Recommend
17 
 Thumb up
 Hide
12 Posts

Nations» Forums » General

Subject: Nations Dev 5: Strategies rss

Your Tags: Add tags
Popular Tags: [View All]
Rustan Håkansson
Sweden
Norrköping
flag msg tools
designer
bgdev.club is really a site address, no www or .com needed :)
badge
New version of Tribes from Kosmos at Spiel 2018!
Avatar
mbmbmbmbmb
Nations is a tactical game. You build and you compete within the current round, based on the information and options available. You have to care about future rounds so that you are prepared to take advantage of the opportunities that arise. But most cards are unique and a lot can happen in a single round.

Going into the game already decided to play military heavy will work very poorly. If all players invest heavily in military, a player who decides to skip that race for a while can earn a lot, and then build up military later. It can definitely happen that a single player dominates one (of the many) categories during a whole game, but most often all players will go through highs and lows in all categories.

This means that while you can't make a detailed strategy and plan exactly how to execute it, you are constantly making choices about what is most important. After the first round of the game, even when new players are playing and started with the identical Nations, they are all very different.

Nations designer diary index (complete, 40 entries)
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
France
flag msg tools
Avatar
mbmbmbmbmb
RustanR wrote:
Nations is a tactical game. You build and you compete within the current round, based on the information and options available. You have to care about future rounds so that you are prepared to take advantage of the opportunities that arise. But most cards are unique and a lot can happen in a single round.

Going into the game already decided to play military heavy will work very poorly. If all players invest heavily in military, a player who decides to skip that race for a while can earn a lot, and then build up military later. It can definitely happen that a single player dominates one (of the many) categories during a whole game, but most often all players will go through highs and lows in all categories.

This means that while you can't make a detailed strategy and plan exactly how to execute it, you are constantly making choices about what is most important. After the first round of the game, even when new players are playing and started with the identical Nations, they are all very different.

Nations designer diary index (complete, 40 entries)


what happens if a player does not build military and others are ? can he still really win by another mean ?

need an honest answer as it seems that military is as important as in Through the ages concerning this matter.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rustan Håkansson
Sweden
Norrköping
flag msg tools
designer
bgdev.club is really a site address, no www or .com needed :)
badge
New version of Tribes from Kosmos at Spiel 2018!
Avatar
mbmbmbmbmb
powerwis wrote:


what happens if a player does not build military and others are ? can he still really win by another mean ?

need an honest answer as it seems that military is as important as in Through the ages concerning this matter.


You will probably get hit by a war once or twice during the game. If is not a catastrophy if you are, especially not if you have built up your stability (which you can do just for that round). You will lose a victory point and some resources, but can build up your production. Depending on the strength of the war, your flexibility (stone and gold on hand), level of your buildings etc it can be very attractive to just put the workers in buildings instead of in military, and produce more than is lost to the war. It all depends.

Yes, it is definitely possible to win even if you do not build military for several rounds. However, if you do not build any military during the whole game, and not even buy military cards to threaten with the possibility of building military, then you are making it very easy for the other players. They can just keep their strength a little bit above yours, and benefit.

Military strength is obsoleted faster than buildings. A medieval building as much more useful in the industrial age than a medieval military. Keeping the top spot in strength during the whole game is extremely costly. If one player tries that, and the others max their military effort one or two turns of the game, then the chance is very low that the military-heavy player will win.

There are also historical events called revolts. They (and many others) affect the nation with the least stability, and this is often the nations with high military. If you get hit with that you go last next round even if you have highest strength. Going first next round is a major benefit of having strength, but it is by no means worth building unlimited number of military to get it.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Einar Rosén
msg tools
Avatar
mbmb
Apart from what Rustan wrote, There are also non military ways to lessen the effects of war.
There is a resource in Nations called "stability" The stability of your nation directly lessens the cost of losing a war for your nation. The way it works is that for each point in stability you lose one less resource from the war. This make it so that it is possible that you can even lose zero resources, but you always lose 1 victory point.

