Dictionary of Terms:
- Diplomacy Game
A Diplomacy Game is a game in which all players lead their civilization as if they're leading a real nation. It's not a game but reality. Leaders can be tirans, democrats, noble kings, fascistic, etc. and the civs are being played according to the role they take. During the game civs can get new leaders, change directions and style. Alliances can be formed and broken.
Some leaders care for their people, others don't. Key is that the players try to stick their civ to a certain role. A role which can change throughout the game b/c of revolutions, marriages, coups, evil sons, plagues, etc.
Players are free to develop this concept to their own ideas.
Diplomacy means not that war is prohibited. War is very welcome, but stick to your role. Have a valid reason why a modern democratic nation would invade another modern democratic nation. (there's always a reason! Just make it up if needed.)
Another purpose of the game is to keep it interesting for everybody. Nations won't be annihilated or broken in such a way that the fun is gone for a player. On the other hand, players must be willing to compromise when losing a war and be willing to accept terms of their enemy.
Small nations can still be important to the game! Make things interesting, develop stories and roles.
- Diplo Victory
Not the in-game score determines the winner of the game, the so called "Diplo Score" does.
The Diplo Score is calculated in a still to be determined manner for this game. Key is that votes on different categories will be used to determine the winner.
A pitboss game is being hosted by a pitboss server.
The pitboss server is available 24/7, players can login to this server everytime they want to play their turn. The pitboss server will automaticly advance to the next turn when a certain ammount of time has passed.
- In Game (IG) / In Character (IC)
Posts / messages a player posts / spreads in which he's acting as a game character and sticks to his role.
- Out of Character (OOC)
Posts / messages a player posts / spreads in which he's not acting as a game character but discuss organisation or technical game related issues. Player A may be enemies with Player B In-Character and acts like that In-Character, but ie. supports a suggestion of Player B Out of Character.
- Game Administrator
The person who organises the game. He calls for the votes, starts the game threads, etc.
He's by default also the confict handler.
- Game Host
The person who hosts the Pitboss Server.
- Story Thread
A dedicated thread created by the Game Host for story telling and diplomacy purposes. Only IG posts can be made here.
- Organisation Thread
A dedicated thread created by the Game Host for game organisation purposes. Only OOC posts can be made here
Sometimes the game must be temporarely stopped becauseo of OOC reasons. The hosts then saves the game and ends it till the organisational (OOC) issues are being dealt with.
- Double Move
Civilization is a turn-based game, like ie. chess. Players play their turn in a certain order. First Player A, then Player B, etc.
Because of the nature of a multiplayer-pitboss game, all players are abe to login whenever they want. This means that the turn order will likely be broken during the game
When a certain player plays twice in a row without another player playing his turn in between, it's been called a double move.
In example: During Turn 80 Player A plays first, Player B logs in to the game 3 hours later and plays his turn. Then the game proceeds to turn 81, PLayer B logs in first and plays his turn. Now Player B has played 2 turns in a row without Player A playing in between. This is being called a "Double Move"
When John is the player of the Americans and Bill takes over from him, then Bill is a sub
- Temporary Sub (tmp sub)
When someone only temporarily subs for a player this is called a tmp sub. A tmp sub may be needed when a player is leaving on vacation, is sick, etc. The idea is that the tmp-sub will only play a certain civ for a limmited ammount of time. A tmp sub will always play the game like the official player would play it. (or at least try to)
- permanent sub (perm sub)
When a player quits the game a perm sub is being looked for to take the game over permanently. Factually a perm sub is being called the new player when he's found and took over.
When there's a reason (ie. rule being broken, technical problem, etc.) the game will be reloaded.
Every turn the pitboss server will automaticly save the game.
A judge is someone who makes a (ooc) decision once the involved parties in a (ooc) conflict can't agree upon a solution.
Games that last as long as diplomacy games often cause 'fights' among players.
A fight errupts when an ooc conflict arises about rules or unballanced/unfair gaming by others.
Fights are no good for the game but are unfortunately reality in games like this.
Usually a fight can be avoided if both parties are willing to be cooperative or want to compromise, if players admit their mistakes. Clear rules and sometimes the involvement of judges must help to avoid/end fights.
- Beyond the Pit
The first (Experimental) Pitboss Diplomacy Game that was played from may 2008 till July 2009.
The game was won by Rome, played by Heraclitus and The Priest.
The game was experimental to find out what rules would work best. Despite many arguments and troubles the game lasted till the end.
- Dance of Civilizations
The 2nd Pitboss Diplomacy Game that was played from August 2009 till April 2010.
The game was won by Persia, played by Robert Plomp.
This was the first stable Pitboss diplo game with minimal ooc conflicts. It was an important game because it setted a default for rules and game policies after the many problems in BtP.
Only 1 original players dropped from the game (and was replaced). During the last 8 days 2 more civs stopped playing which had minimal impact on the game.
- Cold Turkey Time
Everytime a civ loses much terrain, is being invaded, is being backstabbed, faces ig troubles, the player of that civ needs some time to accept these new facts. For some this time is short, for others 1 or 2 days.
During this time the player will develop conspiracy theories that are both entertaining to others but very disturbing for the player itself. The player will believe rules have been broken, it's all unfair and unballanced, and may accusate other players from foul play or cheating.
The Cold Turkey Time is needed to give a player some time to grab himself together and accept the new facts.
This happens to everybody, we just have to learn to live with that.
If such a cold turkey time pops up the game will be paused and the involved player will read this Cold Turkey Time explanation once again to understand that he's not the first who feels this way. Hopely that'll help him to understand that there are most probably no ooc conspiracies. He'll then move on and play the ig conflict in an ig matter.
- Measured war
A Civ Diplo Game has to balance two factors in war.
1. This is Civ - Warmongering, conquest and domination is a perfectly acceptable and honourable way to play. There is no intention that Diplo games need to be 'builder orientated' (though that is just as acceptable a strategy too).
2. This is Diplo - No civilisation should be crippled with the result that the game stops being fun for the player involved. This means that there is a balance to be struck. War is costly for the aggressor, building up forces while other nations race ahead, so the victor should be able to make real gains from the war. But if they gain too much, the loser may be crippled. Its impossible to make a hard and fast rule out of this, because that can just be exploited (e.g. a loser refusing to make a reasonable peace because 'the rule' will then kick in and save them). But as a guide, a 25% loss is an appropriate threshhold (loss being an overall measure, not just a city count - losing 3 tiny fringe cities may be much less of a loss than 1 major city). More than this may well be crippling the loser. But a loss/gain up to this probably is appropriate benefit for the victor. Again this can't be a rule - taking a small bite out of a neighbour every ten turns will cripple them, but having won a war against a neighour a millenium ago doesn't mean you can't fight with them again.
This concept of measured war is enforced in rule 7.