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Standard influence pressure interface

7 replies [Last post]
larienna's picture
Joined: 07/28/2008

OK, I don't have much time to write.

It's for a civ like game in whatever theme: Civ, Magic, Space.

I want a very high level strategy system where player can influence or put pressure over each other from various aspect by making abstractions of the details. Here are the various possible aspects:

Economy/trade: Blockade, Customs,
Magic: Sabotage other player's territory
Technology: advanced technology block other players.
Politics: Laws, revoke titles.

I want all these aspect to use the same mechanic with variations of their own for each aspect so that negotiation and influence should be easier to manage.

Right now, the idea I have is from battlestar galactica where each skill (political, leadership, tactical) consist in drawing X as a card which has a value on it that could be used for various challenge.

Any ideas?

larienna's picture
Joined: 07/28/2008
influence/pressure system

OK, I'll think I would have to describe a bit more than I want.

Let take an example: You are trading special ressource with your partner, both these trades help you. If you decide to put pressure on your partner, because you do not like his behaviors, you can decide to put pressure by raising the price, cutting the trades, sell his goods at a lower price, etc. This is an illustration of the details of the result. I want a very high level mechanic to simulate this situation. In fact the only thing I want the player to think is do you cut the trade or not.

Have to leave, another example later.

larienna's picture
Joined: 07/28/2008
More information

Here is another example, let say I want to place political pressure or restriction on a player.

In twilight imperium, you can vote laws that will either change some rules for the rest of the game or perform an instant effect if the law does no pass. If you look at that mechanic from an higher point of view, passing a law allows you to put pressure on a group of players, some will be affected more than others by the law and some people might be willing so sacrifice the self and vote for the law in order to hinder a certain player.

So the only thing I want the player to think about is, do you want to put pressure on this group of people or not. Not even sure if voting would be required.

Or another example, I cast a plague spell on your city which would dramatically hinder your production. Or I blockade you planets or cities with some fleets, etc.

So the idea is to have a mechanic where all the methods above use the same common mechanic and only consider the high level aspect of it. So putting political pressure works the same as economical pressure which could allow you to combine booth to get the pressure you want. Each type of influence could have a little variation of it's own for example:

Political pressure target a groups of players, not 1 player in particular.
Economical pressure on another player will still hinder a bit your economy.

So do you have any idea of how this system could be implemented?

Just a random idea, while the progress of the game you gain assets of various sort which could be represented on cards. Maybe You can use these assets to disable the assets of other players. Miltary conquest and other events could make you lose or gain assets. (Ex: being president of the assembly gives you an asset). Maybe these assets are actually action cards you can use in a turn.

So this is my idea so far.

clearclaw's picture
Joined: 07/21/2008
Container implements a

Container implements a fascinating pricing/trading system

LoopyWolf's picture
Joined: 12/18/2008

I don't know the structure of your game, but could you perhaps have it so that the various players can bid from a limited supply, and the amount placed against you alters certain costs, making it that much harder to do?

larienna's picture
Joined: 07/28/2008
(copy of a reply from

(copy of a reply from another forum)

I would not really say card based combat.

Sure I got inspiration from the battlestar galactica card system.

I meditaded on the mechanic this morning. For each aspect, I tried to
determine in the end waht would be the results: Ex:

Intelligence: Espionage: gain technology/spellinfo
Sabotage: Disrupt ennemy produciton
Counter intel: Protect agains intelligence

Politics: laws: Restrict something to certain players
election: give powers to a certain player.


The mechanic I found so far is that each player has a fixed set of
action card and they choose secretly what set of actions they want to
do. They can do 1 action in each category. Then the cards are show
simultaneously and it then influence the gameplay somehow.

So for intelligenge, either you choose espionage, sabotage or counter
intel. The power of your action is determined by something else in
play. Example: Economic: ressource and cities, military: amount of
armies, magic: skill level and mana, etc.

The only drawback is that there is no way to target a specific player,
here it's more like a global action policy.

So still thinking about it.

larienna's picture
Joined: 07/28/2008
Here is my 2nd set of

Here is my 2nd set of ideas:

Each aspect is evaluated on 2 levels: Quantity and quality.
For example: military: quantity = nb of armies, quality = types of troop and technology.

Quantity is recorded with tokens on your sheet (ex: 5 generic tokens in military) and quality is determined by combining various powerups (ex: magic and technology)

On each phase of the turn, you can use a specific aspect. Ex: everybody now use economics, or military at the same time.

Now up to this point, I have 2 different methods:

Method 1: You can do as many action as you want by spending tokens. For example, you could do 2 military action and assign 3 token to an action and 2 token to another action. The number of tokens you flush could equal to the number of dices you roll. You move your tokens on the sheet to indicate how many you have used.

The problem with this mechanic is that there is a lot of token movement to do on your sheet. An alternative could be that you pick up dice you need, roll them and flush them as you use them.

Method 2: For each token in a category, you draw a card. You do as many actions as you want and you spend cards to perform these actions. Unused cards are kept for the next phase and the phase are ordered in an way that makes sense. For example, unused political cards can be used for economic purpose, unused intelligence cards can be used for military purpose, etc. Maybe only half the cards are kept.

What do you think?

kungfugeek's picture
Joined: 09/10/2008

Maybe take a look at Tribune, too. It also uses cards to claim control over certain factions of the Roman government. Most of the game involves different mechanics to obtain cards, but the end result is trying to control the factions.

In Tribune you can take control of a faction by beating another player either in quantity (total number of cards you play) or quality (the sum of the values of those card). I think that's a neat way of giving low-numbered cards some added play value.

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