Civilization: The Expansion Project
https://dev.civproject.net/forum/

COMBINATION POLITICS, MONOTHEISM, FUNDAMENTALISM TOO STRONG
https://dev.civproject.net/forum/viewtopic.php?f=7&t=456
Page 1 of 2

Author:  Flo de Haan [ 2008-02-11 9:57:03 ]
Post subject:  COMBINATION POLITICS, MONOTHEISM, FUNDAMENTALISM TOO STRONG

IMPORTANT NOTICE:

We played a game of Civ with 7 players yesterday.

We have played this for the third time in 6 months with several different players at a time.

Let me speak for all players of our group , because this is not only my own opinion, but we concluded this as a group.

ImageImageImage


We came to the conclusion that the combination "politics", "monotheism" and "Fundamentalism" is TOO strong. This first two games we thought this was due to accident, or maybe a combination of bad luck and lack of experience with the 'new' cards.

But after the 3rd game we noticed the following.

- The card 'monotheism' has always been a good card, but could be reasonably easily defended against. Because the option for 24 purchases, each player has had enough option that (accidently) gave credit for religion cards, so either Monotheism or Theology could be bought when needed.

- With all 51 cards, it's sometimes that a player, say, goes for civics and this way has had bought (almost) no religion that give credits to 'monotheism' or 'theology'. One can say, "well you should be prepared for this", but the fun part of the expansion, is to be free to go for different strategies, and not to be forced to purchase specifiec cards.

- The card "politics" is a powerfull card that, in the game, almost result the same as montheism. It isn't cheap, but it isn't too powerfull either.

- Defending against 'Politics' isn't as easy though. "politics" itself isn't cheap, and the same goes for this card as stated above for credits for 'monotheism'. One should not be forced to invest in 'arts' to be prepared.

- 'Cultural Ascendancy' is a VERY difficult card to purchase. A full set of any one commodity-sort is not enough. So without enough credits, this cards cannot reasonably bought. Again, I should say, one should not be forced to invest in one specific group to be prepared.

- 'Fundamentalism' is an anoying card. Not as powerfull as the other two bove. But when you go for the combination "diaspora" and "Fundamentalism", this can be as powerfull.


- The main problem is:

As soon a player purchases any of these three cards, say for instance, "Fundamentalism", his neighbour, hurries to do the same, just to be defended. Offcourse, you do not HAVE to use it, but then why buy it in the first place?
In no time, all players get into this 'snowball-effect'.
If one player does not, he gets the victim of say, 5-6 times fundamentalisms each turn. He can defend only by doing the same or purchasing the even more expensive 'Philosophy'. But after two turns of destruction, this becomes more and more an illusion rahter than a sollution.

- All this is not so much for a problem, if it wouldn't be possible to cumulate this with 'politics' and 'monotheism'. As soon as the last player has finally got all his half sets together to be abled to purchase 'fundamentalism', the first player(s) purchase 'pol' and or 'mon'.

- This way we experienced several times, the game results in a run for these three cards rather than a free choice of strategy. If you decide NOT to compete in the run for 'fund' 'pol' and 'mon'-combo,
you get SACKED BIG TIME. No other choice.
You can even be destroyed totally. In not time, you have no power left to build enough cities to get trade cards to purchase any defense. Before you know it it's too late.
Ofcourse one can say 'it's all in the game', but playing for 12 hours, this is no fun to anyone. Besided that, Civilization was never ment for destruction of nations.




ImageImageImage






The sollution:
we discussed several options to make a sollution to this:

1. Change Politics, to take over only tokens. This way, the cities remain more easily, and a (badlucked) picked-on-player has a at least an option to defend against the row of special abilities.

2. Change Poltics, to take over only tokens when the victim holds a card like 'written record' or 'literacy'. This can still be realistic in the historic meaning of the card, and also a way to defend more easily without taking all the power off of politics.

