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Uploaded: 2010-11-05
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Charles Simon
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Marcin Krupiński
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So there is hope that Civ will fit on my table
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  • Posted Fri Nov 5, 2010 2:43 pm
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Charles Simon
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The thing you have to watch out for is the Tech Pyramids. This is a two-player set up, so the map is smaller, but the tech pyramids for each player still takes up a lot of extra space. This is even worse when playing with 4 players and you need space for 4 pyramids.
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  • Posted Fri Nov 5, 2010 5:56 pm
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Gon Tanaka
Germany

How's the game with only two players? Is it focused on combat? I hope not!
 
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  • Posted Mon Nov 8, 2010 10:39 pm
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Charles Simon
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It is missing open-ended diplomacy in the 2-player game because you always have one direct opposition throughout the game. 2-player game can is also more vulnerable to ending via a Military Victory because you don't have the other players rushing to help to stop a Military Victory.

However, that being said, provided that both sides keep a close arms race, combat isn't necessary since it is a big investment/risk if your opponent seems defensible. However, if one player does not build up any military, then, yes, they will likely be quickly smashed.
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  • Posted Mon Nov 8, 2010 10:52 pm
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Derry Salewski
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Seems like once people are familiar with the techs, trees can be fairly condensed as well.
 
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  • Posted Tue Nov 9, 2010 8:01 am
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Konwacht
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Hmmm...

... and I still don't like the map layout that really, really does not fit on any tile edge...

yuk










(I will buy it anyway, a sure must have for me, but the design of those map tiles... shake )
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  • Edited Tue Nov 9, 2010 8:14 pm
  • Posted Tue Nov 9, 2010 8:08 pm
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Kenny VenOsdel
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Konwacht wrote:
Hmmm...

... and I still don't like the map layout that really, really does not fit on any tile edge...

yuk










(I will buy it anyway, a sure must have for me, but the design of those map tiles... shake )


I was just thinking the same thing except I'll probably pass on this one and just play someone else's copy instead.
 
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  • Posted Wed Nov 10, 2010 10:08 am
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Karim Chakroun
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Konwacht wrote:
Hmmm...

... and I still don't like the map layout that really, really does not fit on any tile edge...

yuk










(I will buy it anyway, a sure must have for me, but the design of those map tiles... shake )


and your solution is...?
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  • Posted Wed Nov 10, 2010 12:19 pm
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Zé Mário
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carthaginian wrote:
and your solution is...?

Because you can't criticize something unless you have a better solution? Wouldn't this be a different world...
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  • Posted Wed Nov 10, 2010 2:32 pm
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Karim Chakroun
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Asur wrote:
carthaginian wrote:
and your solution is...?

Because you can't criticize something unless you have a better solution? Wouldn't this be a different world...


Well, he obviously can, he just did.
 
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  • Posted Wed Nov 10, 2010 2:57 pm
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Chris Schenck
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I agree the map tile transitions (or lack thereof) are UGLY!
No, I don't have a solution either, because I'm not a graphic designer.
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  • Posted Wed Nov 10, 2010 3:20 pm
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Zé Mário
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carthaginian wrote:
Well, he obviously can, he just did.


Phew, that's a relief.
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  • Posted Wed Nov 10, 2010 3:31 pm
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The Galaxy is Just Packed!
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Quote:
and your solution is...?










Particularly Return of the Heroes. Sometimes all you need is a simple border.
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  • Edited Wed Nov 10, 2010 4:42 pm
  • Posted Wed Nov 10, 2010 4:31 pm
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Jon W
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Konwacht wrote:
... and I still don't like the map layout that really, really does not fit on any tile edge...

yuk

Yeah, hadn't thought much about it before, but that picture really does bring out the jarring contrasts. I second the yuk.

yuk yuk


(But I don't think it's a showstopper or anything.)
 
