Civilization: The Expansion Project

A strategy game inspired by Advanced Civilization™


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Thoughts on Scenario Handbook
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First thought, as a method to distinguish it visually from the Rules, perhaps you could put the eastern part of the map on the cover, instead of the same western map. I know when I have them both sitting on my desk, looking to the title at the bottom is a little unintuitive.

Second, for consistency, I would suggest that the Overview be a separate section, much like in the rulebook, which gives more of a written statement about the intentions and sections of the book, rather than a quick plug for each section. I assume these will be easier to finalize when the chapters are finished.

Third, the word Scenarios implies that different groups would be set up in different, predetermined ways, or that there are shorter, "partial" games that can be played using the basic rules. I think the territory rules should be included as part of the main rulebook.
The next chapter: Variants, might include the Shorter games, and Unique Cultures. Then, a third chapter dedicated to historical scenarios (unless there are other floating ideas that are not listed anywhere). Finally, a chapter with small, independent rules variants.

Some ideas for historical scenarios (and others):
"Fall of Rome" where a large group of players start in very close proximity, with a very small stock in Europe, but they all get a significant set of advancements right off. This would be a much more violent game, as land is much more demand than the normal game.

"Pirates at Sea" restrict inland territories, and give everyone a couple boats. You'd need alternate "coastal" starting locations.

"Plague" where the maximum secondary effects of Epidemic hit every player each turn (in addition to the normal effects if Epidemic is drawn as a calamity)

"Nomads" where cities are not used. This would obviously involve some other tweaks to the rules (taxes and trade cards based on total population)--maybe 2 tax and 1 trade card for every 5 population. This would create some unbalance with certain civilizations.

"Post-Apocalypse" where 5-6-random areas of the map are permanently marked with barbarian or pirate tokens, and those areas have their population limit reduced to 0 (this can be increased to 1 by agriculture), and city squares in those areas require 8 people to build (wilderness require 15).

I'm sure some of these seem goofy, but different people like different things when it comes to variants/scenarios.

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FortyTwo42 wrote:
First thought, as a method to distinguish it visually from the Rules, perhaps you could put the eastern part of the map on the cover, instead of the same western map. I know when I have them both sitting on my desk, looking to the title at the bottom is a little unintuitive.

Good point, will do something about it the next time SHB is updated.

FortyTwo42 wrote:
Second, for consistency, I would suggest that the Overview be a separate section, much like in the rulebook, which gives more of a written statement about the intentions and sections of the book, rather than a quick plug for each section. I assume these will be easier to finalize when the chapters are finished.

In the long run, yes, but in the short run, there is more important stuff to do in the SHB.

FortyTwo42 wrote:
Third, the word Scenarios implies that different groups would be set up in different, predetermined ways, or that there are shorter, "partial" games that can be played using the basic rules.

To be fair, the full name is "Scenario Handbook and Optional Rulebook", but everything you mention has a place in the Scenario Handbook, if someone writes it.
FortyTwo42 wrote:
I think the territory rules should be included as part of the main rulebook.

I'd agree, if the starting territory rules was finished. As it is, they are just alpha, and moving them to the main rulebook would imply that they are done, which they isn't. But in the long run, I'd like to move them as well.

FortyTwo42 wrote:
The next chapter: Variants, might include the Shorter games, and Unique Cultures. Then, a third chapter dedicated to historical scenarios (unless there are other floating ideas that are not listed anywhere). Finally, a chapter with small, independent rules variants.

Some ideas for historical scenarios (and others):
"Fall of Rome" where a large group of players start in very close proximity, with a very small stock in Europe, but they all get a significant set of advancements right off. This would be a much more violent game, as land is much more demand than the normal game.

I have a similar idea, "Civilization: The Rise of Rome". However, most my notes are still hand written in Swedish, but sooner or later this 10 players, 12 rounds scenario will make it's way to the Internet.

FortyTwo42 wrote:
"Pirates at Sea" restrict inland territories, and give everyone a couple boats. You'd need alternate "coastal" starting locations.

"Plague" where the maximum secondary effects of Epidemic hit every player each turn (in addition to the normal effects if Epidemic is drawn as a calamity)

Interested, though you'd have to start with a semi-stable nation, and run for perhaps only 10 rounds (the later part of the game).

FortyTwo42 wrote:
"Nomads" where cities are not used. This would obviously involve some other tweaks to the rules (taxes and trade cards based on total population)--maybe 2 tax and 1 trade card for every 5 population. This would create some unbalance with certain civilizations.

AdvCiv contained a similar variant, perhaps something to look at for whoever writes this scenario.

FortyTwo42 wrote:
"Post-Apocalypse" where 5-6-random areas of the map are permanently marked with barbarian or pirate tokens, and those areas have their population limit reduced to 0 (this can be increased to 1 by agriculture), and city squares in those areas require 8 people to build (wilderness require 15).

I'm sure some of these seem goofy, but different people like different things when it comes to variants/scenarios.

Having multiple actual scenarios in the scenario handbook is great, just write some, fairly short (in pages), and playtest them, and I'll happily include them.

In conclusion, I agree that the scenario handbook needs an overhaul, but my time is limited, and keeping the rest of CivProject in shape is more important...


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