
New Playtest for january 2009
Ha MerlokDD
I've created this topic for listing up the playtests for your game of january 3rd. Maybe anyone has some recomendations.
First a list of new cardrules for V211
Official Changes in V2.11 Beta:
Quote:
color table:
- NO CHANGE
- CHANGED LINE
- REMOVED LINES
- WONDER OF THE WORLD - MONUMENT - WRITTEN RECORDQuote:
Wonder of the World (280) (290)
- REMOVED: Gives additional 20 Credits of any combination of color
- You may acquire one additional trade card for free, from a trade card stack of your choice that is higher than your amount of cities in play.
- CORRUPTION: Five additional commodity card points must be discarded.
- Nullifies Trade Empire
- Decreases the epoch entry requirements on the AST by one city.
Monument (180)
- REPLACED: Upon Purchase, you acquire ten points of credit tokens in any combination of colors. These credits can not be used during the same turn.
- Upon Purchase, you acquire twenty points of credit tokens in any combination of colors. These credits can not be used during the same turn.
Written Record (60)
- REPLACED: Upon Purchase, you acquire five points of credit tokens in any combination of colors. These credits can not be used during the same turn.
- Upon Purchase, you acquire ten points of credit tokens in any combination of colors. These credits can not be used during the same turn.
- DIASPORAQuote:
Diaspora (270)
- During the Special Abilities Phase, you may place a city or tokens up to the population limit from stock in an empty area, provided that an unblocked path can be traced to target area. Cities built this way can only be built on a city site.
-Your hand limit of trade cards is reduced by one.
- PUBLIC WORKSQuote:
30.41 Public Works (Civic – 230)
- Your cities cost one additional token to construct.
- Each area containing one of your cities may also contain one of your tokens.
- Nullifies Provincial Empire.
- POLITICSQuote:
Politics (230)
- BARBARIAN HORDES: Five additional barbarian tokens are used.
- During the Special Abilities Phase, you may either gain five treasury tokens from stock, or replace from treasury exactly all units inone adjacent area belonging to a player not holding Politics or Cultural Ascendancy. In case a city is annexed, it is replaced by a city from stock and exactly five treasury tokens are transferred to stock. Pirate cities and barbarian tokens may not be annexed.
- URBANISM - ENGINEERINGQuote:
Urbanism (50)
- REMOVED: You may use up to four tokens from adjacent areas to build a city in an area without a city site.
- Once per turn, up to four tokens from areas adjacent by land may be used to build a city in an area without a city site.
- REMOVED: VOLCANIC ERUPTION OR EARTHQUAKE: Four unit points are destroyed from areas adjacent to the destroyed or reduced city.
Engineering (160)
- Players require one additional token when attacking your cities, and the defending cities are replaced by one additional token.
- You require one less token when attacking cities, and the defending cities are replaced by one less token.
- EARTHQUAKE: The city is reduced rather than destroyed.
- REMOVED: VOLCANIC ERUPTION OR EARTHQUAKE: Voids the effects of Urbanism.
- FLOOD: A maximum of seven unit points from a flood plain are destroyed, or a coastal city is reduced rather than destroyed.
- TRADE ROUTESQuote:
Trade Routes (180)
- During the Special Abilities Phase you may exchange any number of commodity cards for treasury tokens from stock at exactly twice the face value.
- Your hand limit of trade cards is increased by one.



Then for the playtest.
1. Agriculture.
It's either the 0,1,2 option or the option for Agriculture not working on a Flood Plain. Maybe re-testing this first option approved this change. Maybe testing the second works as well.
2. Roadbuilding.
I think testing the new roadbuilding including the increased hand limit is the best option. If this seems to powerful, we can remove this last line. If the first line isn;t right, we can adjust it. If it is bought and it works I propose we change it.
3. Military - Advanced Military - Naval Warfare.
Just like the previous playtest. I'll put the printable cards right here in a minute.
4. Diaspora
Let's playtest the option for this card to fill up any group of areas adjacent to eachother as long as no poplimt is exceeded. If this is too strong, we can switch it back to only empty areas.
5. Egypt AST requirement
AS mentioned in this topic (
http://www.civproject.net/forum/viewtopic.php?t=546), let's playtest the ast for Egypt to have one extra space in stone age.
Printsheets:
AGRICULTURE (playtest)
Agriculture Option 1
works for 0, 1 and 2 areas only

Agriculture Option 2
works for all areas except for areas on flood plains

ROADBUILDING (playtest)
DIASPORA (playtest)
Diaspora Option 2 for empty areas:

Diaspora Option 3 for any areas:

MILITARY - ADVANCED MILITARY - NAVAL WARFARE (playtest)




STRATEGY EXPLORER (playtest)
CALAMITY QUICKCHART (playtest)
I've also created a new Calamity Quickchart for this purpose. Please contact me for the odt.