Best form of goverment for a village.

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Re: Best form of goverment for a village.

Postby Jakubas » Mon Jun 18, 2012 4:53 am

So to run a big village I have to use pluralism and and watch out for waffles.
Thanks everyone for your help!
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Re: Best form of goverment for a village.

Postby Berdy » Mon Jun 18, 2012 7:16 am

Jakubas wrote:So to run a big village I have to use pluralism and and watch out for waffles.
Thanks everyone for your help!


Don't forget the good Q reasources and fighters ;D
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Re: Best form of goverment for a village.

Postby gradouble » Mon Jun 18, 2012 11:18 am

It's hard to tell which form is best, probably "best" should be well defined, every village has its own goals.

Main issues are (for me) : security and recrutment. How to manage people so you won't be griefed and losing hq stuff if you make a mistake.

The bigger village usually have personnal bw plots, and very high q infrastructure brickwalled with restricted access. Majority of infrastructures are shared, but everyone makes his own curios / food / (life).
That's probably the most efficient way to lead and recrut lot of people with the minimum risks of being griefed. This system works the best in terms of "power" and size.

Smaller villages (like mine) can work differently : we're sharing everything (communism) with a strong "enlightened dictatorship" of the LS ( :mrgreen: ) - and also delegation of tasks (every member has his main tasks).
It works quite well and is really enjoyable way to play the game. There's a feeling of being part 100% in the village, involved in its life - which is less present in bw with personnal plots. Also it's very good that you can count as friends with everyone, and share / discuss about objectives, create group tasks etc...

But it needs time to create trust, and it's quite hard to recruit and keep people in such a system. We are very selective, maybe too much, but can't really do differently because of security. Sometimes we can feel like paranoids.
Also, every player is hard worker and has to fit in village system, which can be hard for lot of players. Many players have quit the village / the game.
Curios - and food to a lesser degree - probably are one of the most difficult production to handle in this system : people have to think and work for everybody. No "black sheep" can be allowed very long. It has to be controlled, so we can say that there's less liberty in player actions.
Also this organization is harder and harder to maintain as number of player grows.

About dictatorship, it can be hard to lead a village because you have to be "rude" and tell people what to do / not do, make sure everything goes the good way, and sometimes being very intrusive. For the sake of all, never trust anyone... until you are 100% sure they can be. Most difficult but rewarding is to get people feeling involved, so you can really trust them and delegate and let them do new projects. For this aspect game system is good with separation of powers between chief and LS. For me, LS should evolve from dictatorship to his "justice and law" role only, with a strong chieftain being the "day to day" man for other leading aspects.

About a second village we have tested one, called "nursery" but i think ladygoo is right, it doesn't work very well, even when u explain why new players don't like being 2n zone players and i can undestand it. I'm interested if someone have better system to test and form people (especially noobies) before recruting them, without making them quit from frustration / loneliness.

About my village, maybe it's original. I re-started alone after we got raided and i recruted very few people with a strong rule in mind : i prefer recruting nobody than someone i don't know / trust / can count on for good work. And with time the village slowly grew. So we're not "the best" or "the most powerful" but we have a decent strong village, good basis, relationships, and everybody is involved to make the village and quality rise - all of this with few people but "good" ones.


(sorry for my poor english... i wish i could explain better but lack vocabulary. This subject interests me a lot).
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Re: Best form of goverment for a village.

Postby Amanda44 » Mon Jun 18, 2012 12:37 pm

Subject interests me too - i've been thinking for awhile now about recruiting one or two villagers but there is so much to consider, especially with me not only being hermit in-game but somewhat hermit in rl :D

I don't want a big village with lots of villagers to maintain, control and keep amused :) but i could do with some help, its hard to focus with so much to take care of single-handedly. I've been thinking of recruiting a hunter/tamer/livestock carer and/or a forager/hunter but my concerns are that they'll get lonely or bored, lol, i work long hrs at the moment so would not be around that much for awhile and i also have to travel for my job so sometimes am away for up to a wk at a time, only logging in occasionally.
Which also brings up the trust issue - its just all so complicated :lol:

Anyway, pointless at the moment with broken game but posts have given me stuff to think about, although i'm still no closer to reaching a decision. :)
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Re: Best form of goverment for a village.

