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#1 - I think Nature is balanced vs Machines, so nerfing nature and restarting will just mean your 'observant' players will probably restart as Machine (because Machine effectively gets cities at 50% off)
#2 - Restarting with a Nerf on Nature doesn't do anything for Rui, Chaos, Warrior, or Kharma. Sorc may or may not be OP. Against a same size same income rival I think Sorc will have edge because his attack is unblockable, albeit expensive.
Before restarting I would advise thinking about how to make the other Ways balanced with Machine and Nature, otherwise restart will just be a waste of time. Every Way needs to have something that affects production, otherwise the stated goal of having multiple ways to play is an illusion.
Expecting 'powerful' units, especially units that are priced at $1:1T or more is not very practical. Go ahead and give Rui a 100T Armored Warmammoth costing 200 wealth each and Rui would still be sub par because they are utterly lacking in anything that enhances their production.
If it is
#4 - I can only speak from my experience, but only around 25% of my income is due to nature. Gold, hides, and wool are available for anyone, and is not unique to Nature. Only resource Nature makes available is Timber and if that edge is breaking the game I would argue the problem is most likely related to the exponential way resources are cashed in.
I dunno about this, I think the GM is jumping the gun. :/
#1 - I think Nature is balanced vs Machines, so nerfing nature and restarting will just mean your 'observant' players will probably restart as Machine (because Machine effectively gets cities at 50% off)
#2 - Restarting with a Nerf on Nature doesn't do anything for Rui, Chaos, Warrior, or Kharma. Sorc may or may not be OP. Against a same size same income rival I think Sorc will have edge because his attack is unblockable, albeit expensive. Before restarting I would advise thinking about how to make the other Ways balanced with Machine and Nature, otherwise restart will just be a waste of time. Every Way needs to have something that affects production, otherwise the stated goal of having multiple ways to play is an illusion.
Expecting 'powerful' units, especially units that are priced at $1:1T or more is not very practical. Go ahead and give Rui a 100T Armored Warmammoth costing 200 wealth each and Rui would still be sub par because they are utterly lacking in anything that enhances their production.
If it is #4 - I can only speak from my experience, but only around 25% of my income is due to nature. Gold, hides, and wool are available for anyone, and is not unique to Nature. Only resource Nature makes available is Timber and if that edge is breaking the game I would argue the problem is most likely related to the exponential way resources are cashed in.
while I am not a big fan of starting over and losing all the gains, if a player has had such a huge advantage like it appears that the harvesting of resources has created, I guess I would vote to start over.
I am good with exploration gaining a one time resource, like discovering a slick of oil, or maybe some surface gems or gold.
I am good with hunting things like Terradactyles, Wolves, etc to lose the ability and gain the resource instead. This should require a certain number of hunter strength.
I don't really see a purpose developing in hunting the predators other than making sure your chief is the highest TL. This may need some development to ensure
I suggest having buildings required to build the other resources (i.e. Farms for Grain, Ranches for Wool, Mills for Timber) at a cost of $300.
I suggest using the cities to create the set bonus you were looking for (i.e.if you have one city you can bundle two resources for $400, two cities three resources for $900).
I suggest using raids more effectively, basically stealing the resource from a territory with a resource building. I am not sure how nomads would develop wealth anyway. Maybe have units that steal half their strength and a group of 50 can steal a resource.
Just my thoughts
----My vote is to start over.But I'm biased. [:
On Monday, October 29, 2018 at 5:00:21 PM UTC-7, Mike Brines wrote:The purpose of this exercise was to test the game and make corrections. I think we got to a good spot where it's probably better to make major changes and then start again. That said, let's try to make all the changes NOW so we don't have to do this again. I appreciate any feedback.
My suggestions:1. Let's just declare the Way of Nature people winners since they figured out how the game wasn't working right and capitalized on it.
