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generate_gazette.sh Calls OpenAI to generate "The Civ Chronicle" — an era-appropriate, unreliable wartime newspaper article for each turn.
For a long-running game like this, that's a pretty clever little twist to keep the group engaged. I have extremely low confidence I could convince enough friends to do it with me for long enough to get through a game, but this seems like such a fun idea.
This was a friends suggestion after I initially proposed something that exposed a bit too much detail. I wanted to show the diplomacy states and unit/city additions per player as a highlight on the home page, but we instead kept the raw files that generated those UI elements and fed them into OpenAI with the prompt and the Gazette was born.
The verbose output is probably fine — your audience is friends already invested in the game, not cold users. We shipped something similar once and the "too much text" complaints never came. Pull the prompt tighter anyway, curious what you land on.
There's a line of research on "narrative engagement" in games — the evidence suggests in-game storytelling can substantially extend session participation even when players are losing. An unreliable narrator framing is a genuinely smart choice; it masks the raw stats behind something players actually want to read.
I've never run Unciv! First i'm hearing of it honestly. I'll have to check it out.
I can say from this experience, the first 24-72 hours of the game was people just complaining in our group chat that the FreeCiv client sucks (it really does). I'm very tempted to jump in and make a few improvements, there's a really awful bug that impacts the ability to move stacked units - and if the diplomacy state changes while units are in the territory of a previous ally, they are unable to move whereas in Civ2 (legit Civ) they just get auto-pushed back to the borders immediately.
You may know this already, but the different FreeCiv clients are pretty different from each other. It's been a couple of years since I've played FreeCiv, but IIRC the QT client was the nicest at that time.
It’s my first time playing any Civ game ever. I’m currently at the top of the scoreboard for reasons entirely unbeknownst to me. My advice for anyone else considering playing their own game: form an alliance with the server admin.
Managing to recreate Pitboss mode is a neat achievement.
How do you handle the turn time creep problem? If people complete their turns and the game moves to the next 24 hour bloc after the last player submits, the submission window creeps earlier in the day until the deadline until it gets too early for one or more players and they miss a turn. Or do you not immediately process the turns and always stick to the 24H time period even if you have all players?
That's OK...Everyone gets an email saying the next turn is ready, and the 23 hour window begins. Picking 23 hour turns was intentional so that theres never the expectation that turns would end at the same time as to not bias favour towards any particular player over the course of the game.
I want to do something like this for work, except instead of Civ it's discussing a topic, and instead of Civ it's email. Unfortunately, everyone seems addicted to Slack, as it minimises the time it takes for everyone to misunderstand each other.
There were a bunch of 90s BBS games that worked like this. All the players had so many "turns" (maybe better described as "action points") which they could use for different activities in a given game. They reset each day.
It was more of a mechanism to keep connections shorter because most BBSes only had a few phone lines, or even just one, so the number of simultaneous users was extremely limited.
Used to play a multi-player Lords of Midnight (the Spectrum/C64 game) where each player (up to 8) made their moves in turn. The original used a day/night turn-based system, so using that for 2-8 humans made sense.
It actually improved on the original by introducing new maps, which probably helped players unfamiliar with the original game who could probably draw the map from memory.
Games could often stall where a real-life didn't allow a player time to make their moves.
Yeah! I cannot for the life of me remember the game but I used to play this space nation builder type game around 2004-2007...i was so invested. Then i found out the game resets every ~year. Wow that was a sad morning when i woke up to find out I came 50,000th or something haha.
Our goto is Civ VI where we play an age every few days. Start game we can usually get 2 ages in, end game 1/2 age or less. Game time is usually 60-90 min
What does "play an age every few days" mean? I played Civ VI many years ago and remember it took a lot longer than 60-90 minutes. I never played multiplayer. How does it work?
Is this similar gameplay to longturn.net Freeciv with 25h turns? I would guess guess it is. Longturn has a fork of the Freeciv client, available from Github. There are some improvements to the UI and other things, including rulesets for longturn type of games. Might give some ideas for improving stuff.
Thanks for mentioning longturn.net, honestly, didn't know it existed before you mentioned it here. I'm going to check out their repo, if the client is improved that'd be very interesting.
Just curious, how did you find out about the "longturn" thing, then? Longturn.net is the crew that invented it :) We also played maybe even 150 games so far. (And while doing so also drastically evolutionized the ruleset to fit the slow multiplayer pace.)
Time for all players wasn’t the only issue with multiplayer when I tried a while back with Civ 4 and a couple of my brothers. We never even got to thinking it’s taking too long before a desync error would occur.
Great question, it's not a typo. Making it 23 hours, it means the 'turn end' is constantly moving and never the same time of day.
The logic here is that we have players that are in Toronto Canada, Portland (Oregon) USA, Newcastle Australia and Berlin Germany. If we put the time at 24 hours, it would mean the turns are scheduled to end approximately the same time every day which introduces potential advantages / disadvantages to certain players.
haha, we're at turn 9, but if you want to join the next game let me know. Happy to add others! There's a chance there might be appetite to start a simultaneous game if a few people get knocked out early.
LongTurn (~24 hour) format has been something I've been interested in for a while. It means people can casually commit, without it taking over their life.
An interesting observation another friend made the other day was that this adds oxygen to the room. We have a WhatsApp channel with all the players in it, and at this point most of the 'action' is the conversation in WhatsApp. It's a pretty diverse array of people in there too, many who know me, but do not know each other.
We ran async Civ2 PBEM games in the late 90s, one move per day. Took two years to finish. The newspaper idea would've been perfect then. Glad someone finally automated the logistics instead of just the gameplay.