Civilization: The Expansion Project
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why the change to famine?
https://dev.civproject.net/forum/viewtopic.php?f=6&t=356
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Author:  joshua [ 2006-11-10 10:17:56 ]
Post subject: 

hi, i have been playing adv. civ about 15 years and for my first time will be playing this expansion project at shuancon this november 18th.
over all i think the work you guys have put into it looks great,with a few nit-picks of course.
one change i cant seem to understand is the ammendment to famine...

28.314 Primary victims who hold Agriculture must also, immediately after the calamity has been
resolved, remove the amount of tokens on the board that exceeds the printed population limit on
the map (with no regard for Agriculture). This is a one-time penalty. Hence it is better to remove
already temporarily overpopulated areas first when resolving the unit point loss.

i cant realy see the reason for this change. for starters it seems quite deadly for an early 3stack, doubly so for minoans,carthaginians and iberians whom really need agriculture.
another problem, pottery and calander wont really help the primary victim if you hold agriculture, you will end up losing those tokens anyway.
i notice the line "This is a one-time penalty." is this to imply that 28.314 will only effect a player the first time they are the primary victim of famine? or the first time they are the primary victim of famine and hold agriculture? if either... i'm still questioning the reason behind this change.

it just seems to me like this one is better left out.

one might argue that this is balancing out the fact that egypt and babylon are susceptible to flood, however engineering provides a solid defense while no civ cards aggrivate flood. thus flood is manageable, while the cards meant to make famine manageable do not work.

anyway, i have yet to even play this version so, its really all theory. you have done a great job with this project over all though, keep up the good work. i will probably have more input after the game next week.

thanks, joshua b

Author:  Jonno [ 2006-11-10 23:31:55 ]
Post subject: 

joshua wrote:
hi, i have been playing adv. civ about 15 years and for my first time will be playing this expansion project at shuancon this november 18th.
over all i think the work you guys have put into it looks great,with a few nit-picks of course.
one change i cant seem to understand is the ammendment to famine...

28.314 Primary victims who hold Agriculture must also, immediately after the calamity has been resolved, remove the amount of tokens on the board that exceeds the printed population limit on the map (with no regard for Agriculture). This is a one-time penalty. Hence it is better to remove already temporarily overpopulated areas first when resolving the unit point loss.

i cant realy see the reason for this change. for starters it seems quite deadly for an early 3stack, doubly so for minoans,carthaginians and iberians whom really need agriculture.
another problem, pottery and calander wont really help the primary victim if you hold agriculture, you will end up losing those tokens anyway.

The change is to make it more "realistic". If you got famine it doesn't help if you are an aggrecultural society. Rather the other way arround, in history famine wasn't realy a problem until humans invented agriculture and started to live more people on a given amount of land than the land could naturaly sustain.

joshua wrote:
i notice the line "This is a one-time penalty." is this to imply that 28.314 will only effect a player the first time they are the primary victim of famine? or the first time they are the primary victim of famine and hold agriculture? if either... i'm still questioning the reason behind this change.

This only means that it only affects this calamity resolution phase, next time you are checking for surplus population you can use Agriculture as normal. During famine, the primary victim is always considered not holding agriculture.
Perhaps we need to clarify this "clarification"...

joshua wrote:
it just seems to me like this one is better left out.

Well, then agriculture becimes overpowered, and would need an increase in cost. Aditionally famine becomes somewhat lame.

joshua wrote:
one might argue that this is balancing out the fact that egypt and babylon are susceptible to flood, however engineering provides a solid defense while no civ cards aggrivate flood. thus flood is manageable, while the cards meant to make famine manageable do not work.

Well, flood for egypt, even with engineering, is still more dangerous than famine is to iberia, with or without aggriculture. And please note that aggriculture still is advangeous during a famine. You *may* loose more units, but you *will* be able too keep more units (as you get to keep the printed population limit, rather than printet population limit minus the damage from famine).

joshua wrote:
anyway, i have yet to even play this version so, its really all theory. you have done a great job with this project over all though, keep up the good work. i will probably have more input after the game next week.

thanks, joshua b

Any imput is very wellcome!

