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Subject: City build variant: Impulse builds rss

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Mustafa Ünlü
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Takoma Park
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This idea is based on a rules question in the forums.

What about having everyone build cities one at a time, still in reverse order?

This would have two effects.

a- It is not so good to be last anymore. You still get to buy resources first, and you still get one city before anyone else gets theirs, but not everything you wanted.

a1- Conversely, if you are first in player order, the hosage is diminished somewhat since you may have a chance to get in a good build.


b- Games go faster. Analysis paralysis may be diminished since there is no incentive to calculate all possible build paths to pick the lowest cost total.

b1- Downtime is less. Waiting for people to finish their turns is not a problem any more. Players are more involved in the game. Perhaps a touch of diplomacy even? "If you don't build there, i won't build *there*."

Haven't tried this at all, just a quick idea is all.
 
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Marc P
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I'd be open to trying this out next time. Seems like it could work.
 
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Russell InGA
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Re: City build variant: Impulse builds - How About Cmmdties?
You could use the same rule for commodities. There was a PG post recently that said to the effect: If I've got the most cities, and hence the most buying power, how come I end up with the worse deal as opposed to the best? (Pretty reasonable question in my opinion.)

(I am neither supporting either rule change nor opposing.)
(I am also rather ambivalent toward PG.)

Both of these changes lessen the "catch up" effect.

The Impulse City rule might change the way people think about building cities and that might make it more interesting.
 
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Grzegorz Kobiela
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This rule would even more support the leading player. I wonder how many people think being last to be most effective. It's not. As the leading player you get most money firing more cities than others, you still get got building places as the people with less money are unable to build too much, and you are closer to victory than everybody else as you have more cities than other people. And now, as the leading player, you should get resources or cities cheaper? That would destroy the game in my view.
 
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Mustafa Ünlü
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I suppose it all depends on how much advantage one thinks that the last place player should have.

Under this rule, they'd get to buy resources first (I wouldn't use an impulse system for resources, it would be too cumbersome), and they get to pick the first best available spot to build on (and also n+1st, where n is the # of players). Those are fairly heft advantages already. I doubt that "the game would be destroyed".

The problem with the game as it stands is that the 1st place place player may not be making that much more than the last, especially in the situation where everyone has similar numbers of cities and player order depends on power plant numbers. I would posit that this is actually the more likely scenario rather than a runaway winner who has 5-6 more cities than everyone else.

I think most people would agree that having 1-2 more cities and/or the same number of cities but a slightly higher numbered power plant is not really that huge an advantage. It certainly does not offset the disadvantages of buying *all* your resources and building *all* your cities last, especially in stage 1 where people can get blocked out of places on the map.
 
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ɹǝsɐɹɟ
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camustafa wrote:

b- Games go faster. Analysis paralysis may be diminished since there is no incentive to calculate all possible build paths to pick the lowest cost total.

No, now they would just check the possibilities every single house they build which with AP prone players would make the whole process take longer in my opinion
 
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