Civilization: The Expansion Project

A strategy game inspired by Advanced Civilization™


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Playtesting and Adopted Advancement Changes
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Flo de Haan wrote:
NAVAL WARFARE - MILITARY - ADVANCED MILITARY

1. If the Civil War drawback stays cumulative, no-one ever purchases all three cards. that is why we changed it to a maximum of five unit points from both factions to be destroyed. This change is part of the closer look at the civic-branch, combined with the removal of the volcanic eruption-drawback from Urbanism.

Now, once a player purchases any of these three cards, the other two become more attractive as you already have to deal with the civil war drawback.

2. 260 is too much for Advanced Military. To nullify Cultural Ascendancy it's even more interesting to purchase Cultural Ascendancy itself. If the civil war drawback stay cumulative you also don't build up civic-credits. We first lowered its price to 220, but that was too cheap, so we raised it to 240.


This has been playtested once, where several players purchased Naval warfare. This was the first time we saw people actually purchasing it.



I approve of the lowering of Adv Mil cost.

I'm not too keen on the "total" non-cumulative method of assigning penalties. That makes these resolve differently than almost every other civ card which is cumulative.

How would this sound:

Quote:
Up the cost of miliary to 180

Remove the Civil War penalty to Military and Naval W. (civil war is already usually bad enough).

Remove the Civil Disorder penalty to Advanced Military


Let me know what you think. I also really think someone experienced (one or two players perhaps) need to really play a game going the adv military route.


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Post 
Flo de Haan wrote:
PUBLIC WORKS.

This is a small change, unnoticed by many players, until it is being used.
Formerly once you have this card, anyone could place token into you city area, now it's only you who can do that.

1. The card itself is not so popular, though inactractive when you don't change this. There is no need not to change it. It doesn't become more powerful, just less inactractive.

2. Lowering its price to make the card more popular seemed to be no option

3. The additional token required for city contruction is actually is being compensated by the additional token allowed in a city area.



Approved. This was how it was originally intended by me btw.


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Flo de Haan wrote:
AGRICULTURE.


Lets wait for a playtest to see how this does. It might have a big impact on some nations.


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Post 
lets take the discussion on the military-3 here:

http://www.civproject.net/forum/viewtop ... =3984#3984

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The new result of the Military-three:



NAVAL WARFARE - MILITARY - ADVANCED MILITARY

1. The main problem with the combination of these three cards was the cumulative part of the Civil War drawback. There are several ways to solve this, and after discussions we decided to totally remove the civil war drawback from both Advanced Military and Naval Warfare, rather than adjusting them.

2. The stating of the Civil War drawback has been changed as well. There is no mention of 'additional' needed, because Military remains the only card in the game that aggravates this calamity this way. the stating 'a total of' is the most clear way to describe it. If either faction consists of less than five unit points, all unit points of that faction are destroyed. This should be mentioned in the rulebook.

3. The Civil Disorder Drawback has been removed from Military, because the CIVIL WAR drawback is bad enough.

4. The price for Advanced Military has been lowered by 20 points from 260 to 240. This makes it a mid-expensive card. Not the most powerful card that requires a high price but expecially not a cheap 200+ card that player only purchase for its low price to get a 200+ card.




This has been playtested once. Results are here:
http://www.civproject.net/forum/viewtop ... =4267#4267


Quote:
NAVAL WARFARE (160)
- Your ships may carry one additional token.
- You may use ships instead of tokens as casualties in conflict.
REMOVED: - CIVIL WAR: A total of five unit points from both factions are destroyed.
- CIVIL DISORDER: One additional city is reduced
- PIRACY: One less city is reduced.

MILITARY (170)
- you construct and maintain ships, and move, after all players not holding Military.
- CIVIL WAR: A total of five unit points from either faction are destroyed.*
REMOVED: - CIVIL DISORDER: One additional city is reduced.
- Nullifies Diplomacy.

ADVANCED MILITARY (260-240)
- You may use tokens from areas adjacent by land as casualties in battle, but must leave at least one token in each area used this way.
REMOVED:- CIVIL WAR: A total of five unit points from both factions are destroyed.
- CIVIL DISORDER: One additional city is reduced
- Nullifies Cultural Ascendancy.





