Civilization: The Expansion Project

A strategy game inspired by Advanced Civilization™


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More ideas, why no pre-requisites?
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That was another curious thing is that you guys removed all the pre-requisites, here are some suggestions of putting them back in:

Architecture--->prerequ - Masonry
Mining --->prerequ - Metalworking
Trade Empire---> prerequ - Trade Routes or Cartography
Monument ---> prerequ - Engineering
Roadbuilding ---> rerequ - Engineering
Wonder of the world ---> prerequ - Engineering or Mathematics
Politics ---> prerequ - Law or Philosophy or Rhetoric
Democracy ---> prequ - Law
Enervetism ---> prerequ - Mythology or Drama & Poetry
Anatomy ----> prerequ - Empiricism
Cultural Ascendancy ----> prerequ - Philosophy or Music or D&P or Architecture
Public Works---> prerequ - Urbanism
Univeral Doctrine ---> prerequ - written record
Colonization ---> prerequ - Trade Routes
Golden Age ---> prerequ - Monument or Philosophy or Wonder of the World
Theology ---> prerequ - Deism or Enlightenment

Any thoughts?


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Pre-requisites were substituted by a strong discount (10/20) if you buy a certain civ having another.

If you look at the new Credit Calculator spreadsheet in the Civilization Advances section, you can see that Pottery in example gives a bonus of 20 toward Agriculture.

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My general reaction to hearing the prerequisites were gone, was shock. However, I haven't played the game with 51 Civ cards, so I don't really know. Some Civ cards really NEED a pre-req. Maybe you may want to consider a happy medium with just some important cards requiring pre-reqs.

I still would like to see all the pre-reqs back tho and I will tell you why: It makes much more difficult to purchase certain advances and thus gain their benefits and genreally requires people to follow a certain order, which to me is the heart of the game. Just a thought.

Matt


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MiracleMat wrote:
My general reaction to hearing the prerequisites were gone, was shock. However, I haven't played the game with 51 Civ cards, so I don't really know. Some Civ cards really NEED a pre-req. Maybe you may want to consider a happy medium with just some important cards requiring pre-reqs.

I still would like to see all the pre-reqs back tho and I will tell you why: It makes much more difficult to purchase certain advances and thus gain their benefits and genreally requires people to follow a certain order, which to me is the heart of the game. Just a thought.

Matt


Very true, it requires you to plan out a strategy in advance, we recently playtested the new cards in a live gaming environment in empire variant so we had lots of trade cards and so lots of purchases. The result was that people would just buy random cards every turn, whichever suited them best without much pre thought. This might be okay in a live game where time is of a premium, but in a cyberboard game, having to carefully consider your purchase strategies is the heart of the game. I don't think the extra credits are necessary either and are actually a little too powerful, for instance, if you are planning on a war strategy, metalworking and military are already in your purchase plan, why give extra credits on top of that? Same with pottery and agriculture. Those 2 cards to together naturally anyway.

So what do people think of my prerequisite ideas? I actually think that ALL 200 level cards should have prequesites.


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