For example, let's say you are Persia and your friend is playing Greece. He has recently built two Phalanxes and has just bought "Wars of alexander". Now you are in for quite some luck as that war happens to be the weakest war in the deck. Except for victory point you normally also loses 2 food to it. As you feel like you cannot economically match his strenght you decide to rather take the blow. However in order to lessen the damage you build a Ziggurat (it produces 2 stability 1 stone). Then due to the war you will only lose 1 Victory point. Losing victorypoint is of course never good, but it is also not the end of the world. (At the end of the game the amount of victory points often varies between 25-45)

Not only stability there are also various cards that can benift a no, or low military player in Nations such as The Great Wall (makes it possible to sometimes even reduce the victory point loss and the advisor Elizabeth gives you a strenght bonus in defense).

So indeed, in my experience it has quite often been worthwhile and even a good strategy to keep a very small or no military if the other players are overinvesting in it.


4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rafael Hannula
Finland
Tampere
flag msg tools
The probabilistic nature of being
badge
Truthful speech, proper understanding, unselfish action
Avatar
mbmbmbmbmb
This sounds like that the military aspect is handicapped in many ways. Maybe too much.

Have to wait 6 months to find out...
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Einar Rosén
msg tools
Avatar
mbmb
rayffis wrote:
This sounds like that the military aspect is handicapped in many ways. Maybe too much.

Have to wait 6 months to find out...


Well there are also five different benifits to having military.

1) You can conquer colonies. Colonies are cards that give resource bonus each turn. In order to buy a colony you need to meet a required strenght value (after buying it you don't need to maintain that strenght).

2) You can buy battle-cards. Battles are cards that give you one time bonus of resources. These are flexible (as you choose the resource) and are often highly sought after.

3) You can protect yourself from negative military related events and gain bonuses from positive pro military events.

4) The turnorder each round is (unless historical event specifies) determined by military strenght. To be able to be the nation to get the first pick of the draw is often very benifitial.

5) You are less likely to suffer the effects of a war and you can also buy a war that is damaging for other players.

So as you can see, wars and damaging the opponents are only a part of the uses of military in Nations.

Hope this gives some more clarity!
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
France
flag msg tools
Avatar
mbmbmbmbmb
thanks guys for your answers !

we really need the rules whistle
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rafael Hannula
Finland
Tampere
flag msg tools
The probabilistic nature of being
badge
Truthful speech, proper understanding, unselfish action
Avatar
mbmbmbmbmb
Thank you for your answers!

The main thing is that TTA is a little bit too military oriented for my tastes and this game seems to represent pretty well what I want from a game.

The most important thing is that there are enough interaction to ensure excitement and tension. It doesn't really matter if the tension comes from military or from something else as long as there really is tension and some "take that" moments meeple
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Einar Rosén
msg tools
Avatar
mbmb
As this has been a long 5 year project, your intrest is really encouraging for us working with final balancing and other fixes.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Daniel Hammond
United States
League City
Texas
flag msg tools
badge
Avatar
mbmbmbmbmb
rayffis wrote:
Thank you for your answers!

The main thing is that TTA is a little bit too military oriented for my tastes and this game seems to represent pretty well what I want from a game.

The most important thing is that there are enough interaction to ensure excitement and tension. It doesn't really matter if the tension comes from military or from something else as long as there really is tension and some "take that" moments :meeple:


I agree with this. TTA you will get torn apart by military players and there isn't an easy way to stop it from happening turn after turn. Here you are going to pay a price for not having enough military, but you also get a bonus (more resources). How bad you get hit is limited.
5 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Toni Niittymaki
Finland
Helsinki
EU
flag msg tools
publisher
badge
mb
rayffis wrote:
Thank you for your answers!

The main thing is that TTA is a little bit too military oriented for my tastes and this game seems to represent pretty well what I want from a game.


The war in TTA was a turn off for me also. War in Nations is a lot more to my taste.

Toni
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Grant Rodiek
United States
Redwood City
CA
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
This is very appealing to me. I'm far more interested in games that force you to play reactively and not just stick to a strategy the entire game.

I like that you can force players to adjust their strategy and take advantage of opportunities.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.