What do people think about the number of players? Is six about right? More, less? What about the map size? I want to encourage player interaction, but I don't want competent players being wiped out in the first year just because they're last in the turn order.
DariushSo... harvesting from a desert works as a pseudo-irrigation that turns deserts into plains? Well, that's a bit strange, but okay. I guess that undermines the Merciless Djinn combo a bit.
Yeah, thematically, they have the power to tap into hidden oases in the desert.
What are the rules about expanding/conquering lakes? I see that they have penalties (in merfolk text), but not what those penalties actually are.
Just like every other tile, it costs additional actions equal to the defence of the tile (i.e. it costs 2 actions). They're relatively inexpensive to capture but expensive to turn into anything useful.
9) Vile seems rather UP. If every single other civ is conquered, they only earn 5 VP. Tile-based heresies earn the same 5 VP by merely expanding a bit. Maybe upgrade that +1 to +2?
Possibly... you can still win by just getting lots of territories, and their ability to enslave and sacrifice means they're pretty good at conquering and expanding.
10) Proposal: instead of enclosing every single tile a player owns, instead enclose their entire territory in one continuous border. That should improve map readability quite a bit.
I'll try it out. The new map style is designed to make it easy for me to make changes, so if I can do this simply and make it look good and clear then I will.
11) Why did you turn a beatiful continent with believable shores into a rectangle?
Yeah, I've now decided that's just a test map. I'm going to keep all the same tiles but juggle them around until it looks nice.
GWGMake the rivers more visible, maybe by removing some of those lines. If you need them for filling, you could make them beige or something.
I'll play around with the sizes and colours until I get something a bit clearer.
On that note, why do some inner/outer borders of lakes have Rivers between them but not all?
That was a colouring in oversight: just goes to show I should definitely make the rivers look clearer!
Why would someone want Brutal Raid when they can just Raid and then Raze/
Why can mimic not be used in Spring or Fall?
Apostate seems...interesting.
You can't normally raze tiles you don't own. Is that not worth it?
The mimic rational was that it is only useful for building cities on terrain you wouldn't normally be able to build cities on, and you can only improve in Summer/Winter. I'll change this as I now realise a player might want synergy from choosing Heterodox Spider.
Impossibulls seem mildly OP and are apparently based on a bad pun.
A player who is wiped out probably isn't going to win and it doesn't give any benefits to actions so I don't think it's all that over powered.
Are we signing up now?
You can do.
a1sI have some questions of my own.
if Raze, brutal raid and sacrifice give you more actions, wouldn't it be simpler to just say they have cost:-1 (0 in the case of BR), rather than
"costs 1 action and gives 2"? And is that reading of the situation, in fact, correct, or did I miss something?
I need to clarify this in the text, but you can brutal raid plains tiles as well (though you only get the raid action bonus if it's field you're raiding), so the action either costs nothing to turn your neighbour's plain into an unowned desert, or you gain two actions if it's a field.
They don't cost -1 action, strictly speaking, as you need an available action to use them in the first place.
Do bountiful swine get the bonus when foraging?
No. Should be they?
Do humans only start with a population cap of 2, or do they get a +1 pop cap bonus for the whole game?
I thought it simpler to give them it for the whole game. With the changes to turn order and population growth, this shouldn't be too big an advantage.