3. Change Monotheism, to be abled to also take over cities of players holding 'monotheism'. This way, it may result in taking a player's city, then that player takes his city back. But this way, a weaker player stays untouched. All players still have the option to all pick on one player, and the eye-for-an-eye option should not allways occur. But the most important: it's not the only option left to all pick on one player.

4. Change Politics, to be abled to also take over cities of players holding 'politics'. This way, not only the same as above counts, but what differs it from monotheism: In the eye-for-an-eye option, it takes 5 treasury from both players.

5. Change Fundamentalism to be abled to also destroy areas of players holding fundamentalism. This way, agressive players destroy eachother without touched passive players. This is also more realistic.

For both 3., 4. and 5. counts: This way, players can pick on the player that is about to win. Only the better player can defend with 'cult.asc.' ,'philo' and/or 'theo'.



option 1 and 2 are more or less apart from option 3 4 and 5.

We believe both 3, 4 and 5 should be changed.
Option 1 and 2 are extra options.



All this should result in a game where all players can be totally free to pick any strategy without being forced to purchase specific cards.

Newer options:

6. Change the costs of cards.

7. maximum 3 special abilities per turn.

8. A player can be target by maximum one special ability per player per turn.

Author:  Jonno [ 2008-02-11 17:12:47 ]
Post subject: 

Well, If you don't have enough credits of the "correct" colour to buy a defence against these cards, you most likely have enough credits of some other colour to buy an just as aggressive card, and then you get a cold war defence.

Also note, while you are correct in that Fundamentalism is the mildest of the three advances mentioned, I have managed to win a game after being the victim of Fundamentalism for 3 turns (two of which was by all 3 of my neighbours). So they are not that bad. (game report)

As for your options:

1) This doesn't really mitigate the effects much. Any player would still lose just as many areas, and choosing tokens over cities just gives the holder of Politics an army to invade you with (I've found that using Politics or Monotheism to take tokens rather than cities is much better in the long run, given that you have enough tokens in stock to fully populate in your new territory).

2) See 1

3) This is actually worse, as it makes it much harder for the player everyone picks on to get safe (he has to buy Theology, merely Monotheism isn't enough).

4) See 3

5) See 4

Author:  Gerart de Haan [ 2008-02-11 20:40:30 ]
Post subject: 

Although I did not join the game last weekend, I acknowledge the troubles of the 'power three'. Unfortunately, it is quite difficult to define reasonable alternatives without messing up either the game, or the cards. My first thought was not to change the three cards themselves, but rather let there be (a little) cheaper protection. Of course, this will creat other troubles as well, but since I agree that they might be too powerful, or at least, too influential.

Another thing is that in my opinion the side effect of Monotheism is not too bad after all. In case of an Iconoclasm you reduce one more city, which (in many cases), you can get back by converting your neighbour's city. The side effects of Military, Advanced Military and Naval Warfare, can be much more devastating in my opinion.

Gerart

Author:  Flo de Haan [ 2008-02-11 20:45:58 ]
Post subject: 

Yes. That's another reason why people purchase monotheism rather than military two. But i guess not so much for an issue on this topic.

Only a reason why the cold-war option will occur less often.

Author:  Voxnovanion [ 2008-02-11 20:55:38 ]
Post subject: 

Well, being the victim of the monotheism + politics combo in my first game with Civ project rules yesterday, I have to agree that it's no fun being ganged up on.

We were playing a southeast-asia map and I was the Philippines, so it was also easy for many other players with either Monotheism or Politics or both to put a few tokens on an island next to me and steal a city with their special cards. With about 3 other players on average taking advantage of this each turn, and also having some unfortunate calamities (often losing cities to secondary effect of Cyclone), meant I never got enough cities to move into the early iron age. Even being beneficiary of a Civil war didn't help.
Needless to say, I had a really tough time getting enough trade cards together to buy a defense. I finally managed to get Cultural Ascendancy, but the game ended before I could purchase anything to defend against Monotheism. (Since Fundamentalism was bought by nobody, I don't really have any experience with it, so I won't mention it further).

