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| Prerequists https://dev.civproject.net/forum/viewtopic.php?f=7&t=151 |
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| Author: | Yinsh [ 2004-08-06 5:05:00 ] |
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We played with 10 players on 31th july, and all the players thought that it was bad balanced without the Prerequists civ cards. I mean, my neighbour bought Integrism for 150 at its first purchased!!! We should think to improve civproject at a huge civ tree of knowledge like in civilization sid meiers pc game. It could be very interesting, and very closed of the reality and what happened in the past. We should purchase small civ cards to get credits to bigger one because found later in history . NO??? What do you think about? |
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| Author: | Cedric [ 2004-08-07 2:57:21 ] |
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Agree with Yinsh with the prerequisite. With all the amount of credits cumulable in the card purchasing, a sort of limitation is recommended. Obviously, balanced by coerence and a general philosophy. I disagree to create a "huge" civilization tree, like beloved Sid Meier's game. Just some "mainroad", to avoid paradox and unbalances in play, one for type of advancement, i.e. A closed grid of evolution, like Civ3 and previuos, uniformate the civilization trail more than necessary. Let the player, and the civilizations (with unique needs by geography, calamities, strategic position), to make his own path to greatness. Just, insert some limitations and balances to prevent philosophers with clubs!! |
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| Author: | Jonno [ 2004-08-10 6:32:42 ] |
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I havn't played since the credits system was fixed, but my opinion is no prerequisites, it only limits the oportunities and diferent aproaches to the game. However, if it is still to easy to gain to much credits, credits may be lowered, or a general statement such as "a civcard always cost at least half of it's oprinted value" can be inserted. |
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| Author: | Cedric [ 2004-08-24 7:23:04 ] |
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Jonno's "general statement" is quite good to me. No limits and prerequisites, ok; but a wiser method of achieveing advances is a priority. With 51 cards, and an amazing amount of credits (very well balanced, indeed) a minimum cost or a a maximum rate of credit (for example 50%) is a great idea. More simple than a "prerequisite revision" (I apologize... unmeditaded evaluation), very quick and intriguing! Waiting for Velusion and other greybeards' opinion |
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| Author: | manub [ 2004-11-24 6:22:18 ] |
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I'm making a pbem playtest (14 players) with prerequisites based on three divisions, cheap cards (<125 points), normal cards (between 125 and 200), and expensive cards (>200 points). To buy a "normal" card of one color you must have a cheap card of that color, and to buy an "expensive" card of one color you must have a "normal" card of that color. I'll comment the experience and give some details about the "path to wisdom" of diferent civilizations in the game. |
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| Author: | Jonno [ 2005-03-29 4:37:12 ] |
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manub wrote: I'm making a pbem playtest (14 players) with prerequisites based on three divisions, cheap cards (<125 points), normal cards (between 125 and 200), and expensive cards (>200 points). To buy a "normal" card of one color you must have a cheap card of that color, and to buy an "expensive" card of one color you must have a "normal" card of that color. This sounds interesting, but I would put the limits at 100 and 200, the same as for AST advancement. That would make AST progression harder, but not by much, and would perhaps slow down the purchase of the more expensive cards. manub wrote: I'll comment the experience and give some details about the "path to wisdom" of diferent civilizations in the game. Please do, I look forward to learn how this works out. |
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