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7 Posts

Through the Ages: A Story of Civilization» Forums » Variants

Subject: Increasing value of administrative actions rss

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Patrick Parker
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Bryan
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When our local group plays TTA, we have found that level 3 government cards are rarely taken, the extra actions they give you are just not worth the price so late in the game. This variant is an attempt to fix that, and make these cards worth taking.

Starting in age 2, it costs +1 AA to take any card from the card row.
Starting in age 3, it costs +2 AA to take any card from the card row.

This change will make the extra actions granted by the level 3 governments much more valuable, so maybe the cards will be taken more often. My only concern is that it might slow the game down too much.
 
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Chun Ping
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you will find that the game is very balanced as of now, and your attempt to "fixed" it will seriously hurt the game. not all cards are meant to be played every single time, and there's many reason to go for Age III government in the original game. with your change, you are preventing any player who did not pick up republic/con monarchy to win the game. Especially in a 2-player game, i will just take BOTH the age II govt and my opponent will instantly be out of the game.

please play it more and not screw up the balance of this game for your own benefit. Of cos, it's your game so play it the way you like, but here's my advice of not killing the game for your group.
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Darrell Hanning
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I'd recommend against your approach in any case, as it will also make getting the later forms of governments more difficult, in addition to making all the other cards more difficult to obtain. If you want to incentivize picking up of the later government forms, then I would recommend reducing their cost to put into to play, instead.
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Daniel Corban
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I find that Age III governments are played about as often as Age I governments.

When you say "the extra actions are not worth the price", I assume you mean that you already have an Age II government? Then yes, you are correct. It is rarely worth the cost in that instance.

In regards to your variant, I don't believe this will increase the desirability of Age III governments. The limitation is usually the amount of science on hand, or the desired usage of that science.
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Patrick Twitchell
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patparker wrote:

Starting in age 3, it costs +2 AA to take any card from the card row.

This would apply to taking the Age 3 Government as well, so I think your intended incentive would be negated.

I probably take an Age 3 government about 40-50% of the time. I don't care for Republic, and usually Con Mon is hotly contested. So, if I miss out on Con Mon (or it appears at the end of Age 2), I usually just wait for an Age 3 govt.

Besides, the Age 3 governments tend to be worth more points via Impacts of Progress and Government.

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  • Last edited Tue Jan 24, 2012 5:26 pm (Total Number of Edits: 1)
  • Posted Tue Jan 24, 2012 4:37 pm
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Ocean Druen
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Personally I think that your optional rule breaks the game. I would experiment with trying to play with these governments first.

Personally I like Age III governments because they give you better bonuses (added culture for democracy or military for fundamentalism), they are worth more on some final scoring cards, and most importantly they allow you to have an additional urban building to get that fourth movie theater that you always wanted.
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Grant
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patparker wrote:
When our local group plays TTA, we have found that level 3 government cards are rarely taken...


Why does this strike you as a problem? There a number of wonders, leaders, techs, and yellow cards that are rarely taken. Don't you think this is intentional in the design of the game? Some cards are made to be great nearly all the time, and some are very situational. This is a FEATURE, not a FAULT.
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  • Last edited Tue Jan 24, 2012 9:39 pm (Total Number of Edits: 1)
  • Posted Tue Jan 24, 2012 9:38 pm
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