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Mr Changsha wrote:....
I would like to bring to fruitcake's attention what I felt was one of the key issues of my OP, the link between the dictator's pursuit of win percentages and the team's desire for points. I suppose one would hope that the dictator could find partners who had an equal regard for percentages. However, I reject this proposition as while the team are sharing in those, the actual responsibility for the win is due to the dictator. Therefore, the team can surely not take great pride in those results. Hence my determination that the dictator MUST provide points for his team to keep the team together. My point here of course is that if the dictator has a whopping great points total he will struggle to make points for anyone, unless he play with terribly low ranks. Yet of course there are dangers in playing with such players, no matter how well-meaning they may be. It seems to me that the logical conclusion is that the extremely high-ranked dictator must limit his gaming to, in the main, clan-wars. For here the team has another goal higher than mere points. They desire to WIN THEIR CLAN GAMES, to not let the side down etc etc. Here the high-ranked dictator can keep his team together (for example I play as a second for Fruitcake in BpB games). But I think in public games the dictator with a very high rank would struggle to keep his team together no matter his win percentages, as the team wouldn't be making any points.
BigBallinStalin wrote:Mr Changsha wrote:....
I would like to bring to fruitcake's attention what I felt was one of the key issues of my OP, the link between the dictator's pursuit of win percentages and the team's desire for points. I suppose one would hope that the dictator could find partners who had an equal regard for percentages. However, I reject this proposition as while the team are sharing in those, the actual responsibility for the win is due to the dictator. Therefore, the team can surely not take great pride in those results. Hence my determination that the dictator MUST provide points for his team to keep the team together. My point here of course is that if the dictator has a whopping great points total he will struggle to make points for anyone, unless he play with terribly low ranks. Yet of course there are dangers in playing with such players, no matter how well-meaning they may be. It seems to me that the logical conclusion is that the extremely high-ranked dictator must limit his gaming to, in the main, clan-wars. For here the team has another goal higher than mere points. They desire to WIN THEIR CLAN GAMES, to not let the side down etc etc. Here the high-ranked dictator can keep his team together (for example I play as a second for Fruitcake in BpB games). But I think in public games the dictator with a very high rank would struggle to keep his team together no matter his win percentages, as the team wouldn't be making any points.
First, I've been immensely learning from the heavy-hitting posts of this thread, so thanks everyone for contributing.
Second, in the above paragraph and generally throughout this thread, it sounds like you're describing not a dictator, but a captain of a pirate ship. The Pirate Captain is analogous to the OP; whereas, the Dictator is not.
From what I've read about Caribbean pirates, the captains were generally "benign dictators," some of whom were also harsh enforcers; however, the key to maintaining control was a tempered inclination to the advice of his seconds and also the ability to maintain profits for the crew (or points, in this case). Without maintaining the balance, the pirate captain was bound to fail, and this description of the pirate captain fits precisely your "dictator." Nevertheless, the real dictator enjoyed much greater chances of survival by dispersing the costs of his follies onto the governed through very different means, and this is hardly analogous to your "dictator," as shall be explained.
If a captain proved too demanding or unjust, and if his harsh rule was not offset by the marginal benefits (e.g. plenty of booty), then the captain would be threatened by mutiny, or if at port, desertion. In your case, mutiny is representative of people opting for another 1ic, and desertion is represented by your followers voluntarily leaving your command (or team/ship). The capability for the crew to overthrow the captain or to "vote with their feet" provided the captain the proper incentive to align his interests with his crews' interests.
The dictator faces different constraints and incentives than the pirate captain and the "dictator" of your OP. The real dictator enforces his rule by control over the military, which stomps out the incentive which would have aligned the interests of the dictator with the interests of the subjects. The dictator can simply beat down dissent with his army of goons--and usually gets away with it, more so than the pirate captain, because the costs of overthrowing a dictator are vastly greater than overthrowing one captain and his fraction of loyal mates. The dictator hides behind his armies and fortifications; the pirate captain has a gun and sword, and so did his loyal mates, and so did the dissenters.
So, the incentives of the pirate captain are analogous to your "dictator," while the incentive of the real dictator in no way matches your title. Furthermore, the difference in the means may seem irrelevant to CC, but since the costs of resisting/deserting the pirate captain are closer to your "dictator" model, then this paragraph supports the pirate captain analogy more so than the significantly costlier dictator analogy.
