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Subject: Re-balancing National Advantages? rss

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A.J. Sansom
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Okay, so this is more of a "spit-ball" post (just throwing ideas out there to get some feedback).
I've been working on individual Player Sheets for this game that list the countries' different advantages and I'm feeling that they aren't really all that balanced (not a new idea, I know!). I thought I'd put up what I was thinking for each country and hopefully others would chime in (shoot me down, add their ideas, etc.).

So here goes:

England -
1) +2 Colonist per turn
2) Take $1 from each player per turn

Both of those seem pretty good and I don't really see any need to change them.


France -
1) +1 Missionary per turn
2) +1 Colonist in each discovered colony

As long as you read the second ability to allow the free colonist regardless of who discovered the region, I think they're both good abilities.


Holland -
1) +1 Merchant per turn
2) +1 Captain per turn

This is the first one that I really don't like. All the other nations have one ability that gains them a person per turn but then have a second "ability" style advantage. I would like to keep one of the current advantages but then come up with something creative for the second. As of right now, I have nothing.


Italian States -
1) +1 Merchant per turn
2) +$1 for every 2 trade goods

I like the idea of these, but I feel that the second advantage is underpowered. Could it be changed to +$2 for every 3 goods? Something more complex (but not too complex) like "sets of 3 make $5 and sets of 4 make $10? I need help on finding what would be balanced here.


Portugal -
1) +1 Captain per turn
2) -1 Natives on discovery

This is the first one that I changed on my player sheets. I turned the second advantage to be "-1 Natives, can do 2 discoveries per turn." So far, it's worked out pretty good.... it's certainly more interesting than what was printed!


Spain -
1) +1 Soldier per turn
2) +$5 per successful discovery

Is the second ability good enough when getting a soldier could just be put into the discovery box for $2-5 anyways? Should it be more money per discovery? Should the ability read "Colonists count as soldiers in the discovery box"?



Okay, so that's a lot of thoughts, but to nutshell:
I don't like Holland, the Italian States, Portugal, and (possibly) Spain's second advantages. Please weigh in with your ideas! I love this game and want to make it as interesting and balanced as possible!
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Brian Mc Cabe
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ENGLAND

STRATEGY SPOILER! STRATEGY SPOILER! STRATEGY SPOILER!

I've played two games with the expansion and England has run away both times. Everyone else gets one extra guy to start and England gets two. I think the strategy is going to have to be get soldiers to the New World, wage war every turn and block England from getting missionaries.

HOLLAND

Absolutely disagree here. This is one of the tougher choices: Money/Merchant Ship or Discovery Merchant Ship. I would leave this one alone.

ITALIAN CITY STATES

Your suggestion would make the choice tougher. Maybe. It's going to take a few turns to get enough goods to start generating a decent income, while that captain would pay dividends right away.

The problem with increasing the money is that a player would basically be getting paid twice for trade goods, and I think that's why the amount was kept low. As it is, during income phase, three of any gets the player $1, three of a kind gets him $3 (You're suggesting an additional $5 added to that and an additional $10 added to four of a kind.

Writing this, it dawns on me these aren't additions, and I may have been misinterpreting this tile.

PORTUGAL

Maybe -1 native and +1 soldier, so the money increase is indeterminate. You don't have to put the soldier in the discovery box; it's just factored in during the Discovery phase.

SPAIN

The colonists should definitely not count as soldiers in the Discovery Box. Unless someone really gambles, no fewer than four colonists are going over. Spain's National Advantages are probably the weakest. There are much better specialists than the soldier, even if it does have two abilities. Maybe $7 per discovery.

Brian



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A.J. Sansom
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Whew! Good to get some good thoughts going here.


1) In the case of England, are you thinking that their first ability needs to be re-balanced? Could it be "+1 settler / always is 1st on the initiate track"? Or are you saying that it's fine, but just that you have to actively combat it?

2) I definitely believe that you have a tough choice as Holland, I just just didn't like how they were the only nation without a "non +1 person" ability.

3) Yes, for the Italian States I was suggesting that the normal $1/3/6 be replaced with $1/5/10 instead. I'm hoping to try that out and see how it goes...... just running the math for some of our previous games it seems like it should work out(?).

4) With Portugal, would you be dead-set against being able to do 2 discoveries in a turn? I figured that you could potentially do this 2-4 times in a game.....? I think that the idea of allowing them to claim the soldier bonus "for free" is an interesting idea though.