2. Going forward the only ways to gain resources should be from options like not choosing horse domestication and such-like and from having cities. No more harvesting resources using people. If you want the multiplication benefit of resources, you need to invest the multiplication costs to build cities. (Or beat somebody up and take theirs)
3. To give more possibilities for income for players without requiring them to build cities add Herding. If you domesticate horses, cattle, sheep, chocobos, etc. You can herd them. One type of herd per non-desert, non-city or non-sea place. Gain 1 wealth per 3 people herding to a maximum of 100 wealth per place. This way if a player hunts out an area he can herd something else there. This gives players options. They can build expensive cities that are more valuable, or else do less expensive things with people and gain a smaller income. Herding doesn't require much investment, doesn't need to be protected like cities do, and the herdsmen can be used to attack other players any turn you forego using them to earn wealth by herding. Players could use herding to ramp up an income to build cities with, as an additional income while they're also building cities, or instead of having cities. This gives a player options rather than just making the game about "Can you figure out the only real solution these rules allow?"
4. Switch wizards so that they make attacks against campsites, cities, fortresses or ships at sea that kill people based on the strength of the attack but can't capture territory. They can't choose specific targets beyond the place attacked so their plague might kill a bunch of hunters or the storm might sink some ships but they don't get to choose which.
5. Assassins--I'm not sure what to do with these. They aren't workable as they are. Might just drop 'em from the game. Chaos already has cultists, which are pretty nifty. Any suggestions?
6. Other suggestions for things that seem to need fixing? I need brains and eyes that see things other than from my point of view. Remember, the game is supposed to be about significant choices. Real options--not just puzzling out the only real choice because the rest suck. Choosing to be a barbarian should make sense in the short run. Civilization should be a good idea in the long run. Maybe taking horse domestication is good because you want T3 cavalry later. Or maybe right now you can use the 2 hides more. It's significant choices, not just "can you figure out which of these is always the better deal?" Are there any things in the game what you should always and forever do? Or options you could do but never would? Are there Ways that are too good to pass up, or too useless to ever bother with? Or suggestions for things you'd like to see but don't?
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On 10/29/2018 7:07 PM, [MOB] OneEyedBadger wrote:
My original suggestion was to just fix the rules and keep going but a Nature player suggested he'd just as soon start over. Maybe I could go ahead and make the change and continue with the option you could always just start over elsewhere? The main issue seems to be the Nature Bloc invested a lot of time and effort building up a massively overpowered position and now that I'm trying to balance things they want to either keep what they have or start over fresh. Not fixing the problem isn't an option. The choices are whether we start fresh, or make the changes where we are. Which is why I want to make ALL the required adjustments now rather than have this happen again in a few turns.I dunno about this, I think the GM is jumping the gun. :/
They aren't 50% off. He doesn't get 2 production per city at the same price as one city. He gets to basically buy a second city in the same place. If he wants the double production it costs him the same as a new city. The only real advantages are that he doesn't need as many places and he can guard "two" cities with the same army. He gets no extra resources he didn't pay for.#1 - I think Nature is balanced vs Machines, so nerfing nature and restarting will just mean your 'observant' players will probably restart as Machine (because Machine effectively gets cities at 50% off)
I don't see this as required, but make suggestions. Machine isn't as OP as you seem to think. Nature is massively OP as it stands. Making cities is pointless if you can get the same resources at a discount. And Nature has the most ways to get resources without cities. As I see it the quickest, easiest fix is just to make a note for new players not to bother with anything else.#2 - Restarting with a Nerf on Nature doesn't do anything for Rui, Chaos, Warrior, or Kharma. Sorc may or may not be OP. Against a same size same income rival I think Sorc will have edge because his attack is unblockable, albeit expensive. Before restarting I would advise thinking about how to make the other Ways balanced with Machine and Nature, otherwise restart will just be a waste of time. Every Way needs to have something that affects production, otherwise the stated goal of having multiple ways to play is an illusion.
