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It shows that liquid assets (talents) gives a steady average of 1.33 while non-liquid assets (resources) can pay off more if you can delay selling them. The safer and quicker return of the former must also be weighed against the higher risk of losing the city-state to Persia. Of course, the figures will be affected by current action costs, number of city-states acquired by the players etc. but adapting the strategy to those conditions is part of the game. Political levels
Victory conditions
But should citizens into play also count for victory? That would aggravate the take that effect by punishing targeted players twice; first by losing productive citizens and then by losing victory points. But by letting lost citizens also count for victory, the game would suddenly turn the take mechanic into a two-edged sword, similar to how it works in games like Hansa Teutonica. Thus, a balanced approached with victory points for both achievements and citizens (whether on the board or lost) turned out to reward a balanced strategy the best. Why not an elimination game then? Partly because I prefer avoiding elimination games and partly because the game is so balanced that elimination victories would be hard to achieve.
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Rules (Video)Politeia has been licensed so rule videos can no longer be offered. Rules (PDF)Politeia has been licensed so rule files can no longer be offered. ... and Rejected Rules (2nd Edition)Late turn order mitigationWith a game that ends instantly, ... and Rejected Rules (1st Edition)Addition of secret strengthThe current battle rules are predictable - you know if you will win or lose. One option would be to allow the players to secretly spend talents to increase their strength. This was rejected partly because I wanted a predictable game and partly because it was against the fundamental game economy: acquire talents to acquire citizens. Greco-Persian War as an actionInitally, the Greco-Persian war was triggered by a player action. The idea was that a player could choose it if he or she would be relatively better off from it. However, since this action also had a cost, it was rarely chosen so the war got another trigger instead. Multiple actionsThe idea of being able to drop more than 1 action marker on the same action for multiple (but gradually more expensive actions) sounded intriguing. However, it created a "chicken race" where a player clearing an attractive action was likely to see it full again when in turn again. No more than 1 action marker on the same action opened for more tactical action play. Building take-overOne of the first rules simulated "building on top of others' achievements" by allowing one player's building being taken over by another player and turned into a monument. However, the kingmaker risk was deemed too high and the building action changed to a simple race. |
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