Civilization: The Expansion Project

A strategy game inspired by Advanced Civilization™


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3 new card ideas
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Emissary: Civic 120, allows you to alert one player of a calamity traded to another player once per turn.
Espionage: Art 80, allows you to see the trade cards of one player once per turn.
Secret Society: Civic 180, allows you to undo one move of one player. If they are moving by ship, only the last move can be undone.


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alloowishus wrote:
Emissary: Civic 120, allows you to alert one player of a calamity traded to another player once per turn.
Espionage: Art 80, allows you to see the trade cards of one player once per turn.
Secret Society: Civic 180, allows you to undo one move of one player. If they are moving by ship, only the last move can be undone.


Hello. As you probably know by reading the Sticky, the odds are low for adding additional Advances to the "Official" expansion. However, we have been given all we need to make our own custom cards for our own personal games providing we have a graphics editor. I've done that for myself, and if you don't own PhotoShop or Paintshop Pro etc. I'd be happy to make the custom cards for you.
Still, I don't want to speak for Velusion, and he did say keep the suggestions coming. That said, if I may offer my opinion, I wouldn't use Emissary personally, as a few peple with that card would really put a damper on trading I feel. Trading is really the heart of the game. It's also the most fun part. Anything that would reduce the amount of trading would hurt the game I think. Also, I'm not sure how it would be implemented. How can you alert only one player to the trade of a calamity (unless it were a email game)?

Thanks!


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These cards are under the assumption that is a cyberboard game. I just noticed that there were no cards that effected trade itself, I don't think it would put a damper on trading. You could always make it more expensive so not everyone would have it. It's more of a way to make sure a calamity sticks to a player, especially in the cyberboard version, it's very easy to get rid of calamities that are traded to you. Also, just because somebody knows you have a calamity doesn't mean they won't trade with you, it just ups the anty. My intention was just to add a new flavour to trading.


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Fair enough. Perhaps you can get your group to playtest them in your next game and let us know how it goes. I'm also thinking espionage should be worth more than 80 points. By the way I have a graphic for it that I'm using for my similar "Spy Bounty Card" as described in the Normal Advanced Civ variants forum above. Let me know if you're interested.


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I think I mentioned this before but what about the WHEEL civilization card? Craft 55, adds bonus to trade, aggravates certain calamities such as Slave Revolt. Also, gives a cost reduction to Military, considering the use of chariots. Seems like an important advancement created around 3500-2000 BC in China and/or the Roman Empire.


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MiracleMat wrote:
I think I mentioned this before but what about the WHEEL civilization card? Craft 55, adds bonus to trade, aggravates certain calamities such as Slave Revolt. Also, gives a cost reduction to Military, considering the use of chariots. Seems like an important advancement created around 3500-2000 BC in China and/or the Roman Empire.


Did you know that "THE WHEEL" was the original name for Roadbuilding in an article in the old Avalon Hill "General"?
I have most of the Civilization articles published in the General. I wonder if it would be breaking copywrite laws to scan the articles and post them? (Sorry to hijack the thread)


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MiracleMat wrote:
I think I mentioned this before but what about the WHEEL civilization card? Craft 55, adds bonus to trade, aggravates certain calamities such as Slave Revolt. Also, gives a cost reduction to Military, considering the use of chariots. Seems like an important advancement created around 3500-2000 BC in China and/or the Roman Empire.


I like the WHEEL, but I think you've got too many things in there for such a cheap card. I would say: Cost 50, credits: 10 craft, 5 civic, 10 to roadbuilding. The civic credit is an indirect credit to Military.

And for the other poster, please send me your espionage image. Any ideas for Emissary and Secret Society?


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Interestingly, I came up with a similar card to "The Wheel" that I'm working on for my own personal Advanced Civ. mini expansion (I don't have enough players for the full Expansion Project). I am going to post a link to a hosted image of it when I'm done with the art work.
Anyway, it's called "Athletics and Games" in honor of the Ancient Olympics and other games, ( iirc there were also the Pythian games and others plus the Roman circuses). It's a Civic. It allows one pop. token to move an extra area, reduces tax revolts by one city and provides 10 credits to Law and Military. In my games no one seems to buy Military and were not a pacifist group either. My original cost is 50 but perhaps as Alloowishus sugests for the Wheel, it should be more.


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Here are some of the cards I have created for secret society and espionage. Still trying to find an image for Emissary. If anyone has one, I would greatly appreciate it! Thanks to Bernie for the espionage image.

ImageImage

ImageImage


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Okay, so here's the wheel and emissary. I beefed up the wheel a little because it should be a basic purchase for every civilization.

Also, I made emissary give credits towards Diplomacy instead of Urbanism, which doesn't make sense to me. Urbanism should give credits to Public Works.

ImageImage

ImageImage


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ignore that bit about urbanism, my bad!


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Beautiful cards. I especially like the Freemasonry/Illuminati, er, I mean Secret Society card.

Just to throw more cogs in the wheel, here's another idea for an obvious card:

DOMESTICATED ANIMALS.

We actually made this card 20 years ago. Craft 125, gives poulation bonus very similar to Agriculture. Speaking of which, I believe that Domestication of Animals is AS or even possible more important than farming or the domestication of plants, at least according to Jared Diamond, author of Guns, Germs & Steel. Extremely interesting read for anyone, but especially fascinating to Civ fans. Check it out.


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If all "Domesticated Animals" does is duplicate what Agriculture does, why do you need it? To increase the population limit again by one? If so I wouldn't advise it. It would make the map too big.


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I would tend to agree with BWR, I always viewed agriculture as both agriculture and domestication of animals, didn't they happen at roughly the same time with most cultures?


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