You complain in #4 that cities shouldn't multiply. But that's the point. Rui can build cities. They have a production enhancement. It's called cities. Nature can't build them but they can get wealth another way that is only good in the short run--not as much wealth but not much cost either. But if Nature gets resources from harvesting, and at the hunting cost, they have a production bonus Rui can't ever compete with. If Nature can "harvest" timber, wool, gold, black lotus and all those resources at a cost of only $300 each why would anyone build a city that does the same thing but costs way more? Rui isn't too weak. Nature is too powerful.Expecting 'powerful' units, especially units that are priced at $1:1T or more is not very practical. Go ahead and give Rui a 100T Armored Warmammoth costing 200 wealth each and Rui would still be sub par because they are utterly lacking in anything that enhances their production.
If you get a gold for having 300 gold panners, and a timber for having 300 woodsmen, and a wool for having 300 herders, it costs you 300 to get a resource. People building cities have to pay 300 for the first one, 900 for the second, 1500 for the third, etc. You pay 300 for the first place that makes resources, 300 for the second, 300 for the third, etc. If you spend 2700 wealth you can get 9 resources a turn. If a city boy pays $2700 he gets 3. You cash your 9 in for $8100 and can outfit 27 more places to produce resources. The city guy gets 3 resources earns $900 and can't even buy another city. Is this because cities are too expensive? No. It's because the Nature Way allows you the benefit of cities without the cost.If it is #4 - I can only speak from my experience, but only around 25% of my income is due to nature. Gold, hides, and wool are available for anyone, and is not unique to Nature. Only resource Nature makes available is Timber and if that edge is breaking the game I would argue the problem is most likely related to the exponential way resources are cashed in.
This is the point. Resources are exponential while hunting and fishing are arithmetic. If you give a player (Nature) exponential income on an arithmetic investment of course it causes trouble. My suggestion is just to make herding like hunting and fishing. Keep people who didn't pay for cities from getting the city benefit. That's all I'm saying. The other fix would be to say if barbarians (people without cities) want resources they'd have to pay the city investment costs to get them--in which case if it works just like having a city why is it different--just call it a city. It's also way more complicated to do it that way.
On 10/29/2018 7:25 PM, Kevin Darrow wrote:
Check the math in my long example below and see if I'm not right.while I am not a big fan of starting over and losing all the gains, if a player has had such a huge advantage like it appears that the harvesting of resources has created, I guess I would vote to start over.
They also make a element of danger so you can't just spread out and never worry about trouble. They tend to block/channel player movement and encourage people to use scouts. I just assume that most players will eventually kill off all preditors. A T12 T-rex is pretty scary in the early game when you don't have that many guys. If you have 800, it's no longer a threat, just an annoyance.
I am good with exploration gaining a one time resource, like discovering a slick of oil, or maybe some surface gems or gold.
I am good with hunting things like Terradactyles, Wolves, etc to lose the ability and gain the resource instead. This should require a certain number of hunter strength.
I don't really see a purpose developing in hunting the predators other than making sure your chief is the highest TL. This may need some development to ensure
Broken. If resources multiply (without which there's no point in trading, or even having different resource types) giving them at a flat 300 investment means within 6 turns you are fielding armies of tens of thousands and have production in every place you control. If something costs you 300 to get, it shouldn't make more than $100. If it earns you the square of the number of them, it needs to cost you more than $300 each to make.
I suggest having buildings required to build the other resources (i.e. Farms for Grain, Ranches for Wool, Mills for Timber) at a cost of $300.
The cities already give a bonus= the resources. If you change things so that resource production only costs you 300 each, then here's how it goes.
I suggest using the cities to create the set bonus you were looking for (i.e.if you have one city you can bundle two resources for $400, two cities three resources for $900).
As soon as you get 300 people, you can get a resource a turn. This probably takes no more than four turns if all you do is hunt and throw out an explorer or two, maybe less if take the hides instead of domestication.
Next turn you have 2 resources. You trade one of those for a different type and cash the two in for $400, get 400 more people and are now set up to get a second resource each and every turn.
The sixth turn you get 2 resources, trade one for another type and cash them in for $400, and set up to get a third resource. At this point you have $200 you probably used for more hunters or something.
