Closed Tantali closed 6 years ago
I like the idea of having another way to spend resources. Because indeed, now money can only be used 1 way (to pay military) and command tokens too (to execute commands). It makes the game simple, but also very straightforward strategy-wise. Also, the economic side of the game is quite underpowered this way. Military can be used in multiple ways though, I think (to keep territory, to gain territory, to gather invested money...)
My brainfart suggestions:
Idea: buy points for an increasing cost, e.g. 10+i coins == 1 point (i = turn index)
Idea by 317070: start with 4 tokens (1 of every type) and buy others with coins Idea by tantali: start with 4 tokens (1 of every type) and buy others with coins but every purchase has a negative aspect (e.g. -1 point)
Can we add a fifth command token: 'Trade'? This one allows you to buy one point/token. The fact that you give up one placement of the command token, is its negative aspect. This negative does not impact the whole team, however.
I don't really see that as a negative aspect. It has more impact on the losing team then on the winning team. And once you have a decent amount of regions, it's a no-brainer choice and not really a trade-off choice. A trade-off would be more like using a train-token as a trade-token, so you lose training of troops, which you'll want to do a lot when you have many regions.
It has more impact on the losing team then on the winning team.
Not necessarily, it has an impact on players having not a lot of (safe) regions. It is not always the one having a lot of regions who is winning. It depends on how good those regions are. I figure that e.g. the UK could use a point buying approach. They can generate an additional 5 coins per turn from their home isles.
It is not a no-brainer to buy a point. You can trade, to buy a point with money (say 5 coins), but the alternative would have been to put a recruit token or a move token to take more regions. And use the money for a millitary.
Whether you make the decision at the beginning of the turn (by having a seperate trade token) or having the decision at the end of the turn (by having a combined trade/recruit token) does not change the trade-off aspect, I think.
Closing this since it hasn't been touched in +1 year.
If anyone feels strongly, feel free to relaunch one of these ideas.
Yet again, while thinking about trackers, win conditions, replayability ... I was thinking about potential game mechanic changes.
The game 'The king is dead' has a very interesting way of playing, where every action you take has a positive, but also a negative impact. And it's all about weighing the pros and cons. Alliances could benefit from this I think and mechanics like this can limit snowballing effects or can make resource scarcity more balanced (i.e. no money build up, because you'd at some point use it for something else; no surplus command tokens, because you'd sacrifice them, ...)
I haven't put much further thought in this, but it might be interesting to list some here (they are just to get you thinking, not as actual suggestions):