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How to make reusable civilization actions?

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larienna
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Players has 3 type of action cards (Civilization, Military and empire) and they draw and play 1 card per city they control.

Military and Empire actions are "reusable" in a sense that you will for example always need to build troops and wage war. It will never be something that will be finished.

On the other hand, the civilization actions which allow colonization and city growth will eventually reach a point where the whole map is colonized and developed making that action useless eventually.

Since players get 1 action per city, the larger their empire, the more action they do and they could expand exponentially or develop their empire pretty fast. The only thing they don't have control is which card they draw.

So I thought that the solution would be to make the civilization card always useful and reusable. What I thought so far:

- War damage cities, reducing their size which means forcing the reconstruction of cities. Still, it will not affect small towns, unless they can also be destroyed forcing the need to recolonize areas. Or players can optionally raze cities.
- Harvesting: Maybe some resource or income must be harvested with an action then added into reserve to perform various stuff. So harvesting will always be necessary.
- Something new to build: Maybe once the map is fully built, there is something new to build like for example wonders, guilds, councils.
- Comparative tracks: Maybe there could be different level of wealth, culture, prestige, economy that players can level up by building stuff in their cities. But since it's something comparative between players (or since stuff decay with time) there is a constant need of investment and rebuilding.

Any other ideas to make civ actions always usable even after the map is filled up?

Else the game could end when the map is entirely filled, but it's not really something I want, the map should be filled in the middle of the game, it's actually a stage of the game.

stevebarkeruk
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The "comparative tracks"

The "comparative tracks" option sounds best to me. What do civilisations do once they can't physically expand any more? They develop internally. They progress socially, scientifically, politically etc. You could have a larger empire equal more unrest or corruption and need to invest civ cards to reflect law-making to control those things.

larienna
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Thanks for the reply, you

Thanks for the reply, you just put more thematic sense into the idea.

adversitygames
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one thing about the

one thing about the exponential growth, you could have some sort of "upkeep" mechanic where the more you've settled the more of an infrastructure you have to maintain (which could be a use for the civ cards) or things start falling apart, or alternatively don't have actions increase proportionally to cities (eg instead have 1 city = 1 action, 4 cities = 2 actions, 9 cities = 3 actions)

you could something like unrest when there is no-where left to expand to, people still want to expand but have no-where to go and population keeps going up while living conditions start to decline (eg cramped housing, not enough places to grow food)

you could make it so civilization cards become a *penalty* once you've reached maximum size - so a player that's gone for *lots* of civilization cards for lots of growth suddenly hits a wall when they can't grow any more and the population becomes unhappy, while a player that's gone for gradual growth with only a few civilization cards wont have as many civ cards penalising them because they haven't suddenly had to curb a load of growth

other than that, yeah my first thought was like your comparative tracks - spend the cards on some other trait like technology or infrastructure or knowledge

larienna
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You make me think about

You make me think about something here. For unrest and other bad things that happens to your empire, you would need to spend an action card matching the problem. But I could make sure that larger empire has higher chance of unrest and sabotage and requires more actions to fix it.

Else I was thinking if players had 6 or more cards to play, they play in 2 separate turns with a minimum of 3 action each round. It would reduce down time when it's that player's turn and give the player more time to think about his actions.

There is 24 areas for 5 players including AI. A leading player could easily get 8 -10 action cards which could be pretty fiddly to handle.

Quote:
increase proportionally to cities (eg instead have 1 city = 1 action, 4 cities = 2 actions, 9 cities = 3 actions)

you could something like unrest when there is no-where left to expand to, people still want to expand but have no-where to go and population keeps going up while living conditions start to decline (eg cramped housing, not enough places to grow food)

Again, you have given a thematic reason why the action does not grow at the same pace as the empire size. The "corruption" found in civ games simply reduce your hand size. Simple and efficient.

There could be a way to ignore an amount of corruption to get more cards, or you get "corrupted" cards which has a value of 0. Which means you won't be able to do much with it. Still less cards is less fiddly to manage.

larienna
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Which keeps me wondering, are

Which keeps me wondering, are large empire that complicated to maintain. I imagine it's relative to the technology level. Today with computers, maintaining the roman empire would be much more easier than in antiquity.

So I guess I am screwed to make larger empire not necessarily do more, but here it's less harsh than when you have a fixed amount of actions. You will get more actions, but not as much as you would have though. So there is a reason to get larger.

larienna
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Another idea that came in

Another idea that came in while writing the rules about large empire. Maybe large empire draw 1 card per town, but can play less cards. So they get less actions per city but they have a better quality.

The incrementation I intend to use is this one:

Nb Action:1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9
Nb Cities:1 - 2 - 3 - 5 - 7 - 10 - 13 - 17 - 21

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