The seventh turn you get 3 resources, do the trade exchange and cash them in for $900, doubling your resource production for the next turn.
The eighth turn you get 6 resources, worth $3600, which, when you invest, gives you enough people for 12 more resources, or 21 next turn. This entire time nobody can capture your resources because they are made by 300 people, not cities. They don't need armies to protect them, so there's no point in spending on anything but more people, because more people = more production.
The ninth turn you get 21 resources. Six turns, no cities, huge incomes, no need to protect anything, and probably getting production from every place you've explored. No reason for another player to even attack you. He can't capture anything. He might drive you off some land, but by endlessly expanding the map, that doesn't matter.
No choices, no strategy, no short/long game tactics. Cities are entirely pointless. It's essentially impossible to knock a player out of the game. If you're unlucky enough not to find a lot of resources that are "harvest-able" then you're screwed by the luck of the draw and lose. This is not a fun game, nor is it the game I intended.
If "nomads" had herding like I suggested they'd earn wealth from that. Plus they could hunt. And they can capture civilized cities either to loot or to keep for the production. They wouldn't really be entirely nomads at that point, but it's how the Mongols operated.
I suggest using raids more effectively, basically stealing the resource from a territory with a resource building. I am not sure how nomads would develop wealth anyway. Maybe have units that steal half their strength and a group of 50 can steal a resource.
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On 10/29/2018 7:07 PM, [MOB] OneEyedBadger wrote:
My original suggestion was to just fix the rules and keep going but a Nature player suggested he'd just as soon start over. Maybe I could go ahead and make the change and continue with the option you could always just start over elsewhere? The main issue seems to be the Nature Bloc invested a lot of time and effort building up a massively overpowered position and now that I'm trying to balance things they want to either keep what they have or start over fresh. Not fixing the problem isn't an option. The choices are whether we start fresh, or make the changes where we are. Which is why I want to make ALL the required adjustments now rather than have this happen again in a few turns.I dunno about this, I think the GM is jumping the gun. :/
I don't see this as required, but make suggestions. Machine isn't as OP as you seem to think. Nature is massively OP as it stands. Making cities is pointless if you can get the same resources at a discount. And Nature has the most ways to get resources without cities. As I see it the quickest, easiest fix is just to make a note for new players not to bother with anything else.
You complain in #4 that cities shouldn't multiply. But that's the point. Rui can build cities. They have a production enhancement. It's called cities. Nature can't build them but they can get wealth another way that is only good in the short run--not as much wealth but not much cost either. But if Nature gets resources from harvesting, and at the hunting cost, they have a production bonus Rui can't ever compete with. If Nature can "harvest" timber, wool, gold, black lotus and all those resources at a cost of only $300 each why would anyone build a city that does the same thing but costs way more? Rui isn't too weak. Nature is too powerful.
If you get a gold for having 300 gold panners, and a timber for having 300 woodsmen, and a wool for having 300 herders, it costs you 300 to get a resource. People building cities have to pay 300 for the first one, 900 for the second, 1500 for the third, etc. You pay 300 for the first place that makes resources, 300 for the second, 300 for the third, etc. If you spend 2700 wealth you can get 9 resources a turn. If a city boy pays $2700 he gets 3. You cash your 9 in for $8100 and can outfit 27 more places to produce resources. The city guy gets 3 resources earns $900 and can't even buy another city. Is this because cities are too expensive? No. It's because the Nature Way allows you the benefit of cities without the cost.
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Yes, I mine gold, without cities, but only because how the Gold resource is designed.The rule is specific to the gold resource and every 3 men you have panning/mining for gold grants you a 1% chance to get a gold resource.
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No, nothing about gold in the rules.Details are listed on my Orders Sheet under locations. The Pyrites have the same resource if I am not mistaken as they took over the second gold location that I had discovered. ;)
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Then give every Way the ability to gather resources like Nature does.
This is an interesting suggestion. But how would it work?