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  • Posted Wed Nov 10, 2010 5:14 pm
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Kenny VenOsdel
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The thing that makes it bad is that the landscape looks like it is supposed to continue onto another tile but then it just doesn't. The edge of the water looks nice where the art makes an edge, but the spots where a tile makes the edge look so bad.
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  • Posted Wed Nov 10, 2010 6:56 pm
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Konwacht
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carthaginian wrote:
Konwacht wrote:
Hmmm...

... and I still don't like the map layout that really, really does not fit on any tile edge...

yuk










(I will buy it anyway, a sure must have for me, but the design of those map tiles... shake )


and your solution is...?


As bryanwinter showed very well: Rune Wars did it right.


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  • Posted Wed Nov 10, 2010 8:10 pm
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The Galaxy is Just Packed!
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I would be interested to see how these would look if they just had something like a simple 1/4" black border around them. That would allow your mind's gestalt to "fill in the blanks" and provide your own transitions. With the full bleeds, the complete lack of transition is even more glaring and "wrong-feeling."

Pseudo-psychology FTW!
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  • Posted Wed Nov 10, 2010 10:29 pm
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The Galaxy is Just Packed!
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carthaginian wrote:
Somehow, I doubt :
 


Not at all - I actually do like that about a million times better!

If I ever pick this game up, that'll be my first bit o' pimping to it.

Thanks for the example!
 
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  • Edited Wed Nov 10, 2010 10:47 pm
  • Posted Wed Nov 10, 2010 10:46 pm
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Chris Schenck
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bryanwinter wrote:
I would be interested to see how these would look if they just had something like a simple 1/4" black border around them. That would allow your mind's gestalt to "fill in the blanks" and provide your own transitions. With the full bleeds, the complete lack of transition is even more glaring and "wrong-feeling."

That's a really good idea. I think some of this effect might be accomplished by keeping the tiles slightly apart on the table. Go look at the top image again, and imagine them each with a gap between them, exposing the black table beneath. It's probably not as good as actually having the borders on the tiles, but it might help a bit.
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  • Posted Thu Nov 11, 2010 12:57 am
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The Galaxy is Just Packed!
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cbs42 wrote:
bryanwinter wrote:
I would be interested to see how these would look if they just had something like a simple 1/4" black border around them. That would allow your mind's gestalt to "fill in the blanks" and provide your own transitions. With the full bleeds, the complete lack of transition is even more glaring and "wrong-feeling."

That's a really good idea. I think some of this effect might be accomplished by keeping the tiles slightly apart on the table. Go look at the top image again, and imagine them each with a gap between them, exposing the black table beneath. It's probably not as good as actually having the borders on the tiles, but it might help a bit.


The post above yours is a response to"carthaginian" in which he took the original image and added a black border to each tile. But as you can see his image and his post are now gone.

It really did look a ton better. I'll see if I can recreate it and post it here in a few minutes.

EDIT: Here you go. Not perfect but you get the idea:


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  • Edited Thu Nov 11, 2010 4:26 am
  • Posted Thu Nov 11, 2010 4:21 am
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Chris Schenck
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Oddly (or maybe not so oddly) it really does look a lot better to my eyes. The false border fills in the gaps, as you suggested. It's clearly not perfect, but it is indeed a lot better -- to me at least.

In any case, I'm sure no one here was suggesting the game was unplayable because of the tile (non) transitions. But it's still nice to see that a simple visual buffer relaxes the jarring shift between the zones, at least a little bit.

 
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  • Posted Thu Nov 11, 2010 6:03 am
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mark birchall
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A simpler solution, then, would be to leave a gap between the tiles when you lay them on your table - especially if you have a dark tablecloth as in the photo.

cool
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  • Posted Thu Nov 11, 2010 9:07 pm
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Edward Wehrenberg
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Mark Birchall FTW!!! (Great idea!)

rikrak wrote:
A simpler solution, then, would be to leave a gap between the tiles when you lay them on your table - especially if you have a dark tablecloth as in the photo.

cool
 
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  • Posted Tue Nov 23, 2010 9:08 pm
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