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Drafts of 2.09 Rulebooks and Scenario Handbook available
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| 2007-03-24 8:40:21 |
 Drafts of 2.09 Rulebooks and Scenario Handbook available
I've uploaded an early draft of the Core Rulebook, Optional Rulebook and Scenario Handbook for the Standard Map to the archive.
As you can see, I've split the old "Optional Rulebook and Scenario Handbook" in two, one for optional rules, and one for scenarios. The idea is that when Martin finishes his Far East Mapbord the Core rulebook and Optional Rulebook can be used as is, while I'll will write a new "Scenario Handbook for the Far East Map". I'm also thinking of creating a "Scenario Handbook for the Advanced Civilization Map", for those who don't want to print a new map, but use what they already got.
Anyway, in the current 2.09 drafts, the Core Rulebook only contains major changes in section II. (Getting Started), while the other two books contain major changes all over. The associated areas in the Scenario Handbook is based on my proposal in Scenario Handbook Statistics, some more comments on that would be appreciated.
I'm also playing with the PA4 paper size. PA4 paper doesn't exist, but PA4 sized documents will print on both Letter and A4, and thus I'll not have to produce separate PDF files. Please tell me if you have any problems with it.
In the Optional Rulebook and Scenario Handbook I'm also testing a new paragraph numbering scheme. If you like it, I might extend it to the Core Rulebook as well, please tell me what you think.
As always, any comments/corrections/ideas is very welcome,
Last edited by Jonno on 2007-04-26 14:48:53, edited 6 times in total.
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Jonno
Site Admin 

Joined: 2004-04-14 3:54:30 Posts: 556 Location: Linköping, Sweden
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| 2007-04-03 13:53:50 |
 Early Draft of 2.09 Rulebooks and Scenario Handbook availabl
A second draft of the 2.09 booklets are up in the Archive.
This is the version that I will use at the game I'm hosting at GothCon XXXI on Friday.
The Core Rulebook only got some revised texts. One overall correction might however be controversial, as it breaks with tradition from Advanced Civilization. In this second draft of 2.09 I corrected lots capitalization in the text body. Previous version capitalized quite a lot of terminology, while this draft, according to English standards, only capitalizes proper names (barring all my mistakes).
However, in a few cases I was unsure if something was an proper name or mere terminology. In the end I picked the following as proper names:
The names of commodity, calamity, civilization cards and fields of study, but not the terms "commodity card", "calamity card" and "civilization card".
The Core Rulebook, Optional Rulebook and Scenario Handbook, but not the calamity quick charts, civilization advances quick charts, or civilization advances credit quick charts (note pluralization).
The East and The West (when used as the name of the two trade card blocks), but not the terms "trade card stack" or "trade card block" (btw, I also cleaned up the terminology in this regard: There are two trade card blocks, each consisting of nine trade card stacks. Thus there is no such thing as "the eastern trade card stack" any longer. Instead I use the terminology "the eastern trade card block", or simply refer to it by it's name The East).
The "tracks" was corner cases, but in the end I decided that it was just a census track, rather than a track named The Census Track, while it was a succession track named The Archaeological Succession Track. Opinions on these two cases are very welcome.
The Optional Rulebook was fleshed out, while the Scenario Handbook only had minor corrections (most notably trade card stack => trade card block in the civilization listings).
Finally I'd like to make a plea to the community: Without some input on these new booklets, as well as the changes made in the Core Rulebook, I will not be able to improve them any further, and as this is some major pieces of work they are too large to do on my own. I know there is a lot of people out there who has provided great input on these matters previously, as well as other skilled people reading the forums. I'm only asking you to read and comment on seventeen pages.
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Jonno
Site Admin 

Joined: 2004-04-14 3:54:30 Posts: 556 Location: Linköping, Sweden
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| 2007-04-12 18:59:17 |
 Draft of 2.09 Rulebooks and Scenario Handbook available
A third draft of the 2.09 booklets are up in the Archive.