5) I agree that with Spain, a simple increase in money for discoveries is probably best. Keep it simple whenever possible.

6) And hooray, it appears that we're good with France? So 1 down and 5 to hammer out?


Please chime in if you're reading! Let us know what you think!
 
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Richard Potthoff
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Maybe for England make it one Colonist plus one colonist on a virtual "Z" spot on the colonist track?
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A.J. Sansom
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jtserick wrote:
Maybe for England make it one Colonist plus one colonist on a virtual "Z" spot on the colonist track?


I think that would actually make them even better than it's current iteration. Being able to get in un-blockable is nice
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Troy Adlington
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I think 2 colonists vs a specialist is pretty fair actually.

I just played England and I didn't win.

One of the things that happens is that too many men = nothing much to do but discover at end of turn. Not bad but it's not an imbalance.
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A.J. Sansom
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Troymk1 wrote:
I think 2 colonists vs a specialist is pretty fair actually.

I just played England and I didn't win.

One of the things that happens is that too many men = nothing much to do but discover at end of turn. Not bad but it's not an imbalance.


Exactly what I was thinking...... and if you were able to bank one of those two guys on the X or Y space to send over, that would be even a better ability (that they don't need, IMHO).
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JT Call
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What about Britain's $1 from each player/turn ability? The value of that power seems to fluctuate wildly depending on how many people are playing. Do you think it would be balanced to just change it to $4-5/turn?
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JT Call
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Just to clarify (because I know you've made some changes to these powers since this thread first got started), I believe these are the powers that you've currently settled on having (at least, this is what was listed on the files you posted):

ajax013 wrote:
England -
1) +2 Colonist per turn
2) Take $1 from each player per turn

France -
1) +1 Missionary per turn
2) +1 Colonist in each discovered colony (regardless of who discovered)

Holland -
1) +1 Merchant per turn
2) +1 Captain per turn

Italian States -
1) +1 Merchant per turn
2) Economy for trade goods = $2/$5/$10 (instead of $1/$3/$6)

Portugal -
1) +1 Captain per turn
2) -1 Natives on discovery AND income from solider (as if you had one extra soldier in your party).

Spain -
1) +1 Soldier per turn
2) +$7 per successful discovery


And, to reiterate my previous suggestion, I think one more good change to these powers would be as follows:

England -
1) +2 Colonist per turn
2) $5 each turn

Alternatively, you can still keep England's power as "Take $1 from each player each turn," but if they are getting less than $5 per turn, you can allow them to take the difference in $ from the bank. Maybe the power could read: "Take $5. All other players lose $1." Of course, if you do that, it should probably be "Take $4. All other players lose $1." That would balance out the negative/take-that aspect of the power while still keeping it effective.

edit: added alternative power
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A.J. Sansom
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That's a good point about England's national advantage; we almost always play with four players so what you're proposing is exactly what is ends up being in practice for us.
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JT Call
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ajax013 wrote:
That's a good point about England's national advantage; we almost always play with four players so what you're proposing is exactly what is ends up being in practice for us.


Well, if you end up changing England's player aid to "Take $4. All other players lose $1"...let me know. I've printed out the player aids for all the other countries and I'd love to have this modification.
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A.J. Sansom
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talusproteus wrote:
ajax013 wrote:
That's a good point about England's national advantage; we almost always play with four players so what you're proposing is exactly what is ends up being in practice for us.


Well, if you end up changing England's player aid to "Take $4. All other players lose $1"...let me know. I've printed out the player aids for all the other countries and I'd love to have this modification.


I'll put that up for you shortly, but I was wondering if it shouldn't be take $3 instead of $4. We usually play with 4 players so I misspoke up above, we usually have the English player getting $3 while everyone else gets hit for 1. Do you want to keep it at 4?
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JT Call
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Good question (and thanks for checking). Personally, I think that $4 is the right amount. I've thought about it quite a bit and with just $3, there's not a lot you can do (and it's nowhere near as good as getting 2 colonists per turn or 1 merchant per turn). $4 makes it just appealing enough that a clever person could use that to their advantage without running away with the game.

Likewise, in a game with fewer people (2-3), players tend to have more options open to them (more opportunities to get trade goods, the merchant ship, etc) and hence tend to have stronger economies. Thus, in a game with fewer players, having extra cash isn't as helpful as one might think. Alternatively, in a 5 player game, cash tends to be really tight, so having $4 can be really helpful (and is exactly in line with what the original NA tile was meant to do).