In regarding to teaching, the dictator, and even the benign one, can simply ignore the advice of his seconds and make his fantasies reality (only in his mind) while continuing business-as-usual with little risk of mutiny or desertion, for the people and his 2ic are bound to obey the dictator and his other goons. Saddam Hussein comes to mind. The real dictator fails to teach for his word is truth, always. If anyone says otherwise, they're executed or given an amused smile and then blatantly ignored. This in no way represents the CC "dictator," or rather the CC pirate captain.
Another difference is related to the means of generating revenue. The revenues of the dictator are extracted from his subjects while hardly any revenues (or points) are distributed to the subjects. The dictator sometimes wars with other nations and collects profit, but most of his profit is derived from his people. Does Mr. Changsha extract the points of his teammates? I dare say he doesn't. Granted, "the people" don't apply to the Changsha "dictator" model, but without the people, the dictator analogy falls apart. With the pirate captain, profit is arguably derived from the crew (in the form of a relatively lower salary, or lesser benefits, e.g. food and rum), but in all actuality the profit or points are derived from the conquering of other ships--or CC teams, if you will. In this analogy, there are no governed/people, so the analogy holds more aptly in favor of the pirate captain.
Finally, the pirate captain operates in a competitive market for labor and capital; whereas, the dictator quashes the market and monopolizes the production and distribution of practically everything within his domain. Nevertheless, you may object that your "dictator" does the very same with your team because he controls their production and plots their every move. However, this would be based on a misconception because the pirate captain acts in this very capacity--but only for his ship, i.e. his firm, or "little pocket of socialism" in the market of piracy. The pirate's firm is representative of Mr. Changsha's crew. But still you may press ahead and argue that the dictator has a "firm" which operates in a market of governments, but this would be more analogous to ConquerClub in a market of Risk-based games. With this improper analogy, it follows that the dictator would control whole swathes of CC teams, kick out AndyD and lackattack, and simply force everyone to play rigged games with him and his cronies while effectively preventing the users from easily leaving conquerclub.com.
Therefore, Mr. Changsha, you're not describing the despicable dictator for you are truly describing the commendable Pirate Captain. I imagine that you are a man like me in certain respects. One of our mutual respects may be a quest for knowledge and truth in order to improve ourselves and to willingly lend ourselves as more useful to others. If not, then at the very least, I know you spend a respectable time creating an appropriate title. If I am correct in this judgment, then I humbly recommend you switch to a more appropriate thread title.
As always, I enjoy our discussions.
-BigBallinStalin




Mr Changsha wrote:
Well, I chose the title 'the dictator' on the basis of to what exent the leader of a team dictates the plays in a game. I actually agree with you that overall (in terms of the relationship between players) the team leader might well have more in common with the leader of some sort of gang, than the leader of a nation. However, this thread is about control of a strategic game and as I feel 'dictate' is the best word to describe what a genuine team leader does - though remember that I rejected that term due to my disdain for lower management - then 'the dictator' seemed the most apt. I would also point out that other contributors have been able to comfortably use the term, though Fruitcake felt compelled to introduce his 'benign dicator' (a distinction I basically reject) in an effort to express his own meaning as well as possible. Further, 'The Pirate Captain' while certainly evocative might have actually confused the message of this thread most terminally, leading to the surely horrendous prospect of various armchair generals trying to decide whether Blitzaholic had more in common with Long John Silver or Jack Sparrow. While this would surely trump the general quality of a GD thread these days, I am still unwilling for my own thread to degenerate in this fashion....
catnipdreams wrote:Mr Changsha, thank you for this thread. I thoroughly enjoyed reading your posts, and the varied responses your words elicited.
The dictator - a true leader, who can, if desired, dictate every move to the most minute detail, with complete cooperation and acceptance by the rest of the team... How rare is this type of player on CC?
In my experience, extremely rare. And an absolute joy (for me) to play with when I have been fortunate enough to find such a leader. However, the dictator must be a player of extraordinary strategic skill, with the ability to visualize outcomes several turns (and rounds) ahead. Communication is also key, as you have said. It is almost impossible to dictate every nuance of a turn, so the rest of the team must understand the plan, to fit their moves seamlessly into the whole. I don't see this as micromanagement; I see this as creating a masterpiece of fine art, with my contribution being small brushstrokes here and there, adding to and building upon the brushstrokes of my teammates, the organic whole of our joint creation being shaped and directed by the dictator. My enjoyment is derived from being a part of this creation, a part of a well played game, of seeing something unfold that I may not have been capable of creating on my own. Points and rank are (almost) irrelevant to me. The joy of thinking, feeling, being in the flow of the game, seeing the strategy unfold, is what keeps me here. Winning the game is nice, but poor dice can destroy any game. I accept this, and would not look askance at a dictator's less than perfect win record if it was due to the vagaries of the dice.