Postby Mateusz_Zboj » Mon Jun 18, 2012 12:40 pm

Oligarchy with experienced players deciding on item distribution.
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Re: Best form of goverment for a village.

Postby Tacheron » Mon Jun 18, 2012 4:05 pm

LadyGoo gave the best explanation, which basically sums up to the fact that the BEST way to handle governing a village is different depending on the type of players you have in the village and on how far the game has progressed.

My personal favorite is starting as a communal village then switching to pluralism once everyone has the basic stuff needed for normal gameplay and village defense. For new recruits, I like to apply some welfare for a few days before they can start producing enough to thrive in a pluralistic society.

But ultimately, you should talk with all the villagers on a regular basis and see if there's reason enough for a paradigm shift.

Our village went through a couple of changes. From a communal non-aggressive village to a pluralistic non-aggressive village to a pluralistic semi-raiding village and currently we're thinking of going for a communal semi-raiding village. It's a dynamic process ;)
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Re: Best form of goverment for a village.

Postby MickDick » Sat Jun 23, 2012 7:17 pm

Got a relatively big village (if you wanna call it that, we haven't quite gotten the actual village totem, just claim by one of ours) and so far it's a communist spliced with democracy.

You have your own property area and all that, but everything outside (and even then, if it's really needed the right to take items is allowed, preferably asking for permission first) is free game. (We only have one claim holder) way it works, you build house on your own little area, and it is clear what is who's property.

In a way, almost all our members understand we have to work together if we're gonna survive, so nobody minds what you do as long as there is clear logic behind it that is toward the betterment of the village as a whole, but it is mostly just respectful and polite to ask for things when it is clearly someone else's property in such a sense.
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Re: Best form of goverment for a village.

Postby Eemerald » Sat Jun 23, 2012 9:15 pm

the way my town works is based in communism, whether the town had 20 players or 6, it worked fine but it required a lot of management to ensure everyone is happy.

The main areas are communal, and generally accessible to everyone in the village, so food and curios are shared and people use as they need.

Everyone has their own personally claimed area, its not huge, but most really dont even require a mansion, since everything is shared pretty much, the only things msot people store is their own personal equipment, pearls and foraged curios. but i dislike the other house types so everyone gets a neatly lined mansion!

Each villager has a job in the town, thats their main priority when theyre ingame, and then theyre free to do what they want. each villager provides for the others, so the cook makes the food, to feed the others, and in turn the cook will be supported by the farmers and crafters and miners and silkier etc by being provided with equipment and curios and armour as they require it. and it goes in a circle as each person provides for the others and they are provided for also.

Some villagers have alts to try out different game areas, so farmers might make an industry alt to try mining and smithing, and vice versa...sadly no one ever wants to convert to becoming a farmer:D but theres room for players to develop alts and have their own projects like silk and trees etc which they get supported with by the village.

Recruitment is also a long process and although initial picking is up to me as lawspeaker, anyone i think is a posisbility of working and fitting into the town, i put forward to the other villagers and they will consider that person and if they want, it goes to a group skype interview to find out more about the new players, and its put to a vote.

the communal aspects can be really abused by people, through hoarding or people grinding and eating more than they are giving back to their fellow villagers etc, and in those situations people are warned, and if it continues they get exiled. Everyone is informed of the rules before they join.

it really depends on your villagers and how well they take to you as their leader and the rules set in place, but overall that system has worked pretty well for us as a town, but stress levels increase with larger number of villagers because ure dealing with more issues from more people, but its my preffered system, as apposed to the plot system which most big towns tend to use. plus my villagers have always been pretty awesome:)
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