Civilization: The Expansion Project

A strategy game inspired by Advanced Civilization™


All times are UTC


Post new topic Reply to topic  [ 106 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8  Next
Possible playtest idea's and Closer look at the Civic-branch
Author Message
Post 
So:


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 both factions 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.




Yes, I can live with that as well.
But I've changed Military back to its original 170.

Now Military still is that tricky card because of Civil war. It doesn't need that price raise in my opinion.

Anyone agree?

I wouldn't change anything about the diplomacy-thing. It's fine to me right now, and it makes sense: "Military can break any diplomacy-results"

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


Last edited by Flo de Haan on 2008-12-05 14:28:39, edited 1 time in total.

VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Post 
That looks great to me.

(Pardon the one liner)

DG.


Member
Profile
Send private message
Joined:
2008-11-07 14:52:11
Posts:
34
Location:
United Kingdom
Post 
DGatheral wrote:
That looks great to me.

(Pardon the one liner)

DG.
:D (that line was actually meant for a tshirt, but I got lazy and put it here.)

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Post 
Yep, I also agree with the normal price level of 170. I wanted to suggest that as well, but decided first to wait on the reactions to the calamity-swap.

It looks great to me too :-)


Senior Member
Profile
Send private message
Joined:
2008-01-18 20:29:07
Posts:
58
Post 
OK. several positive opinions on the last option.

I'll take this as a signed law :wink: :
Velusion wrote:
I'm fine with that.


Let's do it this way and move it to the playtest-part.

I'll create the playtest cards.

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Post 
These are the new playtest cards as well as preveiews of the printsheets.

If you are interested in printing, please message me, and I'll send them by email.



ImageImageImage
ImageImageImage

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Post 
DGatheral wrote:
One alternative idea for reducing the power of Agriculture would be to remove the rule that says during reduction of cities, a player with agriculture replaces a city with the population limit of the area plus one. It has been noted that it is actually beneficial to reduce cities with a population limit greater than 4 if you have agriculture as you will receive 5 or more men which will expand at the beginning of the next turn meaning a net increase of units on the board.

I think I might actually prefer this rule to the slave revolt amendment


This has been posted by David in another topic. I've been thinking about it.

He has a point:

Historically: Whenever a city is being destroyed/reduced by a calamity or war it never led to more food production. Some farmers might even have worked on building sites, repairing. Some farmers might have even been killed by the same calamity or war.

Gameplay: It makes no real sense that reducing a city in an area with a population limit of 3, 4 or 5, powered by Agriculutre provides you with 4, 5 or 6 tokens, giving you 6, 7 or 8 tokens in the next turn. This is a benefit, where the result of city reduction should be a downfall.

Actually this was never clearly stated in the rulebook. Nor denied.


I'd suggest to adjust the rules in this.

1. Removing the ability allow players to use the benefit of Agriculture when reducing a city.

2. But keep the Slave revolt drawback as well, for this is a calamity that affects large populations more and it is a tradable calamity

This means:

Current:
Quote:
20.1.2 The population limit in areas containing only tokens belonging to a player holding Agriculture (30.3) are increased by one. Agriculture has no effect in areas where tokens are coexisting or during conflict.


New:
Quote:
20.1.2 The population limit in areas containing only tokens belonging to a player holding Agriculture (30.3) are increased by one. Agriculture has no effect in areas containing tokens belonging to two or more players, or in case of city reduction.*


(*I've changed this line along: 'coexisting' and 'conflict' can be written as 'areas containing tokens belonging to two or more players', cause no choice is being made in living in peace or war: As long as two civilizations share one area, the agricultural food production is on low.)

and:

CURRENT:
Quote:
21.2 City Reduction
21.2.1 Cities are reduced by replacing them with the maximum number of tokens allowed by the area's population limit. These added token(s) can immediately be used as support for other cities vulnerable to reduction. If, when attempting to reduce a city, players find that they do not have enough tokens in stock to meet the population limit, they replace their city with the tokens they have in stock. If other cities are still unsupported, they are eliminated.


NEW:
Quote:
21.2 City Reduction
21.2.1 Cities are reduced by replacing them with the maximum number of tokens allowed by the area's population limit. These added token(s) can immediately be used as support for other cities vulnerable to reduction. If, when attempting to reduce a city, players find that they do not have enough tokens in stock to meet the population limit, they replace their city with the tokens they have in stock. If other cities are still unsupported, they are eliminated. When a player holds Agriculture when reducing a city, he may not place an additional token that exceeds the population limit.


and

CURRENT:
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).


NEW:
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 Does not work for the primary victim during the resolution of Famine (29.3.1.4) and an additional check for removal of surplus population (20.1) must be made for the primary victim only as if he did not hold Agriculture (30.3.2).
30.3.4 Five additional tokens can not be used for city support during Slave Revolt (29.4.2.2).