Hunting & fishing are pretty universal. What resources are
specifically linked to particular Ways? I could see maybe Black
Lotus for magic, but what about Karma? Or Rui? Does Rui even
need one? If everybody has the same abilities in different
colors there really isn't much choice between them. You just
play the color you like.
In previous versions I didn't have Ways. I had a bunch of
different abilities and such and anybody could have any of them.
You paid the cost and there you were. I think if I follow this
suggestion, that's where we end up.
I set out with the Ways to make different player positions with
different strengths & weaknesses. In my mind were the
different races in Warhammer 40K. They're all different. They
have their own special rules and way of being played and some
appeal to some people and not to others.As long as they aren't
totally OP (like Nature currently is) people have a choice. They
might play one game as Nature and another as Rui just for
variety.
I'll consider this but I think we've already tried it. But if
you have a suggestion how to do it, say on.
You complain in #4 that cities shouldn't multiply. But that's the point. Rui can build cities. They have a production enhancement. It's called cities. Nature can't build them but they can get wealth another way that is only good in the short run--not as much wealth but not much cost either. But if Nature gets resources from harvesting, and at the hunting cost, they have a production bonus Rui can't ever compete with. If Nature can "harvest" timber, wool, gold, black lotus and all those resources at a cost of only $300 each why would anyone build a city that does the same thing but costs way more? Rui isn't too weak. Nature is too powerful.
Meh. So basically Rui, Warrior, Machine are just copies of each other? Why not merge those three ways into a single way and not worry about it.
This is the point. Resources are exponential while hunting and fishing are arithmetic. If you give a player (Nature) exponential income on an arithmetic investment of course it causes trouble. My suggestion is just to make herding like hunting and fishing. Keep people who didn't pay for cities from getting the city benefit. That's all I'm saying. The other fix would be to say if barbarians (people without cities) want resources they'd have to pay the city investment costs to get them--in which case if it works just like having a city why is it different--just call it a city. It's also way more complicated to do it that way.
I would have almost same income as Rui, though. xD
If I was suddenly Way of Rui, right this second, I would lose the ability to harvest timber, but my other resource generation options stay the same.
Gold is a location, anyone can mine gold.Wool is a Domestication, anyone can learn to make +1 Wool per turn.Hides is from hunting/exploring, anyone can hunt/explore.
So, yes, I am paying $300 per resource, so would a Way of Rui player in my position, even if he had NO cities.
Also, unless I trade I never get 5th resource, so my exchange rates are capped at $1600 per set. City construction would allow me to have access to FIVE different resources I currently do not have access too (Grain, Gems, Iron, Oil, and Ivory).
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They do not have a production bonus Rui can't ever compete with. Please show me the math. No nature player that I know of has more than 1 resource he can actually gather. Rui can also gain 1 resource a turn for 300 wealth for his first city. Nature can't harvest gold. They can harvest black lotus, dye, papyrus, pearls, resin or timber. People will build cities because those are more economically viable past the very short term. The only compensation nature has for its severely limited set of gainable resources is the ability to cheaply make more than one for trade. Once a city player gets to 4 cities they will leave nature players in the dust, all else being equal and not considering warfare. The only reason I choose the way of nature was because I had a mental lapse and thought it could harvest more than the six resources listed.
The rule is specific to the gold resource and every 3 men you have panning/mining for gold grants you a 1% chance to get a gold resource.
So, not 'harvested' like other resources, I don't think you can even mine it with a city, I think you have to use guys. O.o
I don't get it. Only resource Nature gives me is timber.
6 timbers and I am using 1800 guyz to earn 600 wealth/turn. -.-
Also, would like to say that this game does even feel close to WH Fantasy or 40k xD
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Sheesh, yeah right.
I border two players, three at one time, and only one trade entire time.
In order to trade 5 timber to someone they would have to want timber and be next to me.
Who is gonna trade for 5 timber unless it makes sets for them?
Nature can harvest gold if they have the option. Any player can.
Anybody can harvest wool if they have sheep. Nature can harvest black lotus, dye, papyrus, pearls, resin or timber, which is why you choose Nature because other positions are more limited. But harvesting is the problem, not Nature. Nature just allows it best.
