Civilization: The Expansion Project

A strategy game inspired by Advanced Civilization™


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Diaspora
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Avoiding having to keep state is a good thing. IIRC, the only non-obvious state keeping there is left in the game are that when you can't support your cities right after building them, you have to reduce the just built cities first, and "who traded me the calamity". IMO anything we can do to keep that burden low is a good thing. Anything that increases the burden is a bad thing :)


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Avoiding having to keep state is a good thing. IIRC, the only non-obvious state keeping there is left in the game are that when you can't support your cities right after building them, you have to reduce the just built cities first, and "who traded me the calamity". IMO anything we can do to keep that burden low is a good thing. Anything that increases the burden is a bad thing Smile


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This is hard to put in a reasonable line or rule.


agree. This could get a confusing card where it doesn't need to.

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Does that mean were back to my last suggestion (i.e. the old text with an additional limit for building cities only in areas with city sites)?


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(I have never used the card in a game)
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Since I never saw Diaspora being played in a game
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It IS 270 after all, and you could get other cards too, giving you cities.
So I think the card is too expensive to be used, and we make it even less good. Shouldn't we better make the card cheaper, or remove the drawback of having a maximum of 7 cards in hand instead of 8?


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I don't think the card is too weak, just underestimated by most players.

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I now have a completely different idea about Diaspora, since it still isn't purchased:

Diaspora(270)
- During the Special Abilities Phase, provided that an unblocked path can be traced to target empty area, either you may place tokens up to the population limit from stock in that area, or you may place a city in the area if the area contains a city site.
- During the Acquire Civilization Cards Phase, you may use one of your calamity cards as a commodity card of the same number, provided that the set you use is not complete.
- During the Resolve Calamities Phase, you suffer from all your calamities; you don't discard calamities until you have only 2 Major calamities and one minor calamity left.

The effect of this is dat you lose some frustration about not getting the full set, but you have the historically right risk that the calamity phase is really devastating for you.


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Hi Johannes

Please read this note by founder Velusion first:
http://www.civproject.net/forum/viewtopic.php?t=272
(if you haven't allready)

Please read my reply on this topic you replied:
http://www.civproject.net/forum/viewtopic.php?p=3713#3713

You or anyone else reading this topic can organize a playtest-day yourself to test this new idea, but since they don't occur that much, to really collect data, I'm not playtesting this radical change.

I'm looking to fine-tune the system, and I don't think Diaspora needs a change.

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Gerart de Haan wrote:
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. You may only place a city in an empty area, if that area contains a city site.
Your hand limit of trade cards is reduced by one.


I'm fine with this. Diaspora allows you to place anywhere on the map... so I'm not sure it would make much better sense to limit placement to areas not adjacent.

As far as it not being powerful enough - that might very well be true. Why would you get this instead of Monotheism? One solution is to remove the "tracing" requirement and just let them place anywhere that is open. Then the card is more powerful in a larger game. Another option is to reduce the cost or alter the penalty.

I've never been really happy with diaspora actually.


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Placing a city or tokens anywhere on the map makes this cards both unrealistic and very powerful.

1. After calamity resolution there is always an empty spot.

2. For Example, when you play Dravidia, what ability makes it reasonable to be abled to build a city in Celtic homeland out of the blue.

3. Ever thought of purchasing both Monotheism AND diaspora. This is reasonably possible when buying all religion cards.

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Flo de Haan wrote:
Placing a city or tokens anywhere on the map makes this cards both unrealistic and very powerful.

1. After calamity resolution there is always an empty spot.

2. For Example, when you play Dravidia, what ability makes it reasonable to be abled to build a city in Celtic homeland out of the blue.

3. Ever thought of purchasing both Monotheism AND diaspora. This is reasonably possible when buying all religion cards.


Regarding your second point - that is true - it would be strange (from a historical perspective). I'm just trying to make it more attractive. Perhaps a lowering in cost will be good enough.

In my head I'm trying to grapple with the problem of people not being able to buy the more expensive 200+ cards because of simple trade card set caps.


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We could playtest it at 250...

Still the main reason it isn't purchased often is not its price in the first place, but because no-one ever purchases more than 5 200+ cards.

Like discussed in the civic-branch topic. players go for 1 or 2 strategy choices and 1 or 2 least expensive 200+ cards and than rather go for several 100+'s or 0-100's


Still the attribute is very strong. And it's only purchased by a player going totally for religion-cards. players who purchase both theology and monotheism may choose for diaspora as 3rd 200+

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Flo de Haan wrote:
And it's only purchased by a player going totally for religion-cards. players who purchase both theology and monotheism may choose for diaspora as 3rd 200+


Well I want to change the "only go for the easy +200 cards" mentality. I want to give players the option to validly make an early (relatively) play for an expensive 250+ card. I want people to see the +300 cards and think: "Wow! If I can get that card early it might be worth the inefficiency!".

Right now I agree with you that Dispora is good - it just doesn't justify it's cost like I originally thought it would.

How about if we said that a nation could place up to 10 unit points worth of tokens/cities into empty areas they can trace to? That would get players attention perhaps...


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Velusion wrote:
Flo de Haan wrote:
And it's only purchased by a player going totally for religion-cards. players who purchase both theology and monotheism may choose for diaspora as 3rd 200+


Well I want to change the "only go for the easy +200 cards" mentality. I want to give players the option to validly make an early (relatively) play for an expensive 250+ card. I want people to see the +300 cards and think: "Wow! If I can get that card early it might be worth the inefficiency!".

Right now I agree with you that Dispora is good - it just doesn't justify it's cost like I originally thought it would.

How about if we said that a nation could place up to 10 unit points worth of tokens/cities into empty areas they can trace to? That would get players attention perhaps...


Maybe 7 is better. a city and support.

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Quote:
Maybe 7 is better. a city and support.


Perhaps a good idea, but I would recommend to playtest this first. I'd rather have Diaspora a little less interesting than accidentally have it overpowered...


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Gerart de Haan wrote:
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Maybe 7 is better. a city and support.


Perhaps a good idea, but I would recommend to playtest this first. I'd rather have Diaspora a little less interesting than accidentally have it overpowered...


Oh yea... everything but the most obvious fixes should be playtested.

Lets make this in testing for 2.11 then.


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