Although the weakest player in Civ is usually ignored by most other players (with calamity secondaries for example, which are played against the front runners mostly), with mono and poli this effect doesn't happen. In fact it is often the weakest player who will be last to be able to purchase these cards, and so will be victimized the longest. If Flo's suggestion (option 3,4 and 5) is adopted, it once again becomes possible to stab at the strongest player (who could still defend himself by using mono/poli to get the area back that was taken from him, or go for complete immunity with theology or cultural ascendancy).
Sure, you could still gang up on a weak player, but that is always true, even without any special cards, and yet almost never happens in practice.

I think the variant with no immunities (option 3,4 and 5) should at least be tried once or twice to see how it works.

If you want a less drastic and more realistic fix, maybe try just 4 and 5 (after all, politics can easily work both ways in the form of an 'exchange' of territories, and there are loads of examples of conflicts with fundamentalists on both sides). Monotheism then remains unchanged.

Jacob

Author:  Flo de Haan [ 2008-02-12 13:47:48 ]
Post subject: 

I agree on playtesting the options anyway.

Author:  mcbeth [ 2008-02-12 14:27:45 ]
Post subject: 

If we pick one, we can drop it into Celtic Fury, which is getting momentum again finally. We should be announcing in the next week or so

Author:  Flo de Haan [ 2008-02-12 14:58:48 ]
Post subject: 

what?

Author:  mcbeth [ 2008-02-12 15:52:26 ]
Post subject: 

I run PBEM games of CivProject, and we are finally about to get off the ground with the next one.

Author:  Flo de Haan [ 2008-02-12 15:58:15 ]
Post subject: 

Sorry. What is PBEM?

Author:  Mirjam [ 2008-02-12 16:27:07 ]
Post subject: 

I think there are other (less drastic) options to change the agressive combo. I think that the purely defensive card theology shoul be a lot cheaper than monotheism (especially since you can ignore the aggravated iconoclasm by buying theocracy).
Almost the same goes for politics/Cult. asc., though not completely because the latter is also quite aggressive.

But in our game nobody bought provincial empire or trade routes. I was planning on experimenting with these (and I think Flo was too) but I never got around to it because I had to buy mono and pol.

In our game from januari I ignored the threat, because I wanted trade empire. It resulted in this horror-scenario: I (Africa) got civil war (just bad luck ofcourse), my beneficiary was egypt (!?), who posessed the dreaded mono and pol. So after getting half my land for free, he (and babylon who was also conveniently visiting) also converted/bought almost all the rest in the next turns. My trade empire resulted in 3 bronze during 3 consecutive turns (I had almost no cities, so no trading for me).

So this time I bought them myself on time (I got second place, even after regression). But if every game from now on will have the same flow, I don't know if I still like it. It wasn't fun to see someone being chopped to pieces (especially since I know what it felt like). I always liked this game because if you are small, you'll always bounce back (a bit) through civil war. But from these attacks there is NO recovery, and every game will be the same: everybody is afraid of them, so someone will buy them first (offense is the best defense...). So then there is not much point in having 51 advances.

Author:  mcbeth [ 2008-02-12 17:03:58 ]
Post subject: 

Play By E-Mail

Author:  Jonno [ 2008-02-12 18:34:44 ]
Post subject: 

OK, let me first explain the current "idea" behind the cards, so you can see the "big picture" stuff.

Each "Special Abilities Phase" card targeting another player (Fundamentalism, Monotheism, Politics, Provincial Empire and Trade Empire) is countered by both the same card as well as one other card (Philosophy, Theology, Cultural Ascendancy, Public Works and Wonder of the World, respectively). The card granting the ability generally have negative effects on calamities (especially Fundamentalism, the cheapest), while the other protective card generally is more expensive, but has no negative effects (the exception being the extra support required by Cultural Ascendancy), and some benefits beside countering the special ability card in question (especially the protection from attacks provided by Cultural Ascendancy).