Author:  MiracleMat [ 2006-11-11 4:32:23 ]
Post subject: 

Jonno is completely right. All the math and inconvenience of this effect is irrelevant. Agriculture was a disaster in terms of population growth, because it has (and still does) allow people to grow WAY beyond their ability to feed themselves without support outside the immediate community. In my opinion, this effect should be far more aggravated. In fact, in my civ game I'm designing (and hope to unveil soon) agriculture permanently stunts growth and aggravates certain calamities.

The best source of info on all this is an excellent paper written by Jared Diamond, the author of Guns, Germs and Steel:

http://www.agron.iastate.edu/courses/ag ... stake.html

Author:  CraigB [ 2006-11-11 7:18:19 ]
Post subject: 

MiracleMat wrote:
Jonno is completely right. All the math and inconvenience of this effect is irrelevant.


Thanks for the article link, it was very intersting reading.

I respect the two opinions about making the game more realistic. While I enjoy realism in a game, my personal preference is that game play supercedes the importantance of realism.

As realistic as 28.314 may be, I think the effect of the calamity is too harsh only to specific civilizations. I have to think about it more, but I think I also agree with Jonno that Agriculture may be too strong or too cheap without 28.314.

Perhaps if the calamity was tradable, it would be OK. Then when Famine is drawn, the player can decide if it is to much to handle and trade it off, but as a non-tradable, I think it is too harsh to specific countries.

I hate to disagree with a rule without haveing a good alternative. Especially because there are some very good arguments posted in this thread supporting 28.314. I'll think about it some more. Perhaps Josh and I can come up with an alternative to try on November 18.

Craig

Author:  mcbeth [ 2006-11-11 8:17:49 ]
Post subject: 

I think the primary thing is that it hasn't been that harsh in the games I've participated. Usually, when you have agriculture and famine, you aren't going to have that many more tokens over the limit than the damage level of the calamity. So, it basically is just providing a priority for damage allocation rather than setting a much higher upper limit of damage

Author:  joshua [ 2006-11-11 19:38:38 ]
Post subject: 

sorry, i rarely post in forums and don't know how to make the little quote box.

--------------------------------------------------------------------
The change is to make it more "realistic". If you got famine it doesn't help if you are an aggrecultural society. Rather the other way arround, in history famine wasn't realy a problem until humans invented agriculture and started to live more people on a given amount of land than the land could naturaly sustain.
- jonno
--------------------------------------------------------------------

well... if you want to invoke "realism" then no one would be building cities without aggriculture... but then the game would be pointless.

another issue i have is that it makes pottery and calander much less attractive because of the "double-whammy" (lose 10 units, then loose surplus) effect.
say i was playing the minoans, and i had occupied a total of 15 spaces. and of those 15, 10 of them where utilizing aggriculture to support an extra unit(numbers i dont really think would be unrealistic). now, i hold pottery and calender as well and i just drew famine for my no.3 trade card... see the problem? pottery and calender, the 2 cards meant to offset the pain of famine are useless to me. they soak the 10 i would lose for being the primary victim but when 28.314 rolls around i would lose the 10 units anyway. and if i did not hold pottery or calander i would simply choose to lose the 10 units that exceed the population limit. the result is the same either way but in the second scenario i would not have dead weight civ cards...i dont think the cost per credit value would be worth it for cards that really only help if you are a secondary victim, or unless you dont plan on aggriculture. which well... as we all know, it is absolutely essential for some civ's.

on the flipside i still think flood is much more manageble for one who holds engineering. in this case you can never loose more than 7 units as a result, not to mention engineering also softens earthquake/volcano(no biggie), and the bonus of 1 unit less/more in city sacking/defending(who doesnt need this?), and being 2 colors(poentially cheaper).

i would think that if aggriculture seems too powerful then you could bring it in line the way most other aggravating civ cards work... apply an extra 5 unit loss to the primary victim of famine if they hold aggriculture... simple. also it make one less "exception to the rule" sort of rule... while still knocking some strength out of aggriculture, without nuetering pottery/calander.

anyway... im going to find something else to obsess over for my next post i think...
thanks for input, joshua

Author:  Jonno [ 2006-11-11 22:49:32 ]
Post subject: 

CraigB wrote:
I respect the two opinions about making the game more realistic. While I enjoy realism in a game, my personal preference is that game play supercedes the importantance of realism.

