by Tankra
chumchu2 wrote:
I do not see the problem with straightforward bonuses. An extra point of science/turn can have large impacts and changes how you plan in very much the same way as extra defense, or cheaper recruiting.
The way I see it, an extra point of science per turn is the least worrisome of the straightforward bonuses, but is still pretty problematic. I mean, there isn't really much strategy or gameplay change you need to adopt when you have a +1 science per turn; you just get more technologies because you can afford more and prosper immensely. It's even worse with food/resources per turn, because that will quickly snowball your civilization to the top, especially as an Age A trait.
chumchu2 wrote:
Make the auction of traits at the beginning of age 1, 2 and 3 to make it consistent and elegant.( Let the players start with ~6 culture to make the first auction interesting)
The problem I see with this is that the Age I auction would be essentially an exercise in futility. The traits would not cost anything meaningful to the players and would be essentially non-decisions. Age A traits already give players free traits, and a second freebie would be unnecessary. You could always play with a variant in which you get two Age A traits instead of one if you want more traits.
An auction at the beginning of Age III might be interesting. The reason I didn't add it in there is because looking at all the cards that exist in Age III in the base game, you notice that everything in there is essentially there to give you more culture. The four Wonders, the Events and pretty much every Leader all give you culture in some way or another. To keep with that example, you would have to have traits that give you culture, which I ruled out due to the absurdity of "spending" culture on something that will directly give you culture. On the other hand, I just don't see Age III traits as being worth it if they *don't* add culture, so I just kept them out entirely.
chumchu2 wrote:
The balance seems off, some traits are powerful like expansive whereas others like financial seem lackluster.
I agree that financial seems to be the weakest of them all, although I think this bears a little testing, because financial really has the most exotic power. Perhaps with a little bonus it might come up to par.
chumchu2 wrote:
Make traits stronger so that they really make early culture better and permanent so that they provide more flavour
I agree that maybe Age II traits could be stronger in general, but we have to be careful not to make early culture for traits too important, either.
I don't agree, though, that permanent traits add flavour. Just like you lose your Leaders after two ages, it makes sense that your civilization should evolve and change traits over the course of millenia. Also, it would be a nightmare to have the traits coexist, what with doubling up of bonuses and such.
chumchu2 wrote:
Great minds think alike =)
Your post was part of my inspiration :) I didn't mention it cause my post was already tl;dr, but nice work.