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About Gathering Storm (for new and old)

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  • About Gathering Storm (for new and old)

    Gathering Storm is a loosley organized group of civ players whose common interest is learning as much as possible about the game and sharing hard won lessons with others.

    We generally have one or two turn players who are responsible for organising discussions about upcoming turns and those already underway. The turn players should be assisted by the heads of three scholia (war, economy, and diplomacy). The leaders of the schools are responsible for organising discussions for areas of their concern and bringing condenced advice to the turn player. The three scholia are the Spartan Academy (war) Adam Smith's College (economy) and Bismarck's College (diplomacy).

    The turn player (also known as the Grand Poobah) is semi-dictatorial when it comes to executing the turns. We discuss things at length, but when it comes down to doing it, one of us must keep track of all the details and make our moves in the most effective manner possible.

    Everyone is free to contribute to discussions within any of the colleges on topics that are of interest to them.

    The most active 'minister' would be the head of Bismarck's College, since that person would also be our minister for foreign affairs.

    Terms of office are open-ended. Turn players go til they 'drop', and then we find another.

    I have been the team captain (for forum purposes) since we began (the buttons to admit new members, and to manage threads in the forum).

    That is how things have been. Now, how do we want them to be?

    Do we want terms for turn players? Something like the next 50 turns and they could be extended for 'eras' such as 'The War on Bob.'

    I would strongly suggest we avoid a situation such as we had during the early War on Bob, where I filled in as interim turn player and another player 'nominated himself' to be an alternate. Nobody was really in charge, random turns were played by another person, and we got our butts kicked.

    I also suggest that the foreign affairs minister have as much power in managing our diplomacy as the turn player does in playing our turns. One of us should have the power to make a call when needed. That person must be expected to organise the discussions about how we want to do things, but must be our face to the world and be able to make a quicker decision when warranted. As a guard against mistakes that the team have serious problems with, any such 'quick' agreements should be 'subject to team approval', but at least our allies will get quicker answers.

    DeepO has suggested a 4th scholia for intelligence. That would be a very good idea. During the last game we largely knew what we were looking at. In this game we are going to be figuring things out as we go I suspect.

    Your turn.
    (\__/)
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