People will not build cities because they are NOT viable. Not if you can get a resource with 300 people.
You got unlucky and didn't have those resources immediately available. No big deal, you're going to explore until you find them. You're not tied to the territory you have in any way. You can take your whole tribe and wander around until you do find them. Then the following happens: (I know I've said this like three times before but people don't seem to get it).
If you want six resources a turn you round up 1800 people and you're in business. 1800 people costs a minimum of $1800 wealth. To get six resources a turn from cities costs 300+900+1200+2100+2700+3300=10,500. Why spend over 10,000 when you can do the same thing harvesting for 1800?
If I am Rui I look at the math and don't bother to build cities. I go into the wool business and pan gold.
If I'm really smart, I don't pick Rui, I choose Nature because it gives me the most resources I can harvest.
This is the same thing every reasonable player who examines the options will do. It's the only reasonable choice
OK, maybe you can't harvest 35 different resources, but you trade and get the ones you don't have. Or you make smaller sets of just the five you can. Every set of 5 = $2500 With 35 resources you could have 7 sets of five = $17500. Meanwhile the guy who spent the same amount building cities gets $3600 for his six resources. No matter how you do the math if you get to pay 300 per resource and cities cost more, there's no point to building cities.
First, yes, Rui could do the same. But the point is, the way things stand it's stupid to build cities. If you want six resources a turn you round up 1800 people and you're in business.
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You got unlucky and didn't have those resources immediately available. No big deal, you're going to explore until you find them. You're not tied to the territory you have in any way. You can take your whole tribe and wander around until you do find them. Then the following happens: (I know I've said this like three times before but people don't seem to get it).
Only if you the GM refuse to actively manage the game. I've explained already, but perhaps it bears repeating, my exploring until recently had nothing to do with getting more of those resources because I thought you had okayed my using more than the 6. It had everything with trying to get to 300 toughness of troops after I lost 100 hunters when I walked into a region bordering my camp with 300 T1 troops. Nature gave me scouts with toughness and I thought more than the 6 resources (apparently it used to be unrestricted and then you added the six, and I thought the addition of the six was adding more than the original six ... well, anyways, it was a poor choice).
If you want six resources a turn you round up 1800 people and you're in business. 1800 people costs a minimum of $1800 wealth. To get six resources a turn from cities costs 300+900+1200+2100+2700+3300=10,500. Why spend over 10,000 when you can do the same thing harvesting for 1800?
How am I going to get one of each of the 6 types of resources? I explore and find regions with those resources. Are the resources preset for all regions in the world? Or are you making it up as you go?
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I'm locked on three sides, and you are pumping more and more nasties into the west to try and stop me there. So tell me, which is it, you have no control and we'll easily gain access to 6 resource types, or you have complete control and we'll never see a second one? Cause I can tell you which the game I'm playing and you are GMing is arguing is the case.
That's an excellent idea. Trouble is these days it's hard to find
players.
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Alien nations is done. It got down to 2 players and I shut it down. A lot of what's right about Eemian Civ came from observing how that one didn't work.
You're over this flawed game. How about playing the improved
correct version? Making an all new game just starts the whole
process over and wastes the effort we've put into things so far.
I'd much rather perfect the current one so it works as intended.
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Yeah, exactly. So let's finish this off and get to playing!
Yes, because I never end up fixing the game and finishing it. I
end up switching to something new. Now when I want to finish the
thing, nobody wants to do anything about it.
On 10/31/2018 5:27 AM, Charles Hurst wrote:
I'm locked on three sides, and you are pumping more and more nasties into the west to try and stop me there. So tell me, which is it, you have no control and we'll easily gain access to 6 resource types, or you have complete control and we'll never see a second one? Cause I can tell you which the game I'm playing and you are GMing is arguing is the case.--
It's a defensive measure on my part not to have to create a gigantic endless map with an infinite number of places. It's only from talking to you here I realize what you're doing, that it's a natural result of the game design being what it is.
