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One less city to be reduced ???
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hold on.
we are writing in between eachothers posts. first I have to read the previous.

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Flo de Haan wrote:
hold on.
we are writing in between eachothers posts. first I have to read the previous.


correct. we do too much editing instead of answering.
I will be off for one hour...


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Please let's check for everything in the rules when you propose a change. Just like I do.

When we change the numbering it's dangerous to look over this. You gotta check the full rulebook on any mention for this number before you change a thing.

Now when we were replying too quick, I haven't had time to check for all.
Also I haven't had the time to mark some words red as changed.

Also when we talk about 'destroying' instead of 'removing' ship. this might be a change to the card as well. But this time 'Calendar' already speaks about 'destroying' ships.


This is my last proposal:
I actually took over your prosposal and changed a bit.

main thing is: You may reduced the number of cities te be reduced rom the exposed cities only. This is what I changed.

Another thing is, when you have trade empire, and no calendar or masonry, Should you reduce 4 cities if possible? or is there a maximum of three? I think four cities if possible. I marked this with blue.

ot the difference in cities affted by Cyclone and cities exposed to Cylone.

Quote:
- You separated the first two lines and I reunited them again. (29.6.1.1 and 29.6.1.2) This is because in this line you only pick the area and I believe that's one action.

- You spoke about 'Cyclone' one time and 'The Cyclone' the other time, so I changed that to 'Cyclone' in all cases.

- I removed the word 'keep' and changed it into my previous option.

- I divided the line of reducing cities and removing ships in two lines.


Quote:
29.6.1 Cyclone (major, non-tradable)
29.6.1.1 A Cyclone will occur in an open sea area and all ships and cities in adjacent coastal areas are exposed to Cylone.
The open sea area that will expose the most of the primary victim’s coastal cities must be chosen. The primary victim breaks any ties.
If the primary victim has no cities exposed to Cyclone, this calamity has no effect.
29.6.1.2 The primary victim must select three of his cities exposed to Cyclone to be affected. If he has less than three cities exposed all of his exposed cities are affected.
29.6.1.3 All other players must select two of their cities exposed to Cyclone to be affected.

If they have less than two cities exposed all of their exposed cities are affected.
29.6.1.4 All affected cities are reduced.
29.6.1.5 All ships exposed to Cyclone are destoyed and returned to stock.
29.6.1.6 Any player holding Masonry (30.24) may reduce one less affected city.
29.6.1.7 Any player holding Calendar (30.7) may reduce two less affected cities and may remove two less affected ships.
29.6.1.8 Any player holding Trade Empire (30.47) must select and reduce one additional exposed and/or affected city with a maximum of four cities.


Quote:
30.7 Calendar (Science – 180)
30.7.1 Provides 10 Science credits and 5 Civic credits. Provides 20 extra credits to Public Works.
30.7.2 Five less unit points are lost by a secondary victim of Famine (29.3.1.3).
30.7.3 Two less cities affected by Cyclone are reduced (29.6.1.4), and two less ships affected by Cyclone are destroyed (29.6.1.5).


Quote:
30.24 Masonry (Craft – 60)
30.24.1 Provides 10 Craft credits and 5 Science credits. Provides 10 extra credits to Engineering.
30.24.2 One less city affected by Cyclone is reduced (29.6.1.4).


Quote:
30.47 Trade Empire (Craft – 260)
30.47.1 Provides 10 Craft credits and 5 Civic credits.
30.47.2 One additional city exposed to Cyclone is reduced (29.6.1.6).
30.47.3 Five additional unit points are destroyed due to Epidemic (29.6.2.4).
30.47.4 During the Special Abilities Phase (25.7), a holder may ask, in turn, up to three players not holding Trade Empire or Wonder of the World for a single named commodity card. If the player asked holds that card, the holder collects it and may not ask anyone else for it this turn.



I only doubt about the fact that it's not clear enough that:
if you have three cities and you hold masonry and trade empire you reduce one less affected city through masonry and then for trade empire you should reduce that one less city from masonry.
you cannot say: 'i have no more cities left to reduce'

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I was discussing this section with my cousin Gerart last week.

he proposed to turn things around for this calamity. That is how to put it in the rules.