The related, but different, cards Diplomacy and Cultural Ascendancy, which denies other players to do bad stuff normally allowed, rather than allowing you to do bad stuff normally disallowed, works the other way around. Diplomacy and Cultural Ascendancy doesn't have much negative effects, but are countered by both the same card as well as one other card (Military and Advanced Military, respectively) that is cheaper but has negative calamity effects.

While certainly an option, you have lot of convincing to to to get me to change this basic symmetry.

However, adding a partial protection from cheaper cards is an option, if someone could come up with a suggestion of what "partial" means in each instance, and which card should provide the protection.


Now on to specific comments:

Gerart:
The negative effects of the cards is supposed to be lesser than the benefits gained, or why else would you even consider paying to get them. Imho, that isn't true for Fundamentalism (unless you never get 9 cities that is), but then it is the cheapest one.

Flo:
I didn't think of Military when I introduced the cold-war analogy (though it is an interesting prospective to move last and say "I won't attack you, if you don't use your special ability on me"). Instead I thought of the other 4 special ability phase cards. There are special ability phase cards of 4 out of 5 colours. As I've yet to see a single colour purchasing strategy that works, I don't think the missing Science is a problem.

Voxnovanion:
Welcome to CivProject. I love new faces.
(I know I've already answered your other post, but this being your first is the one getting the welcome).

I understand being ganged up on in your fist game is no fun, but from experience I know that with experience you'll usually survive it, and sometimes even win despite it (of course, in those instances you usually got ganged up on because you was the leader to begin with, but even otherwise it is possible).

As for the last player having trouble keeping up, that is usually true, but usually don't hold the entire game. A Civil War usually cures it, and if it didn't this game, I'm fairly sure it was a fluke (those does happen sometimes). Last time I found myself that small, I ignored all special abilities protection, and bought first Rethoric and then Coinage instead. As I always managed to keep at least 3 cities, I got 3 cards from stack 3 almost every turn (sometimes I could only afford to purchase one, giving me only two). After initiating a standing ofer to trade any card other than a level 3 card for any level 3 card, no one wanted to take or destroy my cities any longer (ofcourse, sometimes I got a card more than one player wanted, in which case they had to outbid each other, but I never refused to sell any card, even a level 8 or 9, for a single level 3 card). I ended up getting a full 3-series every turn, and managed to catch up to everyone else. In fact I won that game, but that had other reasons as well...

Mirjam:
I'm not to keen on making the alternative protective card any cheaper, but I do agree that less drastic changes should be possible.
As for your anecdote, it is interesting, but in my opinion it only shows that Trade Empire and Provincial Empire is less powerful than Monotheism and Politics. Perhaps just increasing the cost of Monotheism and Politics by 10 and reducing the cost of Trade Empire and Provincial Empire by 10 would balance that out.


Then over to a brand new suggestion:
I'm thinking that one could limit that no one player could use more than one of the special ability cards to target any one player. That way, no player would lose more areas / trade cards than he has neighbours. Not that very drastic, but might be just the little extra needed to avoid complete destruction of a civilization.

Author:  Mirjam [ 2008-02-14 10:40:00 ]
Post subject: 

I think that raising the cost by 10 won't be enough. In these two games, people scraped all their money to buy these early in the game.

her's another (two) ideas:
Level 3 cards only become available after
a) an X number of turns and/or
b) the player has bought a Y number of level 2 cards.

Monotheism and politics were (probably) never designed to be bought early in the game, so their effect was never thought to be so devastating.
In this case, I think they were bought somewhere in the late bronze.

Mirjam

Author:  Flo de Haan [ 2008-02-14 12:59:59 ]
Post subject: 

I don't think a major change like a change in the trade system is necessary to solve the problem.

All expensive cards aren't for buying in the early game. It isn't even smart to do so. What good is mining, for example, with little number of cities?

Page 1 of 2 All times are UTC
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/