If we're picking one, I prefer shinies. I think they allow for more
interesting build up and planning.

-Aris

On Mon, Nov 13, 2017 at 11:26 PM Reuben Staley <[email protected]>
wrote:

> This all is why it's a proto proposal. There are so many issues that you
> don't realize as the author, so you never even think of the criticisms
> others realize so quickly. Comments below.
>
> --
> Trigon
>
> On Nov 14, 2017 12:05 AM, "Kerim Aydin" <[email protected]> wrote:
>
>
>
> On Mon, 13 Nov 2017, Reuben Staley wrote:
> >
> > Title: "Putting Agora on a Map"
> >
>
> A broad rather than detail comment:
>
> It's a bit hard to see the use for the machinery here when there's
> little way to connect it to the rest of the game (other than votes).
> You say that "powers" are what you need ideas on, but that's the
> meat of it - without knowing what powers you want to go for, it's
> hard to see *why* it's useful to have a map and move around on it.
> I'm concerned that building mechanism before purpose ends up being
> like Agronomy - a lot of mechanism that doesn't get used.
>
>
> Both Agronomy and the overarching Estates both failed because they didn't
> have enough ties to the core gameplay. I think having a variety of types of
> structures that tie into the core gameplay in many ways would be the thing
> that makes this mechanic relevant. Therefore, more powers would incite more
> interest in creating structures.
>
> That's not to say the idea of moving around on 2D space and marking
>
> territory is a bad mechanism, it just seems like setting a specific
> goal would really help this (e.g. win condition coming from a certain
> type of 2D competitive interaction, or a specified set of economic
> growth or promotion of private trade).  Otherwise it's hard to know
> if the gameplay creates good/interesting situations.
>
>
> Idea: Wins by ownership, which are awarded when a player reaches a specific
> threshold of amount of land units owned. Wins by property size, where if
> you have a jafit that is super big you win. Wins by variety, where if you
> have a lot of different types of structures you win. There are lots of wins
> that could be implemented.
>
> As a detail note, we should really unify on AP *or* shinies.  Having
> both around is a bit of a kludge and it would be good to pick just
> one for basic action apportionment.
>
>
> Good point. The two overlapping systems are quite inelegant.
>

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