The Core Rulebook only contains minor fixes, but the other booklets have been fleshed out substantially, and now have the form I intend to release them in. I'd love if someone else would write some introduction texts (both the major introduction texts that is "YET TO BE WRITTEN", as well improved introductions to variants and scenarios). More optional rules, variants and scenarios are also very welcome. One thing missing is a CivProject version of the trade cities variant. Please write any comments in this thread or email me at jonno@civproject.net
Without more input, this will be the versions that'll go final in about a week and a half (in time for the Swedish Championship in Advanced Civilization at LinCon 2006, 27th to 29th of April), so if you want to make some comments, now is the time. I really would like more comments, as this huge update has mostly been a one man work, something I'm not quite comfortable with.
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Jonno
Site Admin 

Joined: 2004-04-14 3:54:30 Posts: 556 Location: Linköping, Sweden
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| 2007-04-14 11:10:45 |
 Re: Draft of 2.09 Rulebooks and Scenario Handbook available
Jonno wrote: A third draft of the 2.09 booklets are up in the Archive. The Core Rulebook only contains minor fixes, but the other booklets have been fleshed out substantially, and now have the form I intend to release them in. I'd love if someone else would write some introduction texts (both the major introduction texts that is "YET TO BE WRITTEN", as well improved introductions to variants and scenarios). More optional rules, variants and scenarios are also very welcome. One thing missing is a CivProject version of the trade cities variant. Please write any comments in this thread or email me at jonno@civproject.netWithout more input, this will be the versions that'll go final in about a week and a half (in time for the Swedish Championship in Advanced Civilization at LinCon 2006, 27th to 29th of April), so if you want to make some comments, now is the time. I really would like more comments, as this huge update has mostly been a one man work, something I'm not quite comfortable with.
Minor corrections for the "Optional Rulebook":
1.1 Fourth line: Please note...
2.1 ...save an hour...
2.4 ...means 21 rather than 16 unit points...
2.4 Last line: ...does modify...
3.1 Last sentence: The setup stages differ...
4.2.1 All calamities are tradable.
4.2.3 , 4.3.2 and 4.8.2: ...good or bad...
4.7.1 Second line: Once a player reaches 16 unit points, further calamity effects do not....
4.8.2 Third line: ...risks.../ run the risk of becoming
Delete "and cooperatively" or rephrase.
5.2.1.1 Middle part: ...such as Civil War and Civil Disorder become truly devastating to larger civilizations....
5.3.1.1 Second line: ...which make them...
5.3.2.11 Delete one "Disadvantages:"
/Stefan
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Hammill
Junior Member 

Joined: 2006-02-10 13:34:11 Posts: 6 Location: Sweden
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| 2007-04-14 17:14:27 |
 Re: Draft of 2.09 Rulebooks and Scenario Handbook available
Hammill wrote: Minor corrections for the "Optional Rulebook":
1.1 Fourth line: Please note...
2.1 ...save an hour...
2.4 ...means 21 rather than 16 unit points...
2.4 Last line: ...does modify...
3.1 Last sentence: The setup stages differ...
4.2.1 All calamities are tradable.
4.2.3 , 4.3.2 and 4.8.2: ...good or bad...
4.7.1 Second line: Once a player reaches 16 unit points, further calamity effects do not....
4.8.2 Third line: ...risks.../ run the risk of becoming Delete "and cooperatively" or rephrase.
5.2.1.1 Middle part: ...such as Civil War and Civil Disorder become truly devastating to larger civilizations....
5.3.1.1 Second line: ...which make them...
5.3.2.11 Delete one "Disadvantages:"
/Stefan
Thank you very much. All fixed for next version.
