If the minority comes up with some winning thoughts after some votes were cast, then I recommend that the voters can post in the notes as to "revote". That way the majority still rules, but the majority is now comprised of an informed electorate.
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Say you open a poll on Monday, and set the expiration for Wednesday. Most of the other players vote throughout the day on Monday. Late Monday night a player votes in the minority & explains why…and the explanation sways a significant portion of those who have already voted.
We can do one of two things; 1) let those who are swayed, and swayed enough to comment, thus “changing” their votes (with the new information) or 2) Say, tough too bad. In the first case the “majority” still rules, but now it is a different majority, so in a sense the “minority” has had its voice and isn’t downtrodden. In case 2), voters have an incentive to vote late, and may risk voting not at all -- so we risk less involvement in our political process.
With our polling system for votes, we tend to have some votes before all the discussion has taken place & we may want a failsafe to allow for that discussion and informed voting.Those with lower expectations face fewer disappointments
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My choice is three days for a poll, make two moves a week. Each move might be 5 turns or so of game play. Post the first set of polls on Monday, make the moves Wednesday night, second set of polls on Thursday, Make the move over the weekend.Those with lower expectations face fewer disappointments
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hes saying 10 turns a week. Early on though, it will take more then 10 turns to discover whatever tech we want to research, so I'd advise a different plan, because we will just be pressing end turn until there is something to do(that is, if we do a prewarp start).
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Ah. Reading is fundamental. Then I should clarify further that I support government making blocks of turns per voting cycle. I just want to make sure we aren't arguing over some MM for a couple of days just to click the Turn button once.
I'm thinking if we run into something more serious like a major war we may want to slow things down a bit by lessening the number of turns in a block, maybe even going turn to turn at critical phases.
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We can even start with faster speed - in the beginning the turns go much faster; We can slow down the speed when we get additional colonies or so ... When we start war with someone there may be battles each turn. We may want to have frequent discussions at war time and less at peace time.Against stupidity the very gods themselves contend in vain.
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Just to throw an idea in:
we only count the turns were something happened as turns? So when waiting 10 turns for something to happen (whatever it might be, tech/ship/.....) it means 1 'real'-turn for decision making. And those RT we might want to block into 5. And again we could say that, if changes are needed to the game play, we halt till we decided (suddenly war with somebody/......)
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Yes, this is the idea ... late in the game the events will start to occur more frequently.
The events that need some feedback from the player in the beginning are:
- tech researched - what shall we research next?
- construction finished - what shall we research next?
- population growed - what shall the new pop unit do?
- leader appeared - shall and when we shall recruit him/her?
For the first three ones we may have a plan and we will not need a poll, for the last we may have to discuss it.Against stupidity the very gods themselves contend in vain.
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