Changing in the rulebook:

CIVIL WAR:
29.4.1.6 If the victim holds Military (30.28 ) a total of five unit points from either
* faction are destroyed. Each player selects the unit points for his own faction. The required units are removed simultaneously and immediately after factions are selected. Each player must, if possible, remove the required unit points from areas adjacent to the other faction. If the faction assigned to the beneficiary consists of less than five unit points all of the unit points from this faction are destroyed.

CIVIL DISORDER:
29.7.2.3 If the victim holds Naval Warfare (30.36), Roadbuilding (30.43) or Advanced Military (30.2) one additional city is reduced for each of these advances held.

30.2 Advanced Military (Civic – 240)
30.2.1 Provides 10 Civic credits and 5 Science credits.
30.2.2 A holder may use tokens from areas adjacent by land as casualties in battle, but must leave at least one token in each area used this way (18.2.4).
30.2.3 One additional city is reduced due to Civil Disorder (29.7.2.3).
30.2.4 Nullifies Cultural Ascendancy (17.4.2).

30.28 Military (Civic – 170)
30.28.1 Provides 10 Civic credits and 5 Craft credits. Provides 20 extra credits to Advanced Military.
30.28.2 A holder constructs and maintains ships (16.1.1), and moves (17.2.1), after all players not holding Military.
30.28.3 Five unit points from either
* faction are destroyed due to Civil War (29.4.1.6).
30.28.4 Nullifies Diplomacy (17.4.1).

30.36 Naval Warfare (Civic – 160)
30.36.1 Provides 10 Civic credits and 5 Craft credits. Provides 20 extra credits to Diaspora.
30.36.2 A holder's ships may carry one additional token (17.5.2).
30.36.3 A holder may use ships instead of tokens as casualties in conflict (18.2.5).
30.36.4 One additional city is reduced due to Civil Disorder (29.7.2.3).
30.36.5 One less city is replaced due to Piracy (29.9.2.4).


ImageImageImage

I have created A4 printsheets at 300 dpi (high resolution) containing 9 cards each, but I have no place to upload them (4-5mb each).
If you're interested, please message me.

This is a preview at 72dpi (low-resolution):
ImageImageImage


*Note: After creating these playtestcards, a slight change has been made: 'A total of five unit points from both factions are destroyed' has been changed to 'A total of five unit points from either faction are destroyed'. This is not supported in the printable cards but should be regarded as if.

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Last edited by Flo de Haan on 2008-12-29 15:17:17, edited 9 times in total.

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Post 
DIASPORA:

1. The limit of citybuilding on city sites only, has been approved for official change, so that is no longer considered playtest.

2. Still there was some discussion for this card. What justifies its high price. Reason to adjust the rules a little bit. First to add two unit points to be placed. This equals one city and two tokens for city support. But this brought some new details. This is why we added the limitation of when placing tokens you can only place an amount of tokens up to an area's population limit. The rulebook should clearly state that Agriculture has no influence on this limit.


It has been playtested once. Results in this topic:
http://www.civproject.net/forum/viewtop ... =4265#4265



Quote:
Diaspora (270)
- During the Special Abilities Phase, you may place up to seven unit points from stock
in one or several
adjacent *empty areas, provided that an unblocked path can be traced to
target areas. The number of tokens placed this way may not exceed the population
limit of an area.
A city built this way can only be built on a city site.

-Your hand limit of trade cards is reduced by one.



Addition to the Rulebook:
--
30.14 Diaspora (Religion - 270)
30.14.1 Provides 10 Religion credits and 5 Art credits.
30.14.2 During the Special Abilities Phase (25.2), a holder may place up to seven unit points from stock into one or several empty areas, provided that an unblocked path can be traced to target areas. These seven unit points may consist of a city and tokens. For each area the number of tokens may not exceed its population limit, regardless of holding Agriculture (30.3). If more than one area is chosen this way, all chosen area must be adjacent to eachother.
* A city built this way can only be built on a city site, and no additional tokens can be placed in the same area this way.
30.14.3 A holder's hand limit of trade cards is reduced by one. (27.2.2)
--





Image
I have created A4 printsheets at 300 dpi (high resolution) containing 9 cards each, but I have no place to upload them (4-5mb each).
If you're interested, please message me.

This is a preview at 72dpi (low-resolution):
Image

*Note: Later the additional 'adjacent' has been added. This is not supported on the printable playtest cards, but should be regarded as if.

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