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Post 
Im not opposed to the agriculture city reduction limit. I do think it needs to be included within the descripion of the calamity somehow though.


VIP
User avatar
Profile
Send private message
Joined:
2003-02-07 0:00:15
Posts:
387
Location:
USA
Post 
Also, it is generally assumed that all nations have some agricultre... I think the civ is supposed to represent a more advanced agriculture. Maybe a name change would be best?


VIP
User avatar
Profile
Send private message
Joined:
2003-02-07 0:00:15
Posts:
387
Location:
USA
Post 
Oh I wasn't proposing switching the name to Advanced Agriculture... but something else entirely. I have no idea what though... :)

Not a big deal to me either way though.

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Post 
Personally, I wouldn't change the name of the calamity. Neither would I change the wording on any of the calamities.

I like Flo's rule change proposal, because, as mentioned in other threads I think agriculture is slightly overpowered and because for countries like Egypt calamities which reduce cities become beneficial rather than harmful.

DG.


Member
Profile
Send private message
Joined:
2008-11-07 14:52:11
Posts:
34
Location:
United Kingdom
Post 
DGatheral wrote:
Personally, I wouldn't change the name of the calamity. Neither would I change the wording on any of the calamities.

I like Flo's rule change proposal, because, as mentioned in other threads I think agriculture is slightly overpowered and because for countries like Egypt calamities which reduce cities become beneficial rather than harmful.

DG.


I guess Velusion didn't speak about renaming the calamity, but changing 'Agriculture' to 'advanced agriculture'. That's not so good to me.

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Post 
Flo de Haan wrote:
Oh I wasn't proposing switching the name to Advanced Agriculture... but something else entirely. I have no idea what though... :)

Not a big deal to me either way though.


Hey WTF. I don't know who is logging in on my name, but these are not my words.


My actual words were something like:

The word 'Advanced' actually applies to most of the cards in our game.
'Advanced Mining', 'Advanced Architecture', 'Advanced Cloth Making', 'Advanced Anatomy'. It is regarded, that all developments already existed in some basic form, but our cards are the milestones in each specific development.
The only time the name of the card using 'advanced' is justified is 'Advanced Military', to make a division between this and regular 'military'.

I think it was Velusion replying with this:

Quote:
Oh I wasn't proposing switching the name to Advanced Agriculture... but something else entirely. I have no idea what though... Smile

Not a big deal to me either way though.


Now I reply to this:
for the 'advanced' part, I don't think 'agriculture' should have this attached to it, for you would have to attach it to 75% of our cards.

In my opinion the card 'Agriculture' should stay 'Agriculture'. (no other change either). Like I mentioned before, I believe in history 'agriculture' is the most important development after 'the wheel' and 'fire'. It should not be left off.
The card really represents this development.

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Post 
Flo de Haan wrote:
MILITARY (170)
- you construct and maintain ships, and move, after all players not holding Military.
- CIVIL WAR: A total of five unit points from both factions are destroyed.
REMOVED: - CIVIL DISORDER: One additional city is reduced.
I still have a question left about this: Who has to choose which five unit points must be removed and on what side? If the primary victim chooses, the drawback actually is for the beneficiary, since the primary victim chooses to remove units from the sidde he or she will not play with. Otherwise the drawback mostly is equal or even worse for the primary victim than the original drawback of removing five unith from both sides, since the largest side will have five units less, and there is more lack of space to recover, since that space is filled up with units from the beneficiary.


Senior Member
Profile
Send private message
Joined:
2008-02-21 22:18:58
Posts:
93
Location:
Leiden, the Netherlands
Post 
That's something to be written in the rulebook. I'm working on that.

My suggestion (like it was, but something more specific):

- All removal is considered simultanous
- Primary victim removes from his chosen part
- beneficiary removes from his received part
- Both most choose from areas in or adjacent to the other faction if possible.

I've written this in the other topic:

CIVIL WAR:
29.4.1.6 If the victim holds Military (30.28 ) a total of five unit points from both factions 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.

Johannes wrote:
since the primary victim chooses to remove units from the sidde he or she will not play with


I think you don't understand it the right way. the empire is divided in two, and 5 units from both sides are destroyed after division, after choosing, but before annexing.

This results in the primary victim losing a part of his empire for a normal civil war. WITH military, it result in the part he keeps, also loose 5 units point AND the part he gives to the beneficiary looses 5 units as well.
(excuse me for my bad english)

_________________
WOH CANGHED TEH KYES ON YM KEBYORAD?


VIP
User avatar
Profile
Send private message
Joined:
2007-06-22 22:26:30
Posts:
1053
Location:
Netherlands (Heerhugowaard)
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 106 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
CivProject phpBB3 template by Jon Severinsson
Based on Revolution Pro phpBB3 template by Brian Gardner Media, LLC