New Economy and New Combat Mechanics

Posted: February 2, 2012 in Design Updates, Rules

After last post, I realized that there were some significant problems with how wheat worke, and I adopted some solutions. The new approach includes each tribe starting with more units, but also a significant modification to the wheat track. The track now tops out at 18, which is alomst sufficient to buy six warriors, and the three additional turns required to place them – it’s exactly one wheat short. The new track values are 1-2-3-4-5-6-8-10-14-18.

This track also evens out wheat versus sheep in the early game, as the tracks do not diverge in values until step 7. I suspect this will tilt play towards Levites in the early game, as will the increase in the Divine Favor value of sheep to 10.

I also realized that the combat mechanics were too stiff, and didn’t properly incentivize putting more Levites in sieges. So I’ve decided that additional Levites will double, triple or even quadruple the combat value of cards played. Practically, this will make sieges a bit easier to tackle, meaning that individual tribes will have more of a shot at it, but it will also enable tribes to risk earlier attacks, before siege tracks are fully filled, which should add some dynamism to when sieges are triggered.

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