Civilization: The Expansion Project

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More calamities with more commodities?
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Ok so far this is what ive come up with using some of ya'lls ideas...
Let me know what you think... this is 8 new minor calamities!

http://67.66.187.69/acep/calamitiestest.htm


I like them. Nice variety.


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Velusion wrote:
Ok so far this is what ive come up with using some of ya'lls ideas...
Let me know what you think... this is 8 new minor calamities!

http://67.66.187.69/acep/calamitiestest.htm


Nicely done. Of course, you'll have to scrounge up some additional pictures eventually. I hadn't thought of putting an upper limit on Squandered Wealth, but it certainly makes sense to do so, keeping the effects minor.

-Andrew
I'm not sure we're civilized yet.

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crerar wrote:
Velusion wrote:
Ok so far this is what ive come up with using some of ya'lls ideas...
Let me know what you think... this is 8 new minor calamities!

http://67.66.187.69/acep/calamitiestest.htm


Nicely done. Of course, you'll have to scrounge up some additional pictures eventually. I hadn't thought of putting an upper limit on Squandered Wealth, but it certainly makes sense to do so, keeping the effects minor.

-Andrew
I'm not sure we're civilized yet.


I already have a few pictures, you should see them soon hopefully.
Yea the reason I put a limit on Squandered Wealth is that all of the other minor calamities take around 7-14 unit points/treasury tokens.


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Pretty good.... a couple of points

Squandered Wealth: 14 points seems a bit high for a 2nd level calamity, I'd probably drop it to 8 or 10

Rough Seas: All ships is pretty harsh, I'd make it 2.

Banditry: Since it's tradable... how about rather than having the victim discard a trade card, the victim gives a trade card to the person that traded him the calamity? (or a random trade card if you want it even more painful)


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DLuciano wrote:
Pretty good.... a couple of points

Squandered Wealth: 14 points seems a bit high for a 2nd level calamity, I'd probably drop it to 8 or 10

Rough Seas: All ships is pretty harsh, I'd make it 2.

Banditry: Since it's tradable... how about rather than having the victim discard a trade card, the victim gives a trade card to the person that traded him the calamity? (or a random trade card if you want it even more painful)



Good ideas. I won't make Banditry random... that would be pretty nasty for a minor card. I will lower down wealth to 10. The reason I will problaby leave rough seas to all ships is that many empires wouldn't be effected at all, only very rarely would one person have all four ships out. Ships are only 2 tokens to replace in most cases. Also I need it to be a good balance to mutinay which effects 2 ships.


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Rough Seas?

Sounds like an '80's band ;)

How about a name from antiquity?

Tempest.


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Aristophanes wrote:
Rough Seas?

Sounds like an '80's band ;)

How about a name from antiquity?

Tempest.


Ahhh.. I like that better! I'll change it!


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I just registered for this purpouse. With the amount of map expansions that you've created, along with contemplating more, are there going to be enough trade cards and calamities to go around, or will more be needed?

I've thought of a calamity that you might want to include in future trade card sets.

Greed- You must immediatly move 10 tokens from your stock to your treasury. If you don't have 10 in your stock, you must fill the remainder from the board, victum's choice. After this, the entire treasury cannot be used to purchase civilization advances this turn. If recived the same turn as Squandered Wealth, one is randomly chosen to take place.

This has the indirect effect of hurting the person the next turn, since the tokens in their treasury can't be spent as population tokens until they return to stock, and even on the last turn, the effect of points is minimul.

Spy In The Midst- The player that traded this calamity to you may pick an area in your territory with population tokens. Those population tokens become that of the player that picked it, and may be used to expand the next turn. Check for City Support afterwards.

This one is similar to Trechery, except that it isn't a city that is chosen, and can be expanded out of. This would also hurt someone that was running close to their city support limit, and would almost definatly require them taking it back as soon as possible. It would probably act almost as a player controled Barbarian Hordes, one of the few ways that Crete could be affected with it.

