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Civilization management ... Reverse psychology

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larienna
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Joined: 07/28/2008

I just have a weird idea lately that I want to share. It's a mechanics to handle civilization management. Most game offer players a certain amount of actions that they can do every turn. Players chose what they want to do according to their strategy.

The idea I had just to the opposite. The players are allowed to do everything they want, but the game adds restrictions to tell them what they cannot do.

The system works like this: At the beginning of the turn, players draw X event cards. These events represent the problems that you need to manage in your civilisation. Players will then have to make a decision to solve the problem on the card.

An event cards is composed of various section (inspired on the TI3 political cards)

Immediate effect: If the player chose this option, an immediate effect occur on the game. Player lose stuff or move stuff on the board.

Permanent effect: If the player use that solution, the card will stay in front of him and the effect will take effect every turn. This could be represented by some changes or laws to control certain things.

Discard Conditions: The things that can be done by the player in later turns to get rid of this card in front of him.

It's possible that some cards affect other players. Or each cards has icons, and if more than X icons are in play, something happen to everybody (the problem is so large that it affect all civilizations)

The idea is that with unique event cards, it will make the civ management looks more alive. It also makes the game more flexible.

What do think?

Empires
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Joined: 05/18/2011
Intersting.

I love Civ-building games. this could be taken to a very interesting level.

I hope this is what you mean by the events. For example: You draw Famine. The immediate effect could be to discard all your food. The permanent effect could be all farms produce -1 food. You could get rid of it by paying 2 gold per farm. Is this sort of what you were going for? And if it was to include other players, all other players lose 1 food? This just an outline to help me understand what you are doing.

larienna
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Joined: 07/28/2008
Yes, that is exactly what it

Yes, that is exactly what it is. Or something very close.

NativeTexan
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Joined: 03/04/2009
Interesting idea...

larienna wrote:

__Immediate effect__: If the player chose this option, an immediate effect occur on the game. Player lose stuff or move stuff on the board.

__Permanent effect__: If the player use that solution, the card will stay in front of him and the effect will take effect every turn. This could be represented by some changes or laws to control certain things.

__Discard Conditions__: The things that can be done by the player in later turns to get rid of this card in front of him.

I really love the concept. I am a bit confused by the references to 'option' and 'solution' that you give in the description of the two effects. What is your thought process on how a player handles the set of events they have drawn? Do they have to do all of them or a subset? Is the idea that you can only take an action if you are willing to accept the complication that comes with it? Are there multiple solutions to an event? Inquiring minds want to know...

Thanks.

Kyle Gabhart
Driftwood Games
www.driftwoodgames.com

larienna
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Joined: 07/28/2008
Simple, for each card, the

Simple, for each card, the player has the option to either take the immediate effect or the permanent effect. If they take the permanent effect, the rules of the game changes for them until they fulfill the discard condition to get rid of the card. Else if they take the immediate effect, the card get's discarded.

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