| Civilization: The Expansion Project https://dev.civproject.net/forum/ |
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| Playtesting and Adopted Advancement Changes https://dev.civproject.net/forum/viewtopic.php?f=7&t=515 |
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| Author: | FortyTwo42 [ 2008-11-06 18:49:13 ] |
| Post subject: | Playtesting and Adopted Advancement Changes |
Ok, I like Flo's method better. Post advancement changes here, with a basic description of why the rules were changed. Use green to indicate pros and cons of the rule change. Use bold to indicate how many times it's been playtested, and how it has been adopted. Then indicate the advancement changes with: Advance Name (price) (new price) Red to indicate an additional effect. dark red to indicate a removed effect. Finally, after the changes you make to the text of the card (or the text of the quicksheet), indicate the rules change in Olive Card effects should be printed in turn order: -taxes -movement -conflict -citybuilding -acquiring trade cards -calamities -Special abilities -aquiring civilization cards -Return Excess Trade Cards -Alter AST When a calamity effect is changed, indicate it like so: CALAMITY: effect When another advancement is referenced, please use italics. See Flo's posts for examples. Please keep things updated with edits instead of new posts, so that this thread doesn't get exceptionally long. I want this to be more of a reference point than a discussion about changes. If anyone knows the tag for a strikethrough, let me know. Also, if this thread can be made sticky, that would be nice. |
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| Author: | Flo de Haan [ 2008-11-06 19:21:10 ] |
| Post subject: | |
Hi Chris! Good thing! I couldn't find a srtikeout either when I tried to post a clear list myself. I created post like this before, but I put in in the general tab to suggest for official rule changes after playtests. http://www.civproject.net/forum/viewtopic.php?t=495 I'll also provide you with printable playtest cards on which the changes are made clear. I use these to play myself. |
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| Author: | Velusion [ 2008-12-01 0:24:27 ] |
| Post subject: | |
Flo de Haan wrote: WONDER OF THE WORLD - MONUMENT - WRITTEN RECORD Until Jonno chimes in lets assume the changes to cards outlined are now official. |
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| Author: | Velusion [ 2008-12-01 0:29:46 ] |
| Post subject: | |
Flo de Haan wrote: DIASPORA: Agreed to the change. Consider it official. |
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| Author: | Velusion [ 2008-12-01 0:30:58 ] |
| Post subject: | |
Flo de Haan wrote: POLITICS: Reason: It wasn't always clear what the rules say about annexing a city by Politics. All we did is claerify the rules in this. Agreed and officially approved. |
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| Author: | Velusion [ 2008-12-01 2:27:29 ] |
| Post subject: | |
Flo de Haan wrote: URBANISM - ENGINEERING 1. we experienced that eventhough a player would like to choose the Civics-path/strategy, it still was not attractive. All card are expensive and have many downsides. So we were looking for a way to make the civic-branch a little more attractive. One step is to enable player to build up red credits. Urbansim was a card most people do not even want if they would get it for free because of its Volcanic Eruption and Earthquake drawback. We decided to leave that off to make this card be one of the first step in a civic-strategy. Along with that, the attribute on Engineering is removed. 2. We also decided to change/clearify that the attribute on Urbanism should be allowed only once per turn like Architecture. 3. And it wasn't clear on the card that only areas adjacent by land can be used for Urbanism. This has been playtested once and it changed from an impopular card into a more popular card. It now has been used several times during the game. We agreed on this to be good change without making the card being too powerful. Approved, though I'm a little less enthusiastic about this change as some of the others as I always thought Urbanism was a reasonably good card. IMHO wilderness cities have typically been underrated in value. Still I can't deny that it has typcially not been very popular unless you just really need it (like the celts). |
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| Author: | Velusion [ 2008-12-01 2:29:47 ] |
| Post subject: | |
Flo de Haan wrote: TRADE ROUTES 1. We found the ability on Trade Routes pretty useless. Exchanging cards for treasury tokens at the Return Excess Trade Cards Phase seems nice at first glance, but it'll probably be 1's or 2's you're exchanging. 180 points is very expensive for an ability like that. In addition, if you can hold one extra card, you'd rather hold that extra card instead of exchanging it for treasury. 2. Besides, you need treasury at the moment you are buying either Advances, Trade cards or for the use of special abilities and these moments have passed at that point. We thought if you'd be abled to exchange your cards as special ability, you can both use it for other special abilities like Univeral Doctrine or Politics and use it for voiding the shortage you might have on buying that one Advance you're trying to purchase. 3. We found it nescesary to state you can only exchange for exact twice the face value and not up to twice the face value. I think this is a good change. Approved for entry into the rulebook! |
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