Oh yes...and THANK YOU for modding that player aid. Very kind of you. Here's some gg for your efforts.
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A.J. Sansom
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talusproteus wrote:
Good question (and thanks for checking). Personally, I think that $4 is the right amount. I've thought about it quite a bit and with just $3, there's not a lot you can do (and it's nowhere near as good as getting 2 colonists per turn or 1 merchant per turn). $4 makes it just appealing enough that a clever person could use that to their advantage without running away with the game.

Likewise, in a game with fewer people (2-3), players tend to have more options open to them (more opportunities to get trade goods, the merchant ship, etc) and hence tend to have stronger economies. Thus, in a game with fewer players, having extra cash isn't as helpful as one might think. Alternatively, in a 5 player game, cash tends to be really tight, so having $4 can be really helpful (and is exactly in line with what the original NA tile was meant to do).

Oh yes...and THANK YOU for modding that player aid. Very kind of you. Here's some gg for your efforts.


Okay, it's posted on my Gallery and going through Geekmod to get on here
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George
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First a disclaimer, I haven't been able to play with the expansion yet! Only half a solo game as a test. And although I'd say AOE is one of my favorite games, I've probably only played about half a dozen times over the years so I'm far from an expert on it.

Quote:
England -
1) +2 Colonist per turn
2) Take $1 from each player per turn

I really like the $4/turn, everyone lose $1. Nicely solves the player scaling issue while keeping the spirit of the original power.

Quote:
France -
1) +1 Missionary per turn
2) +1 Colonist in each discovered colony (regardless of who discovered)

Agree.

Quote:
Holland -
1) +1 Merchant per turn
2) +1 Captain per turn

I agree with Brian and others, these are fine.

Quote:
Italian States -
1) +1 Merchant per turn
2) Economy for trade goods = $2/$5/$10 (instead of $1/$3/$6)

#2 has the same problem as being dependent on # of players -- in a large game, people will have less trade goods and in a small game, people will have more, so the benefit still varies too much, imo.

My goal for a replacement power would be an average of $5/turn. $5 seems to be the right amount based on Spain's Discovery NA, the amount you can get for a Merchant, and the Age 1 Trading Post is $5/turn as well.

"$5 for gaining at least 1 Trade Good each turn" is straightforward, but a little boring. Also, a bit fiddly to track. (Place the money on the first trade good you get each round as a reminder?)

The only other one I have come up with is: "One of your Trade Good sets don't have to match." So basically a set of 4 unmatched becomes $6 instead of a set of 3 for $1 (with an extra trade good left over). It should be possible to get 4 goods (or 3 and a Merchant Ship) by round 2, even in a 5-6 player game, and it only affects one set so scaling shouldn't be a problem. It might be underpowered though, because what if you can get a natural set with your first trade goods anyway? It's hard to estimate the opportunity cost here. One advantage though is that you could grab trade goods other people might need without worrying about your set. You also might have some protection from the Smuggler. I'd like to playtest it.

Quote:
Portugal -
1) +1 Captain per turn
2) -1 Natives on discovery AND income from solider (as if you had one extra soldier in your party).

So far, I prefer "-2 Natives on Discovery" because it sticks closest to the original power. Yes, this is only slightly better than getting a Captain each turn and putting it in the discovery box (because you can use it on the first turn), but I think that's ok. One way of looking at these NA tiles is that they should be pushing players to employ a certain strategy. In that regard, Portugal can pick Captains for a more flexible Merchant ship/Discovery strategy or just focus exclusively on Discovery.

In a different thread, someone suggested an alternative power of getting 1 or even all of your excess colonists back on discovery. That is an interesting option as well (one of the players in my group never liked that aspect of discovery anyway).

Quote:
Spain -
1) +1 Soldier per turn
2) +$7 per successful discovery

Personally, I don't think it needs to be more than $5/discovery. As I said above, $5 seems like the right baseline for a money generating ability, and I also don't think it needs to be boosted just because you could put the Soldier in the Discovery box for some money. Like Portugal, I think this gives the Spain player a good choice of a more flexible Soldier strategy, or an exclusive discovery strategy.


So that's my 2 cents. My preference is to initially make minimal changes only to the ones that seem badly out of balance. That said, I'd love to hear how some of these other powers you all have proposed work out. They could end up being more balanced, or just more fun.
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A.J. Sansom
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soosy wrote:
First a disclaimer, I haven't been able to play with the expansion yet! Only half a solo game as a test. And although I'd say AOE is one of my favorite games, I've probably only played about half a dozen times over the years so I'm far from an expert on it.

