Here is the situation, I have a light war game with various kingdoms and that keeps comming in the game to kick out other players. (like in britania)
Invasion does not occur every turns, and I want players to fight each other when there is no invasion. My solution was to use some sort of random events that will change the balance established between players.
I got some inspiration from pocket civ. I first thought it was unfair to have random targetting event because unlucky players could feel like if they have no control on the game. I remember a critic about twilight imperium domain tokens which rewarded and punished players randomly for no reasons. On the other hand, in my game, random event are more likely to target players with larger empires.
Right now, each territory has the value 1, 2 or 3. An event will target one of these number (there are 3 copies of each event). The problem is that there are really few things to change on the baord. There is only : troops, buildings and influence. So if I want to have various kinds of events, at least 9, I need to make event that will change the rules for the whle turn. In that case it's hard to remember, so I need to place a pawn/token/marker besides each targetted cities as a remeinder.
In order to prevent random destruction, I used an alternative I called the time bomb: if the player does not spend ressource to solve the problem, something will get destroyed.
Since I don't find all these mechanics very elegant. So I was looking for an alternative mechanic. Or maybe a semi-random mechanic. Or anything else which can change the established balance of power on the board.
any suggestions?
Right now, all cities ahve the same threath value. You have 1/3 chance that your city get targetted.
I like the idea that events get worst from time to time if you do nothing about it.
Right now the cities labeles 1-2-3 are appart from each other. The other solution would be to make groups of cities with the same number. The disadvantage is that it is more likely to target 1 specific player. The advantage, is that I can place some tokens on the area and the player must spend ressource to remove tokens in order to makes futher events less worst.
In that case, it's not an instant event, you can actually see it comming.