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Jonno
Site Admin 

Joined: 2004-04-14 3:54:30 Posts: 556 Location: Linköping, Sweden
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| 2007-04-25 1:55:47 |
I have several suggestions for the rulebooks. First let me say that I so far never played any Civilization board game, so I have a special clean slate perspective
Small things first: Optional Rulebook
Quote: 5.2.2.2 During the drawing of trade cards, players with more than nine cards only draw trade cards for their first nine cities. I guess that should be 'cities'. Quote: 5.3.2.9 Maurya – The cost of Theology is reduced by 20. To advance into and through the Late Bronze Age requires 4 cities, instead of 5. Disadvantages: To advance into and through the Late Iron Age requires 4 cities, instead of 3. Does not make sense. I guess Broze and Iron should be swapped? Whole of 5.3.2: Personally I think alphabetical order would be better than AST order, but probably veteran players are better in AST than in alphabetical Edit: On second thought it may a good idea to provide 5.3.2 in tabular format or on the/alternative player mats. Core Rulebook6.21, Table: The table is confusing at first glance. There should be a separation between the two halves (between the Amount and Value Column). Either a double-line or white space. 9.3 should mention the suggestions in the Scenario Book 10.3 is pretty confusing. I suggest adding a table to clear up matters and for quick reference. 12.1, Table: I suggest putting the order in a separate column. 14.3 maks no sense to me. Maybe I've missed something, but 14.2 states population increase is automatic and I found no indication why it should affect other players. 17.522 states that tokens have to embark and disembark in the same turn. I think this is a bit late in the movement explanation process 19 should make especially clear what happens if I have Public Works and more tokens than I need for building the city. Can I keep one beside the city or not? The rules suggest that I cannot, but as the rules are usually elaborate, I think it should be clarified. Quote: 28.322 If the primary victim has Mysticism, Deism or Enlightenment one less city is reduced per civilization card held. The effects of Mysticism, Deism and Enlightenment are cumulative. Remove the underlined part, it could mean that whenever I have one of these three cards, all my advances count. The second sentence is enough to clarify the situation when I have multiple advances. 28.41 Civil War I'm sorry to say, but this whole section is a mess for someone not aquainted to the game. For example I have no idea from where to where I need to count areas to identify potential beneficiary civilizations. Suggestion: Code: 28.41 Civil War (major, non-tradable) 28.411 The primary victim's civilization is divided into two factions, one faction that will be controlled by the victim and the other that will be controlled by the beneficiary civilization.
28.412 Determine the beneficiary civilization 28.4121 Any player with no units on the board is eligible. 28.4122 (former 28.412, which I didn't understand) 28.4123 Of these potential beneficiaries the player with the most unit points in stock is the beneficiary of the Civil War. This determination is made by counting tokens (one each) and cities (five each) in stock of the potential beneficiaries and the primary victim. If the primary victim has the most units in stock there is no Civil War. If there is a tie between potential beneficiaries the primary victim decides who will be the beneficiary between the tied players.
28.413 The Composition of the First Faction 28.4131 If the primary victim holds Philosophy, the first faction is automatically comprised of fifteen units chosen by the beneficiary, regardless of any other civilization cards held by the primary victim. 28.4132 The primary victim begins by selecting fifteen unit points. 28.4133 If the primary victim holds Music he selects an additional five unit points. If the primary victim holds Drama and Poetry he selects an additional five unit points. If the primary victim holds Democracy he selects an additional ten unit points. The effects of Music, Drama and Poetry, and Democracy are cumulative. 28.4134 After the primary victim completes his selection, the beneficiary selects an additional 20 unit points belonging to the primary victim to complete the first faction.
28.414 The Second Faction and Outcome 28.4141 Whatever remains constitutes the second faction. If there is no second faction this calamity has no effect. 28.4142 The primary victim then decides whether he will continue to play the units of the first or second faction. 28.4143 If the primary victim holds Military, Naval Warfare, or Advanced Military five unit points are removed from each faction per advance (???) to reflect the increased destructiveness of the Civil War. The required units are removed after factions are selected by the owner of each faction. Each player must, if possible, remove the required unit points from areas adjacent to the other faction. The effects of Military, Naval Warfare and Advance Military are cumulative. 28.4144 The beneficiary then annexes the faction the primary victim does not retain by replacing the units with his own. If he runs out of units, the remainder is taken over by the next player with the most units in stock, and so on. The primary victim retains his stock, ships, treasury, civilization cards, and position on the A.S.T.
