I think we are coming close to some reasonable option.
Still I see some problems:
Let me explain:
The card would say:
Quote:
AGRICULTURE (120)
- Increases by one the population limit in areas containing your tokens only.
- Indirectly lessen the effect of city reduction.
- Does not work for the primary victim during the resolution of FAMINE
- Does not work during the resolution of FLOOD.
The rules would say:
FAMINE:
- The primary victim must remove surplus without regarding the benefit of Agriculture.
- (in addition) primary victim must remove x tokens
- secondary victims must remove x tokens
- cards that aggravate or reduce.
FLOOD:
- The Flood Plain is selected. If no units on a flood plain, the primary victim destroys one of his coastal cities, and there is no secondary victim.
- All players that have units on the affected flood plain must remove surplus for all areas on the affected flood plain without regarding the benefit of Agriculture.
- The primary victim removes x unit points.
- All secondary victims remove x unit points.
- cards that aggravate or reduce.
What it does:
FAMINE:
A non-tradable calamity affects the whole civilization for the primary victim. After that an additional number of units must be removed.
Pottery would reduce the addional loss, but the excess tokens for agriculture are destroyed anyway.
Probably lost for Agriculture: up to 20 unit point
Probably lost for Famine anyway: 10 units
A primary victim cannot fully defend against Famine, a secondary can.
FLOOD:
A Non-tradable calamity affects all players on a single flood plain, if the primary victim has units on it, otherwise all other players are out.
All of those players (most of the time one or two players) loose the excess tokens on the flood plain. this can be up to 7 tokens, but if all areas on the flood plain contain cities, this might be 0.
After that the players remove x unit points from the flood plain.
I think this is not what we want in the first place.
Famine becomes much more devastating (ever for the players having the need for it) and Flood might result in being unchanged.
I made a slight change.
This is my proposal:FAMINE:
- primary victim must remove x tokens
- secondary victims must remove x tokens
- cards that aggravate or reduce.
- After all removal The primary victim must remove surplus without regarding the benefit of Agriculture.
(actually the way it currently is)
FLOOD:
- The Flood Plain is selected. If no units on a flood plain, the primary victim destroys one of his coastal cities, and there is no secondary victim.
- The primary victim removes x unit points from the flood plain
- All secondary victims remove x unit points from the flood plain.
- cards that aggravate or reduce.
- After all removal all victims holding agriculture must remove an additional five tokens (not unit points)So for the card:
Quote:
AGRICULTURE (120)
- Increases by one the population limit in areas containing your tokens only.
- Indirectly lessen the effect of city reduction.
- Does not work for the primary victim during the resolution of FAMINE
- FLOOD: Five additional tokens are destroyed.
For the rulebook:
Quote:
29.5.1 Flood (major, non-tradable)
29.5.1.1 If the primary victim has vulnerable units on a flood plain (2.3.2), he must remove seventeen unit points from that flood plain. Cities are vulnerable to flood if they have been built in areas with no city site or a white city site. Cities on black city sites are safe. Tokens are always vulnerable to flood.
29.5.1.2 If the primary victim has vulnerable units on more than one flood plain, the flood occurs on the flood plain containing the greatest number of his vulnerable unit points. In the event of tie, the primary victim selects the location of the flood.
29.5.1.3 Ten vulnerable unit points on the same flood plain belonging to one or more secondary victims are also removed. The primary victim divides the ten unit point losses among the secondary victims as he chooses, but the secondary victims themselves choose which units to remove. If the number of vulnerable unit points on the affected flood plain belonging to other players totals ten or less, all those other players automatically become secondary victims and all their vulnerable units are eliminated.
29.5.1.4 If the primary victim has no vulnerable units on a flood plain, one of his coastal cities is eliminated. The primary victim chooses the city. If the primary victim has no coastal cities, he is unaffected by the flood.
29.5.1.5 A primary or secondary victim holding Engineering (30.18 ) removes a maximum of seven unit points from a flood plain. If a primary victim holding Engineering has no units on a flood plain, one of his coastal cities is reduced rather than eliminated.
29.5.1.6 After all losses are removed, all victims of Flood holding Agriculture, must destroy an additional five of their tokens.
Quote:
30.3 Agriculture (Craft – 120)
30.3.1 Provides 10 Craft credits and 5 Science credits. Provides 20 extra credits to Democracy.
30.3.2 Increases by one the population limit in areas containing tokens belonging to a single holder only (20.1.2).
30.3.3 Indirectly lessens the effects of city reduction (21.2).
30.3.4 Does not work for the primary victim during the resolution of Famine (29.3.1.4).
30.3.5 If the holder is primary or secondary victim of Flood, after all losses have been removed holder must destroy five additional of his tokens from anywhere on the board.
For the Calamity Quickchart:
Flood - Aggravated by Agriculture.
I consider this like the destruction of five from both factions in Military for Civil War. I mean, some definetive damage.
Even if Flood would sweep the flood plain clean (because you don;t have much there) you would still have to remove the excess tokens.
I'm clearly stating 'tokens' (not units) because removing 5 unit points would still give the agriculture benefit.
(example: you reduce a few cities on high numbers, and actually might get a near city in return)
Order players to remove tokens rather than unit points nearly equals this additional surplus check without agriculture, but this time, players will loose 5 anyway (not more, not less)
For Velusion's option it would be unfair for a civilization that NEEDS Agriculture, and that circumstantial has a single token on a flood plain, would loose all excess tokens for agriculture (even the 1 and 0 areas)
For my proposal, these players do get hit, but only in a solid five damage.
Also it covers the problem of the higher poplimit benefit in reducing cities, though only for Famine and Flood but these come around often enough for both primary or secondary victim),
A Slave revolt drawback could be traded away (which is less strong, and therefore interesting) but it doesn't deal with the reduction benefit, so adding this Slave revolt drawback alone would still leave the need for an additional rule for this (that's why this discussion in still on)
I think this option is the fair, and simple solution for our problems:
- Weaken Agriculture for the players not in need for it most.
- Hit the '4' and '5' areas most.
- Don't touch the '0', '1', '2' areas.
- Deal with the city reduction benefit for Agriculture
- Important: Keep it simple, both in wordings and in practice.
Anyone?