Quote:
England -
1) +2 Colonist per turn
2) Take $1 from each player per turn

I really like the $4/turn, everyone lose $1. Nicely solves the player scaling issue while keeping the spirit of the original power.

Quote:
France -
1) +1 Missionary per turn
2) +1 Colonist in each discovered colony (regardless of who discovered)

Agree.

Quote:
Holland -
1) +1 Merchant per turn
2) +1 Captain per turn

I agree with Brian and others, these are fine.

Quote:
Italian States -
1) +1 Merchant per turn
2) Economy for trade goods = $2/$5/$10 (instead of $1/$3/$6)

#2 has the same problem as being dependent on # of players -- in a large game, people will have less trade goods and in a small game, people will have more, so the benefit still varies too much, imo.

My goal for a replacement power would be an average of $5/turn. $5 seems to be the right amount based on Spain's Discovery NA, the amount you can get for a Merchant, and the Age 1 Trading Post is $5/turn as well.

"$5 for gaining at least 1 Trade Good each turn" is straightforward, but a little boring. Also, a bit fiddly to track. (Place the money on the first trade good you get each round as a reminder?)

The only other one I have come up with is: "One of your Trade Good sets don't have to match." So basically a set of 4 unmatched becomes $6 instead of a set of 3 for $1 (with an extra trade good left over). It should be possible to get 4 goods (or 3 and a Merchant Ship) by round 2, even in a 5-6 player game, and it only affects one set so scaling shouldn't be a problem. It might be underpowered though, because what if you can get a natural set with your first trade goods anyway? It's hard to estimate the opportunity cost here. One advantage though is that you could grab trade goods other people might need without worrying about your set. You also might have some protection from the Smuggler. I'd like to playtest it.

Quote:
Portugal -
1) +1 Captain per turn
2) -1 Natives on discovery AND income from solider (as if you had one extra soldier in your party).

So far, I prefer "-2 Natives on Discovery" because it sticks closest to the original power. Yes, this is only slightly better than getting a Captain each turn and putting it in the discovery box (because you can use it on the first turn), but I think that's ok. One way of looking at these NA tiles is that they should be pushing players to employ a certain strategy. In that regard, Portugal can pick Captains for a more flexible Merchant ship/Discovery strategy or just focus exclusively on Discovery.

In a different thread, someone suggested an alternative power of getting 1 or even all of your excess colonists back on discovery. That is an interesting option as well (one of the players in my group never liked that aspect of discovery anyway).

Quote:
Spain -
1) +1 Soldier per turn
2) +$7 per successful discovery

Personally, I don't think it needs to be more than $5/discovery. As I said above, $5 seems like the right baseline for a money generating ability, and I also don't think it needs to be boosted just because you could put the Soldier in the Discovery box for some money. Like Portugal, I think this gives the Spain player a good choice of a more flexible Soldier strategy, or an exclusive discovery strategy.


So that's my 2 cents. My preference is to initially make minimal changes only to the ones that seem badly out of balance. That said, I'd love to hear how some of these other powers you all have proposed work out. They could end up being more balanced, or just more fun.



I've got all of my "final" files up in the photos section for anyone's perusal. The only bit of the above that I really feel strong about is the +$7 per discovery..... as only +$5 per discovery, you would HAVE TO discover a new location each and every turn to make it as good as getting a merchant every turn. Since I don't usually see people able to make a discovery on turn one (and rarely see people making discoveries 3 or more turns in a row), I think it would inherently be inferior to a lot of the other abilities at $5.
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JT Call
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ajax013 wrote:
The only bit of the above that I really feel strong about is the +$7 per discovery..... as only +$5 per discovery, you would HAVE TO discover a new location each and every turn to make it as good as getting a merchant every turn. Since I don't usually see people able to make a discovery on turn one (and rarely see people making discoveries 3 or more turns in a row), I think it would inherently be inferior to a lot of the other abilities at $5.


Well put. I very much agree.
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soosy wrote:
Quote:
Portugal -
1) +1 Captain per turn
2) -1 Natives on discovery AND income from solider (as if you had one extra soldier in your party).

So far, I prefer "-2 Natives on Discovery" because it sticks closest to the original power. Yes, this is only slightly better than getting a Captain each turn and putting it in the discovery box (because you can use it on the first turn), but I think that's ok. One way of looking at these NA tiles is that they should be pushing players to employ a certain strategy. In that regard, Portugal can pick Captains for a more flexible Merchant ship/Discovery strategy or just focus exclusively on Discovery.