I think this subdivision makes for a clearer layout. Also 28.413 is now step-by-step like, which makes it easier for beginners acting by the rulebook. Quote: 28.421 Fifteen tokens belonging to the primary victim may not be used to support his cities. This effect is resolved immediately (check for city support). This sound a bit clunky. I'd suggest: Code: 28.421 This calamity triggers an immediate check for city support for the primary victim. Fifteen tokens may not be used to support his cities for this check. 28.613 As the rules are pretty elaborate in this regard elsewhere, this paragraph should also say what happens if a victim has less than 3/2 exposed cities. 28.622 What happens if I cannot follow this rule (ie I have reduced everything to one unit and still would need to remove more)? Quote: 28.632 If the victim has no coastal areas then no tokens or cities are removed. If the victim has less than five unit points in coastal areas, then all these unit points are removed. I'd insert the 'these'. Otherwise it could be read as that he has to remove all of his unit points on the map. 28.714 Does that include unresolved calamities? Probably not, so that should be clarified. 28.815 same thing as 28.322 28.821 Similar to 28.613 28.921 Similar to 28.613 Quote: 28.922 Two coastal cities belonging to two other players are similarly replaced by pirate cities, even if the primary victim had fewer than two coastal cities and was thus not himself fully affected. The primary victim selects these cities. The secondary victims may each lose only one city. The player who traded Piracy to the primary victim may not be selected as a secondary victim. A bit over-complicated. Suggestion: Code: 28.922 Two coastal cities belonging to two different players are similarly replaced by pirate cities. The primary victim selects these cities. The player who traded Piracy to the primary victim may not be selected as a secondary victim.
28.923 Who selects this for the secondary victim? Again the primary one? Clarification needed.
More in a following post.
Last edited by Belgabor on 2007-04-25 2:19:08, edited 1 time in total.
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Belgabor
New Member 

Joined: 2007-04-25 0:15:31 Posts: 3
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| 2007-04-25 2:16:27 |
29.032 Should also note that Famine triggers a new population limit check for the primary victim. Same on the Advancements Quick Chart
I'd also suggest to make a phase sequence summary sheet for beginners, like the table in 12 with a bit more information about each phase (eg "Convert 2/City stock to treasury, Monarchy +1, Coinage +/-1" for the Taxation phase), ie a bit more elaborate than what is on the player mats.
Scenario Book
Make 2.3-2.14 into a table.
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Belgabor
New Member 

Joined: 2007-04-25 0:15:31 Posts: 3
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| 2007-04-25 5:59:16 |
Belgabor wrote: I have several suggestions for the rulebooks. First let me say that I so far never played any Civilization board game, so I have a special clean slate perspective Hi, nice with new faces. Welcome to the CivProject. Belgabor wrote: Small things first: Optional RulebookQuote: 5.2.2.2 During the drawing of trade cards, players with more than nine cards only draw trade cards for their first nine cities. I guess that should be 'cities'. You are correct, fixed. Belgabor wrote: Quote: 5.3.2.9 Maurya – The cost of Theology is reduced by 20. To advance into and through the Late Bronze Age requires 4 cities, instead of 5. Disadvantages: To advance into and through the Late Iron Age requires 4 cities, instead of 3. Does not make sense. I guess Broze and Iron should be swapped? Good catch, fixed. Belgabor wrote: Whole of 5.3.2: Personally I think alphabetical order would be better than AST order, but probably veteran players are better in AST than in alphabetical Actually, it is for consistency. In some places we must list them in A.S.T. order, so we list them in A.S.T. order everywhere. Belgabor wrote: Edit: On second thought it may a good idea to provide 5.3.2 in tabular format or on the/alternative player mats. Tables won't look good for that much information, believe me, I've tried. Alternate playermats is a good idea though, something I'll look into later. Belgabor wrote: Core Rulebook 6.21, Table: The table is confusing at first glance. There should be a separation between the two halves (between the Amount and Value Column). Either a double-line or white space. Good idea, I've just made that line twice as thick. Belgabor wrote: 9.3 should mention the suggestions in the Scenario Book Fixed Belgabor wrote: 10.3 is pretty confusing. I suggest adding a table to clear up matters and for quick reference. Perhaps, I'll look into it. Belgabor wrote: 12.1, Table: I suggest putting the order in a separate column. You are probably right. We have just always done it that way, because that is how Adv Civ did it. I tried it out, but then the table wouldn't fit on the page, so I reverted it to the current behaviour, as that