Yes, gameplay is more important, but if better realism can be achived without worsening gameplay (small changes is OK, worsening is not), that is a great bonus

CraigB wrote:
As realistic as 28.314 may be, I think the effect of the calamity is too harsh only to specific civilizations.

This is true of every calamity in the game, to one extent or another. Some nations is hit harder than other by some calamities. This, and other effects of the map, is (suposed to be) balanced out by the different AST's.

mcbeth wrote:
I think the primary thing is that it hasn't been that harsh in the games I've participated. Usually, when you have agriculture and famine, you aren't going to have that many more tokens over the limit than the damage level of the calamity. So, it basically is just providing a priority for damage allocation rather than setting a much higher upper limit of damage

I have made the same observation myself. And while, with one of pottery and calendar, their might be an extra loss, it is usually minimal.

joshua wrote:
sorry, i rarely post in forums and don't know how to make the little quote box.

just use the "Reply with quote" button that accompanies all posts...

joshua wrote:
well... if you want to invoke "realism" then no one would be building cities without aggriculture... but then the game would be pointless.

I'm only invocing realism where it can be done without worsening gameplay (see above).

joshua wrote:
another issue i have is that it makes pottery and calander much less attractive because of the "double-whammy" (lose 10 units, then loose surplus) effect.
say i was playing the minoans, and i had occupied a total of 15 spaces. and of those 15, 10 of them where utilizing aggriculture to support an extra unit(numbers i dont really think would be unrealistic). now, i hold pottery and calender as well and i just drew famine for my no.3 trade card... see the problem? pottery and calender, the 2 cards meant to offset the pain of famine are useless to me. they soak the 10 i would lose for being the primary victim but when 28.314 rolls around i would lose the 10 units anyway. and if i did not hold pottery or calander i would simply choose to lose the 10 units that exceed the population limit. the result is the same either way but in the second scenario i would not have dead weight civ cards...i dont think the cost per credit value would be worth it for cards that really only help if you are a secondary victim, or unless you dont plan on aggriculture. which well... as we all know, it is absolutely essential for some civ's.

If you don't think pottery and calendar is worth it for your civ using your strategy, don't buy them. There aare 49 other cards to choose from...

joshua wrote:
on the flipside i still think flood is much more manageble for one who holds engineering. in this case you can never loose more than 7 units as a result, not to mention engineering also softens earthquake/volcano(no biggie), and the bonus of 1 unit less/more in city sacking/defending(who doesnt need this?), and being 2 colors(poentially cheaper).

Well, look at the prices. Of course Engineering the best of these cards, that is why it is the most expensive one. Regarding double colors, that doesn't give double credits in civproject, you only get the largest of the two credits.

joshua wrote:
i would think that if aggriculture seems too powerful then you could bring it in line the way most other aggravating civ cards work... apply an extra 5 unit loss to the primary victim of famine if they hold aggriculture... simple. also it make one less "exception to the rule" sort of rule... while still knocking some strength out of aggriculture, without nuetering pottery/calander.

Well, you are correct that the rules would be "simpler" if Aggreculture was just "Lose additional 10 unit points to famine." (5 is probably to week), I'm not going to discard that option entirely, though it would reduce realism for a very doubious gameplay gain.
I'm however open for oppinions on this potential change...

Author:  mcbeth [ 2006-11-13 10:59:46 ]
Post subject: 

Just a data point for you. We played last Saturday, and while the players depended on Agriculture, nobody had to reduce additional population form the Famine side effect. I've never (four games) seen it cause more than two or three points of additional damage.

Author:  CraigB [ 2006-11-17 1:42:14 ]
Post subject: 

mcbeth wrote:
Just a data point for you. We played last Saturday, and while the players depended on Agriculture, nobody had to reduce additional population form the Famine side effect. I've never (four games) seen it cause more than two or three points of additional damage.


Did they not have pottery and calendar when they drew famine?

Wither pottery and calendar, famine does no damage. Under the current rules, one knows they will take damange if they have aggriculture, so there is little reason to get pottery and calendar.

We are playing in two days, I am hoping I can remember to get some stats on famine to provide some additional play feedback.

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