In a different thread, someone suggested an alternative power of getting 1 or even all of your excess colonists back on discovery. That is an interesting option as well (one of the players in my group never liked that aspect of discovery anyway).


Wait...don't you mean slightly worse? It gives you the exact same benefit as having a captain in the discovery box, except that it's more limiting (a captain can also be used on the merchant ship if desired). Beyond that, you still need a couple more colonists on the discovery box if you want to insure that you have a successful discovery...so you're still going to want to put 2-3 colonists in the discovery box (which really limits your other options, especially in the early game when you don't have many extra people to spend).

I like the -1 native and extra soldier income because it still encourages the Portugal player to invest in discovery. Besides giving the Portugal player solider income, the only other solution I see (for balancing the power) is either (a) increase the native discount to something like -3, or (b) allow an additional colonist to be left behind after discoveries.

If you don't like ajax013's solution (which I think is good), I would prefer to go with option (b). The end result would be something like "-1 to Natives / Extra colonist remains behind"
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talusproteus wrote:
soosy wrote:
Quote:
Portugal -
1) +1 Captain per turn
2) -1 Natives on discovery AND income from solider (as if you had one extra soldier in your party).

So far, I prefer "-2 Natives on Discovery" because it sticks closest to the original power. Yes, this is only slightly better than getting a Captain each turn and putting it in the discovery box (because you can use it on the first turn), but I think that's ok. One way of looking at these NA tiles is that they should be pushing players to employ a certain strategy. In that regard, Portugal can pick Captains for a more flexible Merchant ship/Discovery strategy or just focus exclusively on Discovery.

In a different thread, someone suggested an alternative power of getting 1 or even all of your excess colonists back on discovery. That is an interesting option as well (one of the players in my group never liked that aspect of discovery anyway).


Wait...don't you mean slightly worse? It gives you the exact same benefit as having a captain in the discovery box, except that it's more limiting (a captain can also be used on the merchant ship if desired). Beyond that, you still need a couple more colonists on the discovery box if you want to insure that you have a successful discovery...so you're still going to want to put 2-3 colonists in the discovery box (which really limits your other options, especially in the early game when you don't have many extra people to spend).

I like the -1 native and extra soldier income because it still encourages the Portugal player to invest in discovery. Besides giving the Portugal player solider income, the only other solution I see (for balancing the power) is either (a) increase the native discount to something like -3, or (b) allow an additional colonist to be left behind after discoveries.

If you don't like ajax013's solution (which I think is good), I would prefer to go with option (b). The end result would be something like "-1 to Natives / Extra colonist remains behind"



Yeah, -2 to Natives is still strictly worse than a Captain (who takes out 2 of the Natives himself, but gives you the flexibility to play him elsewhere rather than forcing you to go after discoveries). Going up to -3 to Natives is just weird because then just a single colonist can take out most locations and then the Discovery spot on the board is largely wasted for them since anything beyond that is just wasteful.
 
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ajax013 wrote:
I've got all of my "final" files up in the photos section for anyone's perusal. The only bit of the above that I really feel strong about is the +$7 per discovery..... as only +$5 per discovery, you would HAVE TO discover a new location each and every turn to make it as good as getting a merchant every turn. Since I don't usually see people able to make a discovery on turn one (and rarely see people making discoveries 3 or more turns in a row), I think it would inherently be inferior to a lot of the other abilities at $5.


Well, FWIW in my test game Spain was able to discover every turn including the first… they quickly picked up Navigator (1 Free Captain in the Discovery Box) and then were able to snag Magellan (Captains count as 3). But perhaps you can't count on those buildings coming out and getting them, though it did seem like the National Advantages help steer players in different directions so that a particular building type like Captains for Discovery are only really desired by a few players.

The problem with not counting on discovery once a turn is it's muddier how much it should be raised. You guys might be right with $7. But then what does the British player getting $4 think, if Spain does end up discovering every turn for $7? I tend to think you have to balance for the best case for Spain going all out with Discovering every turn, but I might very well be wrong. Not sure at this point.
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talusproteus wrote:
Wait...don't you mean slightly worse? It gives you the exact same benefit as having a captain in the discovery box, except that it's more limiting (a captain can also be used on the merchant ship if desired). Beyond that, you still need a couple more colonists on the discovery box if you want to insure that you have a successful discovery...so you're still going to want to put 2-3 colonists in the discovery box (which really limits your other options, especially in the early game when you don't have many extra people to spend).