did look better. Will see if I can fix it properly later. Belgabor wrote: 14.3 maks no sense to me. Maybe I've missed something, but 14.2 states population increase is automatic and I found no indication why it should affect other players. Because if you don't have enough tokens in stock to populate max everywhere you may choose where to populate. And if two neighbours has a strained relationship it will matter if you populate close to the border, or far away. Belgabor wrote: 17.522 states that tokens have to embark and disembark in the same turn. I think this is a bit late in the movement explanation process Well, you should read the whole movement section before starting to move, and it's not as if it's hard to understand once you read it. Belgabor wrote: 19 should make especially clear what happens if I have Public Works and more tokens than I need for building the city. Can I keep one beside the city or not? The rules suggest that I cannot, but as the rules are usually elaborate, I think it should be clarified. Inserted a "all", as you isn't the first to ask, even though it's plainly there. Now it reads: Quote: 19.2 A player with six or more tokens in an area containing a city site may build a city in that area by replacing all the tokens with a city. Will that do? Belgabor wrote: Quote: 28.322 If the primary victim has Mysticism, Deism or Enlightenment one less city is reduced per civilization card held. The effects of Mysticism, Deism and Enlightenment are cumulative. Remove the underlined part, it could mean that whenever I have one of these three cards, all my advances count. The second sentence is enough to clarify the situation when I have multiple advances. That interpretation is imho silly, but you are right, we don't need two clarifications that they do stack. Also removed a lot of other "per advance held" and similar wordings. Belgabor wrote: 28.41 Civil War I'm sorry to say, but this whole section is a mess for someone not aquainted to the game. For example I have no idea from where to where I need to count areas to identify potential beneficiary civilizations. Suggestion: Code: 28.41 Civil War (major, non-tradable) 28.411 The primary victim's civilization is divided into two factions, one faction that will be controlled by the victim and the other that will be controlled by the beneficiary civilization.
28.412 Determine the beneficiary civilization 28.4121 Any player with no units on the board is eligible. 28.4122 (former 28.412, which I didn't understand) 28.4123 Of these potential beneficiaries the player with the most unit points in stock is the beneficiary of the Civil War. This determination is made by counting tokens (one each) and cities (five each) in stock of the potential beneficiaries and the primary victim. If the primary victim has the most units in stock there is no Civil War. If there is a tie between potential beneficiaries the primary victim decides who will be the beneficiary between the tied players. I replaced 28.412 with Quote: 28.412 A civilization are eligible to become beneficiary if there is at most seven areas between an area containing units belonging to the primary victim and an area containing units belonging to the potential beneficiary. A player with no units on the board is automatically eligible. Will this suffice? Belgabor wrote: Code: 28.413 The Composition of the First Faction 28.4131 If the primary victim holds Philosophy, the first faction is automatically comprised of fifteen units chosen by the beneficiary, regardless of any other civilization cards held by the primary victim. 28.4132 The primary victim begins by selecting fifteen unit points. 28.4133 If the primary victim holds Music he selects an additional five unit points. If the primary victim holds Drama and Poetry he selects an additional five unit points. If the primary victim holds Democracy he selects an additional ten unit points. The effects of Music, Drama and Poetry, and Democracy are cumulative. 28.4134 After the primary victim completes his selection, the beneficiary selects an additional 20 unit points belonging to the primary victim to complete the first faction. Unfortunately this wording implies that the beneficiary may select an additional 20 unit points even when the primary victim holds Philosophy, which isn't the case. If you come up with a better formulation, I'm not above changing it though. Belgabor wrote: Code: 28.414 The Second Faction and Outcome 28.4141 Whatever remains constitutes the second faction. If there is no second faction this calamity has no effect. 28.4142 The primary victim then decides whether he will continue to play the units of the first or second faction. 28.4143 If the primary victim holds Military, Naval Warfare, or Advanced Military five unit points are removed from each faction per advance (???) to reflect the increased destructiveness of the Civil War. The required units are removed after factions are selected by the owner of each faction. Each player must, if possible, remove the required unit points from areas adjacent to the other faction. The effects of Military, Naval Warfare and Advance Military are cumulative. 