1. you select the cyclone area
2. all players select the affected cities and ships (by flipping them upside down) 3 for the primary, 2 for all other players and all ships.
3. all adjustments are made by the cards players hold (flip / unflip)
4. all flipped cities and ships are destroyed.

Actually this is different from other calamities, but it's much clearer.

Quote:
29.6.1 Cyclone (major, non-tradable)
29.6.1.1 A Cyclone will occur in an open sea area and all ships and cities in adjacent coastal areas are exposed to Cylone.
The open sea area that will expose the most of the primary victim’s coastal cities must be chosen. The primary victim breaks any ties.
If the primary victim has no cities exposed to Cyclone, this calamity has no effect.

29.6.1.2 The primary victim must select three of his cities exposed to Cyclone by flipping the cities upside down. If he has less than three cities exposed all of his exposed cities are selected.
29.6.1.3 All other players must select two of their cities exposed to Cyclone by flipping the cities upside down. If they have less than two cities exposed all of their exposed cities are seleted.
29.6.1.4 All players must select all of their ships exposed to Cyclone.

29.6.1.5 Any player holding Masonry (30.24) may unselect up to one of his selected cities.
29.6.1.6 Any player holding Calendar (30.7) may unselect up to two of his selected cities and may unselect up to two of his selected ships.
29.6.1.7 Any player holding Trade Empire (30.47) must select one additional city of his exposed cities.

29.6.1.8 All selected cities are reduced.
29.6.1.9 All selected ships are destroyed.



Quote:
30.7 Calendar (Science – 180)
30.7.1 Provides 10 Science credits and 5 Civic credits. Provides 20 extra credits to Public Works.
30.7.2 Five less unit points are lost by a secondary victim of Famine (29.3.1.3).
30.7.3 Two less cities exposed to Cyclone are reduced (29.6.1.4), and two less ships exposed to Cyclone are destroyed (29.6.1.5).


Quote:
30.24 Masonry (Craft – 60)
30.24.1 Provides 10 Craft credits and 5 Science credits. Provides 10 extra credits to Engineering.
30.24.2 One less city exposed to Cyclone is reduced (29.6.1.4).


Quote:
30.47 Trade Empire (Craft – 260)
30.47.1 Provides 10 Craft credits and 5 Civic credits.
30.47.2 One additional city exposed to Cyclone is reduced (29.6.1.6).
30.47.3 Five additional unit points are destroyed due to Epidemic (29.6.2.4).
30.47.4 During the Special Abilities Phase (25.7), a holder may ask, in turn, up to three players not holding Trade Empire or Wonder of the World for a single named commodity card. If the player asked holds that card, the holder collects it and may not ask anyone else for it this turn.

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I think it unnecessary complicated.
Especially I am not happy with this flipping (as we are playing with cubes).
It should be easy for everyone to count to three and reduce three cities.

At least it should be more simple for all ships, like:
All ships at this Open Sea Area are destroyed and returned to stock.
and
Any player holding Calendar (30.7) may choose 2 ships to stay on the map,
instead of destroying it.


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Post 
MerlokDD wrote:
I think it unnecessary complicated.
Especially I am not happy with this flipping (as we are playing with cubes).
It should be easy for everyone to count to three and reduce three cities.

At least it should be more simple for all ships, like:
All ships at this Open Sea Area are destroyed and returned to stock.
and
Any player holding Calendar (30.7) may choose 2 ships to stay on the map,
instead of destroying it.


Ok, but because you are using cubes instead of tokens, that can not be the reason for an official rule not to speak about tokens and flipping.

Still I'd like to avoid speaking about what you keep, so my previous attempt comes closer to your opinion, thuogh I'm not satisfied with the blue part.

In fact my last attempt isn't that complex, apart from the flipping thing. you might leave that off, and it comes close the original in lenght.

It's even shorter at some parts.

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Flo de Haan wrote:
Ok, but because you are using cubes instead of tokens, that can not be the reason for an official rule not to speak about tokens and flipping.


