Originally posted by TORARADICAL
K I have finally made it through the maze and found this. I need to get someone to send me the save as I can't seem to access it. Also if someone could send me a link to the rules and where it says what is worth what that would be greatly appreciated. As soon as I get all three of those I will be posting what squares I would prefer. Thank you.
K I have finally made it through the maze and found this. I need to get someone to send me the save as I can't seem to access it. Also if someone could send me a link to the rules and where it says what is worth what that would be greatly appreciated. As soon as I get all three of those I will be posting what squares I would prefer. Thank you.
Originally posted by GhengisFarb
Alright here's my take on it.
In the old MiniGame they fluctuated. Shields were a pretty steady price with Commerce and Food fluctuating wildly in value based on population of the cities in question.
However, we started well into the game when the Pops of cities were pretty well established and here we are starting from scratch so some tweaking may be in order.
Food is worth more the larger the city sizes. Commerce also.
Shield values are based on production and demand for building things from the players.
ALSO: since at this point we ditch the Despot and all decisions are done by the City Mayors who are chosen by the tile owners in that cities radius politics comes into play.
Futility is the capital and has an edge on good production and low corruption. It also has 20 tiles and 20 potential people voting on decisions (that means each tile owner has 5% of the vote).
The other two have109 and 8 tile owners currently. Potentially, you might be able to buy tiles in them later and maintain a strong percentage of that city's vote but your looking at around 10% of each cities vote if you own one of those tiles.
It might be interesting if people of a specific playstyle centered around a specific city so as to not bash heads with other playstyles. Part of the fun will be seeing how everyone works out their systems of making decisions.
I would say joe's right about Blue 10 being a good tile though.
Alright here's my take on it.
In the old MiniGame they fluctuated. Shields were a pretty steady price with Commerce and Food fluctuating wildly in value based on population of the cities in question.
However, we started well into the game when the Pops of cities were pretty well established and here we are starting from scratch so some tweaking may be in order.
Food is worth more the larger the city sizes. Commerce also.
Shield values are based on production and demand for building things from the players.
ALSO: since at this point we ditch the Despot and all decisions are done by the City Mayors who are chosen by the tile owners in that cities radius politics comes into play.
Futility is the capital and has an edge on good production and low corruption. It also has 20 tiles and 20 potential people voting on decisions (that means each tile owner has 5% of the vote).
The other two have109 and 8 tile owners currently. Potentially, you might be able to buy tiles in them later and maintain a strong percentage of that city's vote but your looking at around 10% of each cities vote if you own one of those tiles.
It might be interesting if people of a specific playstyle centered around a specific city so as to not bash heads with other playstyles. Part of the fun will be seeing how everyone works out their systems of making decisions.
I would say joe's right about Blue 10 being a good tile though.
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