28.4144 The beneficiary then annexes the faction the primary victim does not retain by replacing the units with his own. If he runs out of units, the remainder is taken over by the next player with the most units in stock, and so on. The primary victim retains his stock, ships, treasury, civilization cards, and position on the A.S.T. I think this subdivision makes for a clearer layout. Also 28.413 is now step-by-step like, which makes it easier for beginners acting by the rulebook. I don't like lumping together the second faction, the choosing of factions, and the effects of Mil/AdvMil/N.War in one heading, like it better now when they all are on an equal level with "The Composition of the First Faction". AS for being in a step-by-step process, they already are, though there is a trumf (Philosophy), which is a quite ordinary occurrence in any boardgame rules. Belgabor wrote: 28.421 Fifteen tokens belonging to the primary victim may not be used to support his cities. This effect is resolved immediately (check for city support). This sound a bit clunky. I'd suggest: Code: 28.421 This calamity triggers an immediate check for city support for the primary victim. Fifteen tokens may not be used to support his cities for this check. Fixed, though I used "during this check" instead of "for this check. The full text is now: Quote: 28.421 This calamity triggers an immediate check for city support for the primary victim. Fifteen tokens may not be used to support his cities during this check. If the primary victim has less than fifteen tokens on the board, Slave Revolt affects all of these tokens. Belgabor wrote: 28.613 As the rules are pretty elaborate in this regard elsewhere, this paragraph should also say what happens if a victim has less than 3/2 exposed cities. In this regard the rules are not any more explicit elsewhere (compare 28.622 and 528.822). When you can't possibly reduce more, you don't reduce more. The reason Slave Revolt is more explicit is because you otherwise might interpret that tokens coming from reduced cities won't be used for city support until you have fifteen units not supporting cities. Belgabor wrote: 28.622 What happens if I cannot follow this rule (ie I have reduced everything to one unit and still would need to remove more)? When you can't remove more, you don't remove more. By this point you have zero cities and don't need more beating... Belgabor wrote: Quote: 28.632 If the victim has no coastal areas then no tokens or cities are removed. If the victim has less than five unit points in coastal areas, then all these unit points are removed. I'd insert the 'these'. Otherwise it could be read as that he has to remove all of his unit points on the map. Fixed Belgabor wrote: 28.714 Does that include unresolved calamities? Probably not, so that should be clarified. Should not, fixed. Belgabor wrote: 28.815 same thing as 28.322 Fixed Belgabor wrote: 28.821 Similar to 28.613 Won't fix, see above. Belgabor wrote: 28.921 Similar to 28.613 Won't fix, see above. Belgabor wrote: Quote: 28.922 Two coastal cities belonging to two other players are similarly replaced by pirate cities, even if the primary victim had fewer than two coastal cities and was thus not himself fully affected. The primary victim selects these cities. The secondary victims may each lose only one city. The player who traded Piracy to the primary victim may not be selected as a secondary victim. A bit over-complicated. Suggestion: Code: 28.922 Two coastal cities belonging to two different players are similarly replaced by pirate cities. The primary victim selects these cities. The player who traded Piracy to the primary victim may not be selected as a secondary victim. Fixed Belgabor wrote: 28.923 Who selects this for the secondary victim? Again the primary one? Clarification needed. These extra cities is selected just like the ordinary ones, why would a clarification be needed? Belgabor wrote: 29.032 Should also note that Famine triggers a new population limit check for the primary victim. 29.032 is only a calamity reference, already much more detailed than most (such as a typical "29.042 Anatomy reduces the effects of Epidemic (28.623).") Belgabor wrote: Same on the Advancements Quick Chart Perhaps, but I see no other interpretation of "Does not work", as without it famine wouldn't be affected by agriculture. Just as with the effects of many other civcards the details of implementation is not listed on the quickchart, only the impact. Belgabor wrote: I'd also suggest to make a phase sequence summary sheet for beginners, like the table in 12 with a bit more information about each phase (eg "Convert 2/City stock to treasury, Monarchy +1, Coinage +/-1" for the Taxation phase), ie a bit more elaborate than what is on the player mats. No bad idea at all. Nothing I have time for just now (I'm hard pressed getting 2.09 out before LinCon at Friday anyway), but a "Phases Quick Chart" is definitely something I'll look into later. Belgabor wrote: Scenario Book Make 2.3-2.14 into a table.
I tried, it won't look any good.