Hehe, i know :P


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Quote:
...destroyed and returned to stock.


I don't know for sure, I will check it, but I think somewhere in the rulebook should be a mention of what 'destroyed' means. Then it wouldn't have to be repeated here.

Maybe there should be a list of what is what.

Something like:

Taxation - from stock to treasury
Expansion - from stock to board
Ship building - from board to stock or from treasury to stock
Ship maintanaince - from board to stock or from treasury to stock
Destroyed - from board to stock
Reduced - city replace by tokens from stock
Annex - from stock to board

i could even draw a picture for that. Many rulebooks of recent games I own include lists or drawings like that.

maybe 'elimination' should be replaced by 'destroyal'

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OK:

This is clear:

Quote:
29.6.1 Cyclone (major, non-tradable)
29.6.1.1 A Cyclone will occur in an open sea area and all ships and cities in adjacent coastal areas are exposed to Cylone.
The open sea area that will expose the most of the primary victim’s coastal cities must be chosen. The primary victim breaks any ties.
If the primary victim has no cities exposed to Cyclone, this calamity has no effect.


And this is clear:

Quote:
29.6.1.4 All affected cities are reduced.
29.6.1.5 All affted ships are destoyed.


And this is clear:

Quote:
29.6.1.6 Any player holding Masonry (30.24) may reduce one less affected city / may keep one affected city
29.6.1.7 Any player holding Calendar (30.7) may reduce two less affected cities and may remove two less affected ships / may keep two affected cities and two affted ships
29.6.1.8 Any player holding Trade Empire (30.47) must select and reduce one additional of his affected cities.


Only thing to do is, to formulate a scentence that selcts the affected cities.

But, when you read and execute it in this order, you first have to destroy cities, and then you have to undestroy them, because later on you see you have defense.

This is a general way of stating how to resolve a calamity. For example this is what Superstion says:

Quote:
29.3.2 Superstition (major, tradable)
29.3.2.1 Three cities belonging to the victim are reduced. The victim chooses which cities.
29.3.2.2 If the victims holds Mysticism (30.34), Deism (30.12), or Enlightenment (30.19) one less city is reduced for each of these advances held.
29.3.2.3 If the victim holds Universal Doctrine (30.49) one additional city is reduced.


I agree with Gerart that, to make things more clear for any new player, we'd rather change the order of what thing to do.

I'd suggest to change in the rulebook for all calamities:
(and let's take superstion as example)

Quote:
29.3.2 Superstition (major, tradable)
29.3.2.1 The primary victim select three of his cities.
29.3.2.2. If the victims holds Mysticism (30.34), Deism (30.12), or Enlightenment (30.19) one less city is selected for each of these advances held.
29.3.2.3 If the victim holds Universal Doctrine (30.49) one additional city is selected by the victim.
29.3.2.4 All selected cities are reduced.


Just like the rulebooks says about 'inverting' tokens when putting them into treasury, this could be included in the intro for calamity resolution.

Something like:

Quote:
29.1.1 The effects of the various calamities are set out below. The calamities are listed in the order of their trade stacks, with the non-tradable calamity first, followed by the tradable major calamity, followed by the minor calamity belonging to that trade stack. There are no calamities in the first trade card stack. These effects are summarized on the calamity quick charts.
29.1.2 Selecting cities, ships or tokens is done by flipping the playing pieces upside down to show the white side face up. For each calamity resolved all remaining selected playing pieces are flipped back.

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Last edited by Flo de Haan on 2008-11-27 11:33:49, edited 1 time in total.

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Post 
Flo de Haan wrote:
But, when you read and execute it in this order, you first have to destroy cities, and then you have to undestroy them, because later on you see you have defense.


Then how about a new order:

1. Deciding the exposure area

2. Deciding of how many of the exposed are affected
(including the advance cards bonus)

3. Choosing of which exposed cities are affected

4. Destroying/reducing of ships/cities


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Post 
MerlokDD wrote:
Flo de Haan wrote:
But, when you read and execute it in this order, you first have to destroy cities, and then you have to undestroy them, because later on you see you have defense.