Giving players resources without cities forces them to very logically:
Never build cities. This defeats the whole purpose of a civilization building game.
It makes Nature the unquestioned choice of Way since they can harvest eight resources and everybody else only has two.
Explore endlessly searching for those magic 8 resources. This means the map has to be VAST and mostly full of useless empty spaces. Or I could just delete all resources but the magic 8. Why bother with coal or bronze or anything else?
Because of these the game turns on how lucky you are at the set up--did you get those resources or do you have to scour a whole continent to find them while somebody else concentrated on producing? This is not a good game.
There will be no cities or civilization or if there are they quickly get taken out by the Nature players who can out produce them easily. Sets of eight resources net them $6400 but cost only 2400 to set up the infrastructure to make. For a 2400 investment (300x8 places) they can get 8 resources a turn and still have those 2400 men available for war if necessary. Their production can't be captured and doesn't need extra warriors to protect it. Building cities to get 8 resources costs 19,200. And they have to be guarded or the enemy can capture them. Even with only 8 resources Nature is so vastly superior there's no comparison.
You say "well, I played and I couldn't find the 8 I needed." The point is you saw exactly how this works and are complaining you can't do what it takes to win. THE POINT OF THE GAME IS NOT SUPPOSED TO BE THIS!!!!!
It's supposed to be about building a civilization not searching for the magic eight resources and complaining that "the game's just luck" or "the GM ought to hand me those magic 8 resources. Why does he stick me with all these useless resources?" In the game this was supposed to be they wouldn't be useless. You wouldn't need to explore a whole continent before you could start making serious wealth.
I didn't want to make THIS game. I want to fix it so it is not THIS game. The point isn't to perfect the current mess. It's to fix it.
I'm done discussing this. If you can't see the flaw is not that the game doesn't get you to those eight magic resources--it's not supposed to be about finding and harvesting those resources.
The rules need to be fixed. They're going to be fixed. And the fix isn't about how to make a flawed mess better, but to fix the flaw that ruined a good game.
The only real issue is whether you want to provide input on the fix and whether you believe the fix is severe enough it requires a restart. From the fanatical resistance to the very idea of changes I think we have to restart. People have too much invested in their current positions. They don't want any changes because they know it'll change their current situation, usually weakening them because anybody with sense played to the broken rule set I provided. I don't fault you for playing like you did. The mistake I made allowing harvesting encouraged it. You're not wrong given the rules. You're absolutely right. The rules were wrong. That's why I say, anybody who picked Nature "won." Now let's start over a play a different game. A better game. One with real choices where the whole thing doesn't turn on whether you luck out and get those magic 8 resources.
On 10/31/2018 5:09 AM, Charles Hurst wrote:
Only if you the GM refuse to actively manage the game.
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If by "actively manage the game" you mean look at the player's goals (most of which I can't see because they're in his head) and anticipate his wants/needs and then when he explores create the world in such a way as to give him what he wants, then, yeah, I don't do that.
I see it as making the game challenging. Throwing T-rexes at people and make them work to win. That makes the game more fun.
Playing Candyland isn't. You seem to be complaining that because I didn't go out of my way to make sure that Nature guys get access to all those resources I failed somehow.
Maybe Nature isn't a good pick if you don't have those resources--oh that's right (really need a sarcasm punctuation sign) Nature is the ONLY way given the current rules to get ahead.
So I see your point. Given rules that make city based resources expensive and hard to protect
, while harvesting is cheap and has no downside
, since Nature has the most choices there it is a bad handicap if the GM doesn't throw you the right resources.
Of course, if all resources were the same--there weren't any "magic" ones you could get without a city then it doesn't matter which ones are out there. So my setting up the resources ahead of time wouldn't matter. That was the intent of the design. But it was entirely subverted by that one change of allowing harvesting and then handing Nature the massive benefit of having the best selection of the means to take advantage of the game breaking flaw.