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Jonno
Site Admin 

Joined: 2004-04-14 3:54:30 Posts: 556 Location: Linköping, Sweden
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| 2007-04-25 23:10:55 |
Jonno wrote: Hi, nice with new faces. Welcome to the CivProject. Thanks Jonno wrote: Belgabor wrote: Edit: On second thought it may a good idea to provide 5.3.2 in tabular format or on the/alternative player mats. Tables won't look good for that much information, believe me, I've tried. Alternate playermats is a good idea though, something I'll look into later. Ok, maybe a real table is not the right thing, but maybe something a bit more tablular/layoutet would look better or work better for reference. Example: MinoaAdvantages: - Begins the game with one Ship (which must be placed next to the first token). (indented) - Ships do not cost maintenance. (indented) - Astronomy costs is reduced by 40. Disadvantages: - Minoa now treats the Barbarian Horde calamity as a Corruption calamity. Jonno wrote: Belgabor wrote: 12.1, Table: I suggest putting the order in a separate column. You are probably right. We have just always done it that way, because that is how Adv Civ did it. I tried it out, but then the table wouldn't fit on the page, so I reverted it to the current behaviour, as that did look better. Will see if I can fix it properly later. Suggestion: Use just "AST", "Census" and "Sim.". Explain "Sim." in a legend (like table 6.2) and replace the more complicated orders (22, 24) by numbers (eg '*1' and '*2') also explained in the legend. Jonno wrote: Belgabor wrote: 14.3 maks no sense to me. Maybe I've missed something, but 14.2 states population increase is automatic and I found no indication why it should affect other players. Because if you don't have enough tokens in stock to populate max everywhere you may choose where to populate. And if two neighbours has a strained relationship it will matter if you populate close to the border, or far away. Ah, yes. Makes perfect sense. Maybe clarify that: Code: 14.3 Population is increased in A.S.T. order. Usually this activity may be carried out simultaneously, but as mentioned above, players always have the right to demand execution in order. A possible reason for this is to have a tactical advantagen when you do not have enough unit markers for a complete expansion. Jonno wrote: Belgabor wrote: 19 should make especially clear what happens if I have Public Works and more tokens than I need for building the city. Can I keep one beside the city or not? The rules suggest that I cannot, but as the rules are usually elaborate, I think it should be clarified. Inserted a "all", as you isn't the first to ask, even though it's plainly there. Now it reads: Quote: 19.2 A player with six or more tokens in an area containing a city site may build a city in that area by replacing all the tokens with a city. Will that do? Yes, that's better. Still I'm inclined to say that adding a sentence to 19.4 wouldn't hurt. "Even if you have Public Works, you still need to replace all tokens with the city marker." Jonno wrote: I replaced 28.412 with Quote: 28.412 A civilization are eligible to become beneficiary if there is at most seven areas between an area containing units belonging to the primary victim and an area containing units belonging to the potential beneficiary. A player with no units on the board is automatically eligible. Will this suffice? Great! That makes it perfectly clear. Jonno wrote: Belgabor wrote: 28.622 What happens if I cannot follow this rule (ie I have reduced everything to one unit and still would need to remove more)? When you can't remove more, you don't remove more. By this point you have zero cities and don't need more beating... Of course you are right about the beating, but thechnically this case is different from 28.613. In 28.613 you cannot do something because you don't have the required cities. Here you have two stated rules that can contradict each other (621: Remove a total of X units, 622: Leave one in each area), and I think it's mandatory to say which takes precedence if the sh*t hits the fan. Jonno wrote: Belgabor wrote: 29.032 Should also note that Famine triggers a new population limit check for the primary victim. 29.032 is only a calamity reference, already much more detailed than most (such as a typical "29.042 Anatomy reduces the effects of Epidemic (28.623).") Yeah, I thought that that was the case. The reason I brought it up was that on reading it I thought a big disadvantage sounded like a minor inconvenience. I've read the thread about it here since and got to know that it practically doesn't seem to matter too much. Jonno wrote: Belgabor wrote: I'd also suggest to make a phase sequence summary sheet for beginners, like the table in 12 with a bit more information about each phase (eg "Convert 2/City stock to treasury, Monarchy +1, Coinage +/-1" for the Taxation phase), ie a bit more elaborate than what is on the player mats. No bad idea at all. Nothing I have time for just now (I'm hard pressed getting 2.09 out before LinCon at Friday anyway), but a "Phases Quick Chart" is definitely something I'll look into later. Of course, take your time. One thing I'd like to add is that if you do it, put the chapter referencens in a separate column. I was a bit confused about the meaning of the numbers at first glance in table 12.1 Jonno wrote: Belgabor wrote: Scenario Book Make 2.3-2.14 into a table. I tried, it won't look any good.