No, I do mean better because if you get +1 Captain on your first turn, you can't place it in the Discovery box until turn 2. The -2 Natives would apply the very first turn. I actually thought the -2 version was a pretty cool ability because you could just throw a single colonist in the discovery box and have a 66% chance of being successful for very low risk.

It occurs to me the proposed "-1 Natives on discovery AND income from solider (as if you had one extra soldier in your party)." is exactly the same as Age I Conquistador (1 free soldier in Discovery box). Since I consider the Age 1 buildings baseline for the NA's, that seems fine.

talusproteus wrote:
I like the -1 native and extra soldier income because it still encourages the Portugal player to invest in discovery. Besides giving the Portugal player solider income, the only other solution I see (for balancing the power) is either (a) increase the native discount to something like -3, or (b) allow an additional colonist to be left behind after discoveries.

Going up to -3 does get crazy. I said elsewhere in an old post, if I was going to try to make it more powerful, I might make it -2 in Age 1&2 and -3 in Age 3. Or -2 for discovery tiles and -3 for discovery cards. I'm really fine with just the slight advantage of being able to use it on the first turn though. Even though +1 Captain is more flexible, I'm not comfortable assigning a value to the loss of that flexibility. In a way, they are both the same "power" knowing that the +1 Captain player could place in the Discovery box for the exact same effect (except for the first turn). You could say +1 Captain is better, but they both have the same effective power. (or maybe I'm talking hogwash!)

talusproteus wrote:
If you don't like ajax013's solution (which I think is good), I would prefer to go with option (b). The end result would be something like "-1 to Natives / Extra colonist remains behind"

That sounds a little powerful if you think of it as Indentured Servitude combined with a free Colonist in the Discovery box. But I really don't know.
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soosy wrote:
The problem with not counting on discovery once a turn is it's muddier how much it should be raised. You guys might be right with $7. But then what does the British player getting $4 think, if Spain does end up discovering every turn for $7?


Well, Spain has to risk people in discovery (so he's got to spend money to make money), whereas England just gets to collect the cash. IMHO, that makes it worth it for England.

As for Spain, he gets an extra $3 if he's successful ($7 total), plus he still gets someone in the new world and may get a solider bonus...so even though he has to risk something (and he has to commit to discovering) the payoff is still good enough that he won't feel like he's getting shafted.

Just my 2
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soosy wrote:
It occurs to me the proposed "-1 Natives on discovery AND income from solider (as if you had one extra soldier in your party)." is exactly the same as Age I Conquistador (1 free soldier in Discovery box). Since I consider the Age 1 buildings baseline for the NA's, that seems fine.


Oooh. Good catch! Yeah, that totally makes that ability make more sense. I'd forgotten about the Age 1 Conquistador. laugh

soosy wrote:
talusproteus wrote:
If you don't like ajax013's solution (which I think is good), I would prefer to go with option (b). The end result would be something like "-1 to Natives / Extra colonist remains behind"

That sounds a little powerful if you think of it as Indentured Servitude combined with a free Colonist in the Discovery box. But I really don't know.


No, I agree. Having an extra colonist is too powerful. That's why I prefer the ajax's solution.

Anywho, it sounds like we're more or less in agreement. I think these are good fixes to the NA tiles. The next few times we play I'll be sure to use these and see how things work out. ninja
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This is more a suggestion for flavor instead of balance, but how about tweaking one of Holland's abilities to make it a bit more different from the others'? How about changing
2) +1 Captain per turn
to
2) +1 Captain per turn in the Merchant Shipping box

That sounds worse, but I'm not sure if it would be -- Having 2 points sitting in Merchant Shipping at the start of the turn could scare away some potential competitors. My hunch is that its strength would depend on the group.
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Richard Potthoff
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Lindsey wrote:
This is more a suggestion for flavor instead of balance, but how about tweaking one of Holland's abilities to make it a bit more different from the others'? How about changing
2) +1 Captain per turn
to
2) +1 Captain per turn in the Merchant Shipping box

That sounds worse, but I'm not sure if it would be -- Having 2 points sitting in Merchant Shipping at the start of the turn could scare away some potential competitors. My hunch is that its strength would depend on the group.


How about one merchant in the last space of the colony dock? Less powerful than putting a captain in Merchant Shipping. Still a unique ability.
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