clearly and consisly states a final opinion on an isshue. Then the CEO interprits (judging and weighing the value of each opinion) but esentialy has Cart-blanch to do as he wishes. I think the duty of creating these RollCall threads and descusions would fall on either the Department heads or the COO (Cheif Operations Officer)

    Another Cycon system that worked well was the organization of Threads and orders. Each Department had a toped thread in which continuous debate was conducted. The Department head would post a Tenative orders plan that would list every action to be taken by the turn player that turn. They would also lay out (but not to the same detail) their long term planning. Everyone would then coment, critique and sugjest alternatives (often though their was no other major "voice" to sugjest such alternatives, the Seconds should be tasked with this job, we dont simply want a bunch of "Yes Men"). Progressivly more refined plans would be posted. If some kind of impass was reached then polls were made, we would instead use a RollCall. Then the Orders would be posted in the Official Orders thread, each department would Post its relivent orders (Consisted mainly of Internal and External Affairs under Cycon). The turn player would then only need to look at these posts to get the whole "distilation" of the Departments work. The Turn player generaly stuck to the plan unless some significant new event ocoured and usaly tried to alert the rest of the team and make a mid-turn save. A quick "saw this, sugjest we do this, we have X hours to deside". Unless some major flaw was found in that plan it generaly got accepted.

    Googlie did you notice any more efficient or effective strategies employed by the other teams that might be of assistence to us?



    AndiD
    Reply to: Googlie
    I have advocted that from the beginning (taking it even further and suggesting that individual players get single bases to manage) The regional concept is good, too, as geographically linked bases forming a region could be managed by geographically linked players (Europe, North America, Australasia, etc) thus cutting down on information-exchange time (indeed, the chatroom would be a good tool for this as well)
    I suspect individual managed bases would lead to a coordination overhead, since one base often works together with its neighbours and perhaps fulfills quite a few roles in long-term strategic planning. Geographical linked bases are nice if chats play a major role in planning and coordinating.

    One level above I would link bases (>10? >15?) functionally, since bases are often mainly research orientied (energy->lab facilities, lab specialists and lab SPs), economy oriented (energy->econ facilities, specialists), construction oriented (mineral output, facilities) and/or militarily oriented (mineral output if not clean reactors, w. pun spheres).

    So the CRO and his "department" would manage the research bases, the CMO and his "department" the economy and construction bases, the CSO and his department the military bases. Hybrid bases would fall under either responsibilty or could be joint efforts (but again, too much coordination effort?)
    The other responsibilities (CSO/CGO: garrisons for *every* base, Manufacturing committee/CLO/CQO: general construction issues, ...) would be left untouched.


    Googlie
    Well I must admit that you make sense. But ....................

    When I play Morgan - either in SP or MP games, I do adopt the "collective" rule for clusters of bases. So when Plan Nets is researched, not every base will produce an infantry probe (I name them Apprentices), but one with better minerals will (and better at this early stage might mean 6 or 7 minerals compared to 2 or 3)

    Likewise I'll put a Command Center in just one base and run a production of three or four trance plasma sentinels (assuming nothing more urgent to build) and then send them via a monolith to the sister bases.

    Similarly not every coastal base produces a seaformer. I'll again find a mineral blessed base and perhaps churn out 3 or 4 - and if that base has a naval yard, so muvh the better (and as Morgan I can afford to 3res armor them and give them trance - makes them almost immune to IoD attacks)

    After I've discovered PSA I'll put a Covert Ops Center in a Coastal base with a Bioenhancement Center, and churn out almost-elite cruiser or foil probes (first successful action, if they survive, promotes them to elite)

    But I guess as I write this I'm thinking that I'm just re-inforcing my own argument for player-mamaged specialty bases

    I still think that's the way to go (not every base, but every one after a predefined core number)

    G.

    jtsisyoda
    Googlie, I think you mean Minute Mirage, not Method, in the two cases you mention him. Method was with CyCon, I believe.


    Whoha
    Excellent Idea, but what about largely honorific titles like mine :P



    jtsisyoda
    Reply to : Arnelos
    Wait....related question: Do you meanthat youdidn't even plan micro-management multiple turns in advance or merely that each turn you were attempting to solicit team feedback on any changes to the situation, tweaks, etc.?If the former, I'd be rather surprised. If the latter, I'd assume most teams did that in the last ACDG as well. I know the Hive did, though perhaps they originally got the idea from the Drones - I wouldn't know.As for soliciting feedback on micro-management plans and other turn-by-turn stuff, it certainly can help. By displaying this information as far ahead of time as possible, you make it available for other knowledgeable members of the team to critique and offer changes to.

    Forgot to answer your question, Arnelos...

    We left a lot of the micromanagement up to buster. Most members didn't have the interest or time for it, I guess. This time around I plan to get more involved in that, though.

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