Then how about a new order:

1. Deciding the exposure area

2. Deciding of how many of the exposed are affected
(including the advance cards bonus)

3. Choosing of which exposed cities are affected

4. Destroying/reducing of ships/cities


This is exactly what I mean. Apart from the right wording. I'm talking about theorder of doing things only right now.

When we decide to do this, this should be done for all calamities. then 'selecting' becomes a normal way of resolving.

Just like resolving civil war or slave revolt. (at least that's how we do it)

I'll create a new topic for thispurpose only.


In fact this means for all calamties:

1. selecting the affected tokens, ships, cities.
2. increase or decrease selection by cards held
3. execute what should be done with the selection


Let's continue this part of the discussion here:

http://www.civproject.net/forum/viewtopic.php?p=3853#3853

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user Velusion stepped into this discussion at the above link.

The result of that discussion is to not change te order of stating things in the rulebook.

So now we can work on the right words for describing this specific calamity.

Our last point was the following:
Quote:

Quote:
29.6.1 Cyclone (major, non-tradable)
29.6.1.1 A Cyclone will occur in an open sea area and all ships and cities in adjacent coastal areas are exposed to Cylone.
The open sea area that will expose the most of the primary victim’s coastal cities must be chosen. The primary victim breaks any ties.
If the primary victim has no cities exposed to Cyclone, this calamity has no effect.
29.6.1.2 The primary victim must select three of his cities exposed to Cyclone to be affected. If he has less than three cities exposed all of his exposed cities are affected.
29.6.1.3 All other players must select two of their cities exposed to Cyclone to be affected.

If they have less than two cities exposed all of their exposed cities are affected.
29.6.1.4 All affected cities are reduced.
29.6.1.5 All ships exposed to Cyclone are destoyed and returned to stock.
29.6.1.6 Any player holding Masonry (30.24) may reduce one less affected city.
29.6.1.7 Any player holding Calendar (30.7) may reduce two less affected cities and may remove two less affected ships.
29.6.1.8 Any player holding Trade Empire (30.47) must select and reduce one additional exposed and/or affected city with a maximum of four cities.


Quote:
30.7 Calendar (Science – 180)
30.7.1 Provides 10 Science credits and 5 Civic credits. Provides 20 extra credits to Public Works.
30.7.2 Five less unit points are lost by a secondary victim of Famine (29.3.1.3).
30.7.3 Two less cities affected by Cyclone are reduced (29.6.1.4), and two less ships affected by Cyclone are destroyed (29.6.1.5).


Quote:
30.24 Masonry (Craft – 60)
30.24.1 Provides 10 Craft credits and 5 Science credits. Provides 10 extra credits to Engineering.
30.24.2 One less city affected by Cyclone is reduced (29.6.1.4).


Quote:
30.47 Trade Empire (Craft – 260)
30.47.1 Provides 10 Craft credits and 5 Civic credits.
30.47.2 One additional city exposed to Cyclone is reduced (29.6.1.6).
30.47.3 Five additional unit points are destroyed due to Epidemic (29.6.2.4).
30.47.4 During the Special Abilities Phase (25.7), a holder may ask, in turn, up to three players not holding Trade Empire or Wonder of the World for a single named commodity card. If the player asked holds that card, the holder collects it and may not ask anyone else for it this turn.


I only doubt about the fact that it's not clear enough that:
if you have three cities and you hold masonry and trade empire you reduce one less affected city through masonry and then for trade empire you should reduce that one less city from masonry.
you cannot say: 'i have no more cities left to reduce'


I was doubting about the blue parts and MerlokDD was about to mention 'players may keep an amount of cities'.

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reading and reading again I come to this:

I did not mention 'players may keep/hold one city' but still held on to 'reduce one less' (sorry Merlok :wink: )

actually the structure is clear.

1 Will a cyclone occur and at what area.
2 the primary victim select his affected cities
3 all secondary victim select their affected cities
4 all ships are affected
5 all affected cities are reduced and all afftected ships are destroyed.
6-7-8-9 adjustments are made by cards held.



