Good evening,
I just finished playing a game with Markus and Ophidity, and I must say i am unimpressed. Their "strategy" consists of building as many happy wonders as possible, attaining "the republic" advance as fast as possible, jacking up the luxury rate under the republic, and, when they have enough cash in their coffers, win the game by bribing civilizations without happy wonders and warring against those without. Those without happy wonders are doomed to lose.
No WONDER (pun intented) they want to play without wonders, without city bribe, and on king level. The happy wonders destabalize the game, the diplomats are unstoppable when one player has two or more of the happy wonders, and king allows for greater military action and the use of wonders.
This has to be the lamest "strategy" i have ever seen. Well, okay, not the lamest; I have played RISK many times, and know that the Indonesia "strategy" debalances the game ...
Now, Risk is obviously a flawed game: it is based largely on luck, the country and continental borders are far too simplistic (allowing for Indonesia and North American to dominate), and the "production" factor, ie turning in cards, while creating a certain level of excitement, turns the game into a "who gets the cards first". These flaws are fundamentals that can not be changed. Any rules you add, you still have RISK.
Fortunately, civ is different. The inherent flaws, mikes without expiration and bachs without expiration, can be cleaned up quite simply. Limit mikes and bachs.
This is my suggestion:
Mikes expires with the corporation (the rise of secularism) and Bach's expires with electronics (the rise of secular toys).
Limit these, and the game becomes much more stable, much more skilled based, and less lame.
I just finished playing a game with Markus and Ophidity, and I must say i am unimpressed. Their "strategy" consists of building as many happy wonders as possible, attaining "the republic" advance as fast as possible, jacking up the luxury rate under the republic, and, when they have enough cash in their coffers, win the game by bribing civilizations without happy wonders and warring against those without. Those without happy wonders are doomed to lose.
No WONDER (pun intented) they want to play without wonders, without city bribe, and on king level. The happy wonders destabalize the game, the diplomats are unstoppable when one player has two or more of the happy wonders, and king allows for greater military action and the use of wonders.
This has to be the lamest "strategy" i have ever seen. Well, okay, not the lamest; I have played RISK many times, and know that the Indonesia "strategy" debalances the game ...
Now, Risk is obviously a flawed game: it is based largely on luck, the country and continental borders are far too simplistic (allowing for Indonesia and North American to dominate), and the "production" factor, ie turning in cards, while creating a certain level of excitement, turns the game into a "who gets the cards first". These flaws are fundamentals that can not be changed. Any rules you add, you still have RISK.
Fortunately, civ is different. The inherent flaws, mikes without expiration and bachs without expiration, can be cleaned up quite simply. Limit mikes and bachs.
This is my suggestion:
Mikes expires with the corporation (the rise of secularism) and Bach's expires with electronics (the rise of secular toys).
Limit these, and the game becomes much more stable, much more skilled based, and less lame.
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