Just a few ideas.


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On second thought, Spy In The Midst is too much like Trechery and Barbarian Hords for my liking. How about Espianage instead? It'd work like this.

Espianage- Non Tradable. The player lowest on the AST immediatly recieves, for free, the lowest valued non shared advance that the victum holds. If the victum has no unique advances, this card has no effect.

Alternatly, if it were tradable, the person that traded the card would recieve the advance.

This could be quite significant, especially if the lowest player has been collecting low level advances for awhile. Also, it could boost the player up some, so that they wouldn't be quite so far behind, and even may get them out of last place.

Of course, early on, the effects are less, since fewer advances have been bought. Considering that, if it's non tradable, it should be places somewhere between 2-4, so that there's time to accumulate at least one or two advances.

The only drawback that I see is that if every player plays around this calamity, everyone will always have the same advance cards, however I doubt that's likely.

One more thing I was thinking. If the problem of working out which calamities should be altered by civ advances, and how, comes up so often, why not only have those that have been added affect calamities?


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Espianage- Non Tradable. The player lowest on the AST immediatly recieves, for free, the lowest valued non shared advance that the victum holds. If the victum has no unique advances, this card has no effect.


I really like this idea. It could really help the person in last place catch up. Althought AST might not be the best way to choose last place.

How about
The CIV with the lowest total Advacnemnt points, gains the lowest value non shared advace from the CIV with the Higest Total advancement points.

If Victum holds Library, lowest playet gets two advances.


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Keep them coming... If I ever need another set we will include some of these probably...


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Drought (Non-Tradable)

All units on flood plains of affected civ are lost due to dry river beds. If the player has no units on riverbeds, a coastal city is reduced. If there are no coastal cities, two inland cities are reduced. Secondary victums on the same flood plane or immedate boarder if not affecting a flood plain reduce 1 city. If no cities are ajacent, all units are lost.

Engineering and Aquaduct reduces the amount of tokens lost by 5 each. Effects stack.

This could be particularly nasty for someone that has it combined with Famine as well.

Wild Animals

One location in victum's territory (chosen by player with most units in stock) looses all units in that area, and all surrounding areas. Cities are immune to being chosen as primary target, and have no effect if a secondary target.

Metal Working and Military reduce unites lost by 5 each. Check for support.

Granted, if the wrong spot is picked, this may have no effect at all.

Surplus

The first set of trade cards traded in by victum this turn is worth one less than the actual value of the set. Other sets are treated normally.

Mining causes the first set of trade cards to be worth two less than the actual value.

Basically, the market is already so flooded with the resource, any more will just make it go down further in value. Someone could always hang on to their cards, but after a certain point, they'd be forced to discard some of them.


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How about something along the lines of "Good Idea"

(okay so the name is crap, please someone think of a better name)

Anyway, its a tradeable disaster similar to treachery, except that instead of a city the player aquires a copy of a civilization advance that the other player has and you don't choosen by the victim. (or randomly) If the play fails to trade it away then they aren't allowed to purchase any advances that turn (but how likely is that?)


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Maybe you could call your "Good idea" simply "Cultural Diffusion", which is the terminus technicus for knowledge spreading?


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crerar wrote:
Why not both Ruined Goods and Minor Uprising, plus a couple more to round out the set? You've already added new calamities for 7-9. With those two and three more, you've got all you need. I think it is more fun to have different calamities in each set of trade cards.

Maybe there could be one in each type of commodty cards with text "SPOILED" on top of commodity card. This card could not be used in sets but could be used in trade.
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Now, if I could just think of some additional calamities...

Oh, one minor point--it would help if Ruined Goods only appeared with trade goods that practically could be ruined. There's not much you can do to Iron, for example, but Fish is another matter!

Iron could rust of course, and other valuable materials could turn up to be fakes, as they would seldom go bad.


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