I also see players on a spectrum, or bell curve; the dictator is at the extreme end of the curve. Many people I play with fit somewhere between evenly balanced 50% alpha/50% beta, and the 100% alpha/dictator end of the spectrum. I am fortunate to team with top players; I can't actually think of anyone I team with regularly who is more beta than alpha. I don't know if this is because of the select group of people I team with, or if this is representative of the type of people who are drawn to CC. (Assuming there is an equal distribution of alpha and beta tendencies among a large random sample of people.)
The strategy for most of my team games is generally arrived at on a cooperative basis, with each player contributing ideas, and the best idea being selected for a given turn. This works well when all players on the team contribute frequently to team chat, are somewhat equally knowledgeable about strategy, and when individual egos can be kept in check. In practice, this is somewhat more challenging than it should be, and when a wanna-be dictator is added to the mix, disastrous. The entire team must have respect for the dictator, must clearly agree that the dictator's strategic vision is either equal to or superior to their own strategic vision, and must be able to willingly and wholeheartedly follow the dictator's lead. I don't know anyone who would follow a dictator simply because they want to be led by an alpha/dom. The relationship must be there, the respect for the dictator's superior strategy must be there. I am not actually all that convinced that the alpha/beta mix of an individual's personality affects the relationship with the dictator. I have seen very alpha personalities follow the lead of a dictator, because the alpha recognized the superior strategic vision of the dictator. Perhaps cooperation with a dictator is based more on the recognition of superior strategy, and the mature willingness to accept another's lead in this situation?
You describe the experience of being a successful dictator as "intoxicating"... Is this because you have controlled the actions of others, or is this because you have organized a group of individual efforts into a harmonious whole? There is imo a world of difference between having an obedient slave obey your every command, vs. a valued member of an orchestra, that you lead/control as the conductor.
You also say that you firmly believe that 3 active players simply do not work within the dictator model.
What is your definition of an active player? How does that player blend with the team? Does that player want a vote in the final result, and have a hissy fit if the play moves in a different direction? That would indeed be disruptive, and likely would lead to frustration for everyone. However, I am a great believer in getting as much input as possible for a given turn. We are all human, even dictators, and you have already acknowledged the value of an active, involved second in command. I think that all players, including the dictator, should be involved in the discussion about a move. Teaching/learning can occur if there is a large difference in strategic ability, catching errors can occur if there is a greater uniformity of skill level. The ultimate authority is the dictator, but why not have the dictator evolve and grow as well, perhaps learning something from the (seemingly) basic question asked by the most beta of teammates?
I respectfully disagree that dictators inherently take responsibility away from the team members. When playing on a team with a dictator, one can certainly simply "take orders" and play mindlessly, but why do that? I guess that could be the player who is only interested in points. That to me is sleepwalking through the CC experience in a near coma. I am 100% agreeable to following the lead of a dictator that I have decided to allow to dictate to me, however, I take responsibility for my moves. Unless I am exhausted or rushed for time, I always look at move strategy, and make my own comments as I see fit. I could care less if the move is done my way or another way, as long as the move is done the "best" way. Perhaps this is why I am fine with playing on a team with a dictator - I have no ego need to be in charge. Does this make me a beta/sub? Perhaps, perhaps not. Perhaps I have not actually played on a team with a true dictator, having simply encountered super strong alphas?
Fascinating subject - I hope more folks add constructively to this thread!

Crazyirishman wrote:So in essence Mr C, you enjoy playing the trips game and seeing it play out as if you were red, blue, and green, making it a more complicated type of 1v1, just with more nuances and possibilities than a regular 1v1 (assuming the other team has a dictator as well).
AndyDufresne wrote:Crazyirishman wrote:So in essence Mr C, you enjoy playing the trips game and seeing it play out as if you were red, blue, and green, making it a more complicated type of 1v1, just with more nuances and possibilities than a regular 1v1 (assuming the other team has a dictator as well).
I am not sure if this is the case for Mr. C, but I am curious if he would get the same feelings from playing in a '1vs1 Team Game' I.E. where say 1 person controls '3 in-game team players' and the other person controls the other '3 in-game team players.' Since this isn't yet a feature (though I keep wanting to see it!), it might be hard to gauge.
--Andy

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