The newbies did like it we had to start again after my little sister pulled two plagues in a row and lost both of her swordsmen while exploring on the first turn. A thought here. Remove the plagues and instead of having the option to take minor civilizations over always make them barbarians that way there is still fighting or bad stuff like plagues but there is a fighting chance. The newbies also wanted a first benefit and a wonder for every tech. with five people and only ten wonders it only leaves two wonders per civilization and as we plan to play six civilizations next weekend more are needed.-> did the newbies like it?
-> did you, compared to the original like it, and find it simpler?
-> how long did it take to reach modern era (and considering it was your first game, it surely took much longer than it would if you already knew the rules)
It took about 1.5 hours to reach the modern era (if defined by electricity and industrialization) but we used the technology chart as or gates not and gates. And we traded heavily tech wise. The entire game took about 3 hours as we ignored the game ends after the last tech rule and continued to nuke and capture any capital silly enough to make the spaceship but it was a lot of fun.
The newbies did like it we had to start again after my little sister pulled two plagues in a row and lost both of her swordsmen while exploring on the first turn. A thought here. Remove the plagues and instead of having the option to take minor civilizations over always make them barbarians that way there is still fighting or bad stuff like plagues but there is a fighting chance.
Compared to the original I loved the new rules so much in fact that I am planing on building on your rule set to beta our own house rules. I'll keep you informed. The stability is awesome it just seems to be an advanced feature for when I'm playing with CivFanatics not casual players so I plan to work on a simpler more streamlined set for those occasions
This is way cool! Probably the best-looking set of rules I've seen for this game.
I have a few questions about it after reading through the rules and tables.
1-When you use your nation's unique power card, that counts as your action for the turn, right?
2-The action cards are unnecessary, aren't they? Players can just look at the reference sheet and decide what action to do each turn?
3-Can aircraft end their movement anywhere, or only with a friendly unit or city, or only in a friendly city? The Fast-play rules had it so aircraft could end their turn with any friendly unit or settlement (fleets were assumed to have carriers). The fast-play rules also said you could, instead of normal movement, relocate a plane to any friendly settlement (I thought it was a cool option).
4-During a recruitment action, can I build 2 land units in a city and a fleet in every water space adjacent to the city space? Is this the max number of units you can build at a city in a single action?
5-When do you trade? Whenever you want? I assume that when you trade a technology with someone, you don't lose it, they just get it.
Thanks for making this mod. It looks great! The combat system is a lot more like the PC game than the silly rock-paper-scisors one they had before. The "actions" mechanism is a really great idea and seems like it would add some more strategic decisions to the game.
I just looked them up again, and the fast-play movement rules are a bit strange; you can either move a plane one space with an army/fleet or you can relocate a plane to any friendly space.In this case, ending the movement in a place with a friendly settlment/unit/battleship. What's the difference with fast-play rules?