I'll think about it, maybe I can propose something. Perhaps this could be put into something like a "game setup sheet" together with the information from 10.3.
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Belgabor
New Member 

Joined: 2007-04-25 0:15:31 Posts: 3
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| 2007-04-26 15:11:19 |
Belgabor wrote: Jonno wrote: Belgabor wrote: Edit: On second thought it may a good idea to provide 5.3.2 in tabular format or on the/alternative player mats. Tables won't look good for that much information, believe me, I've tried. Alternate playermats is a good idea though, something I'll look into later. Ok, maybe a real table is not the right thing, but maybe something a bit more tablular/layoutet would look better or work better for reference. Example: MinoaAdvantages: - Begins the game with one Ship (which must be placed next to the first token). (indented) - Ships do not cost maintenance. (indented) - Astronomy costs is reduced by 40. Disadvantages: - Minoa now treats the Barbarian Horde calamity as a Corruption calamity. Not a too bad suggestion, I've put it on my ToDo list to investigate. Belgabor wrote: Jonno wrote: Belgabor wrote: 12.1, Table: I suggest putting the order in a separate column. You are probably right. We have just always done it that way, because that is how Adv Civ did it. I tried it out, but then the table wouldn't fit on the page, so I reverted it to the current behaviour, as that did look better. Will see if I can fix it properly later. Suggestion: Use just "AST", "Census" and "Sim.". Explain "Sim." in a legend (like table 6.2) and replace the more complicated orders (22, 24) by numbers (eg '*1' and '*2') also explained in the legend. Not very fond of complicated legends. Have a couple of ideas I'd like to try out though, will return to the issue later. Belgabor wrote: Jonno wrote: Belgabor wrote: 14.3 maks no sense to me. Maybe I've missed something, but 14.2 states population increase is automatic and I found no indication why it should affect other players. Because if you don't have enough tokens in stock to populate max everywhere you may choose where to populate. And if two neighbours has a strained relationship it will matter if you populate close to the border, or far away. Ah, yes. Makes perfect sense. Maybe clarify that: Code: 14.3 Population is increased in A.S.T. order. Usually this activity may be carried out simultaneously, but as mentioned above, players always have the right to demand execution in order. A possible reason for this is to have a tactical advantagen when you do not have enough unit markers for a complete expansion. I'd much rather simply rely on §11.2 Belgabor wrote: Jonno wrote: Belgabor wrote: 19 should make especially clear what happens if I have Public Works and more tokens than I need for building the city. Can I keep one beside the city or not? The rules suggest that I cannot, but as the rules are usually elaborate, I think it should be clarified. Inserted a "all", as you isn't the first to ask, even though it's plainly there. Now it reads: Quote: 19.2 A player with six or more tokens in an area containing a city site may build a city in that area by replacing all the tokens with a city. Will that do? Yes, that's better. Still I'm inclined to say that adding a sentence to 19.4 wouldn't hurt. "Even if you have Public Works, you still need to replace all tokens with the city marker." If I started to include everywhere a civilization card does not change the rules, I'd do nothing else, and the rulebook would become unmanageably thick. No thanks, I'd like to keep the rulebook no thicker than it already is. Belgabor wrote: Jonno wrote: Belgabor wrote: 28.622 What happens if I cannot follow this rule (ie I have reduced everything to one unit and still would need to remove more)? When you can't remove more, you don't remove more. By this point you have zero cities and don't need more beating... Of course you are right about the beating, but technically this case is different from 28.613. In 28.613 you cannot do something because you don't have the required cities. Here you have two stated rules that can contradict each other (621: Remove a total of X units, 622: Leave one in each area), and I think it's mandatory to say which takes precedence if the sh*t hits the fan. Well, technically you are correct, but I read 28.622 as a trumf, that thus has precedence over anything it trumfs. Should perhaps clarify somewhat, will add to my ToDo list. Belgabor wrote: Jonno wrote: Belgabor wrote: Scenario Book Make 2.3-2.14 into a table. I tried, it won't look any good. I'll think about it, maybe I can propose something. Perhaps this could be put into something like a "game setup sheet" together with the information from 10.3.
Feel free to experiment. If what you make looks good, we'll use it for sure.
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Jonno
Site Admin 

Joined: 2004-04-14 3:54:30 Posts: 556 Location: Linköping, Sweden
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