If the world is infinite and I have to just keep adding places when you keep exploring, then you just push on until you find them. You're already up to the edge of what I thought I needed for the number of players we have. No reason to stop until you find all six. The only thing holding you back will be somebody else will probably find them first. Is the game supposed to be about who can "get lucky" and find the six hidden resources first or was it supposed to be about building a civilization.
You complain that I'm only using hypothetical situations, then complain because you can't find the resources to employ the very tactics I am deploring! You say my arguments aren't valid because nobody can do it--then ask for me to "actively manage the game" in such a way that you can.
That's funny, I thought we were all on a predefined smaller map than Alienations so make it easier to process for the GM. That was not my reason for exploring. It may be my new reason, if you insist there is no way for you to control the game.
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On 10/31/2018 5:09 AM, Charles Hurst wrote:
Only if you the GM refuse to actively manage the game.
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If by "actively manage the game" you mean look at the player's goals (most of which I can't see because they're in his head) and anticipate his wants/needs and then when he explores create the world in such a way as to give him what he wants, then, yeah, I don't do that.
No, I mean specifically managing how many of the 6 resources any way of nature player finds so it doesn't imbalance the game.
In more general terms, I mean watching the development of each position to assess if there is a problem and then adjusting under the covers / behind the GM screen. You don't need to know our goals in those scenarios. But definitely feel free to ask, since it is a play test, that might be more useful to you to know to assess how well the game is enabling people to do different things, what's confusing, what's problematic, etc.
I see it as making the game challenging. Throwing T-rexes at people and make them work to win. That makes the game more fun.
Right. So you've got a very successful player and it turns out that has more to do with luck and good play than the way of nature. A few T12 T-Rexes aren't really going to slow him down, so you may have to get creative to make his game more interesting (though I understand your hope is that players will bump into each other and provide the mid and late game challenges).
Playing Candyland isn't. You seem to be complaining that because I didn't go out of my way to make sure that Nature guys get access to all those resources I failed somehow.
You clearly do not understand what I've been saying. I'm pointing out you can (and should) RESTRICT how many of the 6 resources any player finds and that will PREVENT the way of nature from being imbalanced.
Maybe Nature isn't a good pick if you don't have those resources--oh that's right (really need a sarcasm punctuation sign) Nature is the ONLY way given the current rules to get ahead.
No it isn't, if the GM is actively managing access to the 6 resources involved.
So I see your point. Given rules that make city based resources expensive and hard to protect
This is also incorrect. This begins to really suck. By the time I'm done I'll have given away every bit of strategic insight I have and how I think and approach the game for free to everyone. I'll just say that no-cities and cities are two very different strategic situations defensively, both with pluses and minuses. The specific situation a player is in will have a big impact on which may be better.
, while harvesting is cheap and has no downside
It has a major downside if you don't find many of the 6 resources you can actually harvest.
, since Nature has the most choices there it is a bad handicap if the GM doesn't throw you the right resources.
The most choices? No, under certain circumstances, entirely under the control of you the GM, it can be a very good choice. In other circumstances, not so good. Your selling point is that human processing allows a customized and richer experience, versus computer games that can easily crank out more basic results but for larger sets of data. That sets an expectation that as the GM you actively manage the game behind the scenes to prevent the game from becoming an easy run-away for a player or cabal.
Of course, if all resources were the same--there weren't any "magic" ones you could get without a city then it doesn't matter which ones are out there. So my setting up the resources ahead of time wouldn't matter. That was the intent of the design. But it was entirely subverted by that one change of allowing harvesting and then handing Nature the massive benefit of having the best selection of the means to take advantage of the game breaking flaw.
Mike, you still haven't answered my question, which makes it harder to provide constructive feedback. Are the resources in each region already pre-set? Or are you randomly rolling it up and tweaking so that you get the groupings of resources geographically that you talked about before the game began? It actually doesn't matter how it is done, as we players have no clue or idea until we actually explore a region. Schrondinger's Cat.
Charles
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That's what I am going to do.
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Sorry to see you go. Maybe you can jump in later sometime.