I was talking about the needed replacement. What happens to the game until a new 6th player is found? Possibilities:
- game freezes
Imo this option is always a no-no, no matter what happens.
- game continues and the territory is kept as a memorial
It might cause problems over longer time-frames (mainly as new connections are needed and there's no one to negotiate with), but over a short period it's a good option imo.
- game continues and the territory is bulldozed
Were you high when you thought of this?

No comment necessary.
- game continues and the territory becomes part of the shared city
Problematic in case the absent player returns, as his territory will by then have been incorporated into the fabric of the common city, making it hard to restore the old borders. If we wait for a long enough time though, this could be an option.
- game continues and the territory becomes part of each current player territory (this would be interesting) in turn
People might opt to just ignore the territory in this case, as they know for certain that they cannot keep it in perpetuity. It's not a problem that's unique to this solution though, so it *might* work.
- last but not least, the territory is split in 5 parts and managed by the remaining players
Imo this is the best option, but only after a considerable period of time has passed, to make it unlikely that the absent player will return.
Of course, as soon as the new player enters, the territory becomes his/her again.
Imo it wouldn't be fair if, say, someone was gone for a month and their territory was split up among the remaining players, they developed it to the best of their abilities, and then the returning player gets to reap the rewards of their efforts (atlhough in some cases he might rather loathe the new developments). Imo, once a designated, *long* period of time has passed, the absent player's territory will be gone for good, inherited by the remaining players.
If the districts are not made too big, so that vacant space still remains long into the game, the returning player could get a new, pristine territory upon his return; and/or he could negotiate over reclaiming *some* of his old lands that were taken over by other players. I'm not sure if it's a good thing to make the personal districts 'splintered' (i.e. not contiguous), but in this situation that could very well be the result. In this case (and as a general practice, now that I think of it), just adding [stiiknafuulia], etc, to the beginning of a personal district's name should be sufficient to tell everyone which territory belongs to which player.
EDIT: Ah. You probably meant that once an *entirely* new player is introduced, he then inherits the absent player's old territory. In this case the new owner might opt for bulldozing (it is his dictatorial paradise after all), just to get a 'clean slate'. Or he could opt to keep all/some areas as-is. One thing is for certain though: if the absent player returns after his territory has been 're-assigned' to the new player, he can't reclaim it any more. Imo this rule is needed because otherwise it might be very hard to get new players...
We can also let the current mayor decide what rule is used after each election.
I like this option the best tbh. We could even go as far as let the MM decide which player gets which size of slice of the pie... However, then there's no stopping the MM from claiming the whole pie for himself!

Perhaps we should aim to keep the pieces as equal in size as possible, just to prevent these kinds of abuses? Or the MM could go for one of the other solutions that you proposed (other than bull-dozing

).
Myquandro said:
What if you create more personal districts then there are mayors. Then when someone leaves unexpected for a certain amount of time his district becomes part of the shared city. Then when he returns or someone else joins he gets one of the unused districts. Depending on the amount of players at any one time and the expected amount of new players/returning players we might need about 10 to 12 districts I think. If then someone joins, but there are no districts left we can just call it bad luck and he doesn't have one.
I think this is an interesting solution. It would work as a deterrent against neglecting the game, because you couldn't get your old territory back; yet at the same time you could re-enter and be assigned a new 'clean slate'. You might look wistfully at your old neighborhood as it's being altered beyond recognition... All the while busying yourself with re-creating it anew in a better place and with better plans in mind!

--For roleplay purposes, someone might even opt to remain 'absent' to lose their territory, while gaining a new one. I'm not sure how I feel about this; if the districts are small enough, it's not a problem, but as they become larger, it might start to be. I guess we'll cross that bridge when/if we come to it (although the more bridges we cross before the journey, so to speak, the better ofc).
--If this option is chosen, we should use a map with a large useable land area. Island maps are a no-no then, so, we cannot use Last Paradise. Overly mountainous maps are problematic as well, although some elevation and water are necessary just to provide variation to the monotony of 'grid-like' road plans (I'm seriously depressed when I look at some US cities on Google Maps! Nothing but small grids, large grids, medium-sized grids, and anything in between, for miles and dozens of miles around! It might be uncomplicated to drive in such cities, but is there any pleasure to be had from it? Also, imagine being the City Planner in such a city: 'And for this next neighborhood, we'll just build a... Wait for it... A *huge grid* of streets running at 90 degree angles to each other. I can read the surprises right off yer faces, fellas! ...Why are you looking at me like that while fondling sharp instruments?'

).