Quote:
29.6.1 Cyclone (major, non-tradable)
29.6.1.1 A Cyclone will occur in an open sea area and all ships and cities in adjacent areas are exposed to Cylone.
The open sea area that will expose the most of the primary victim’s coastal cities must be chosen. The primary victim breaks any ties. If the primary victim has no cities exposed to Cyclone, this calamity has no effect.
29.6.1.2 The primary victim must select three of his cities exposed to Cyclone to be affected. If he has less than three cities exposed all of his exposed cities are affected.
29.6.1.3 All other players must select two of their cities exposed to Cyclone to be affected. If they have less than two cities exposed all of their exposed cities are affected.
29.6.1.4 All players must also select all of their ships exposed to Cyclone to be affected.
29.6.1.5 All affected cities are reduced and all affected ships are destroyed.
29.6.1.6 Any player holding Masonry (30.24) may reduce one less affected city.
29.6.1.7 Any player holding Calendar (30.7) may reduce two less affected cities and may remove two less affected ships.
29.6.1.8 Any player holding Trade Empire (30.47) must reduce one addtional of his cities exposed to Cyclone.
29.6.1.9 The effects of Masonry, Calendar and Trade Empire are cumulative.


Quote:
30.7 Calendar (Science – 180)
30.7.1 Provides 10 Science credits and 5 Civic credits. Provides 20 extra credits to Public Works.
30.7.2 Five less unit points are lost by a secondary victim of Famine (29.3.1.3).
30.7.3 Two less cities affected by Cyclone are reduced (29.6.1.4), and two less ships affected by Cyclone are destroyed (29.6.1.5).


Quote:
30.24 Masonry (Craft – 60)
30.24.1 Provides 10 Craft credits and 5 Science credits. Provides 10 extra credits to Engineering.
30.24.2 One less city affected by Cyclone is reduced (29.6.1.5).


Quote:
30.47 Trade Empire (Craft – 260)
30.47.1 Provides 10 Craft credits and 5 Civic credits.
30.47.2 One additional city exposed to Cyclone is reduced (29.6.1.5).
30.47.3 Five additional unit points are destroyed due to Epidemic (29.6.2.4).
30.47.4 During the Special Abilities Phase (25.7), a holder may ask, in turn, up to three players not holding Trade Empire or Wonder of the World for a single named commodity card. If the player asked holds that card, the holder collects it and may not ask anyone else for it this turn.


Note:
In fact only affected cities are reduced.
Trade empire is the difference: It reduces one additional city that may not have been affected in the first place. But once you hold both Trade Empire and one or both of Masonry and Calandar it becomes cumulative.

example 1 :
You have four cities exposed.

you select three and reduce them.

Once you hold Masonry/Calendar and Trade Empire, you reduce three minus one plus one stays three.

Once you hold Masonry & Calendar & Trade Empire, you reduce three minus two plus one = two.

Once you hold Trade Empire only you have to reduce that fourth city as well.


example 2:
You have two cities exposed.

you select two and reduce them.

Once you hold Masonry/Calendar and Trade Empire, you reduce two minus one plus one stays two.

Once you hold Masonry & Calendar & Trade Empire, you reduce two minus two plus one = one.

Once you hold Trade Empire only you have to reduce two plus one EXPOSED city is three cities. Since you only have two cities EXPOSED, you have to remove two.
(and that's why the mention of 'exposed' is important, otherwise it would mean you have to remove any one of you cities from the board)


Whenever you speak about 'you may keep one city' for Masonry or Calendar, it's in conflict with Trade Empire, where you have to remove one additional city.

Actually it is Trade Empire that destroys one city regardless of whether is protected by Calendar or Masonry. (You cannot claim 'I may keep one city cause I have Masonry') That's what player might say if you speak about what Merlok proposed:
Quote:
29.6.1.6 Any player holding Masonry (30.24) may keep one of the affected cities, instead of reducing it.

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Post 
I think the wording of your last post makes sense and I approve of the wording changes.


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