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 Post subject: 0 Vision
 Post Posted: Tue Jun 15, 2010 2:09 pm 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
Please explain to me why buildings with 0 vision can't control the hex they're on.

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 Post subject: Re: 0 Vision
 Post Posted: Tue Jun 15, 2010 2:35 pm 
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Joined: Mon Mar 31, 2008 9:55 pm
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Location: Moscow, Russia
It's part of rules. Originally it was added because of buildings like Steam Charge and Ord Stone that doesn't really looks like fair building to claim Flux Well.


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 Post subject: Re: 0 Vision
 Post Posted: Tue Jun 15, 2010 5:39 pm 
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Joined: Mon Mar 23, 2009 10:20 am
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I remember that I didnt think this was very logical when I started playing this game. I think it would be easier for new players if 0 vision gave controll of the field it is standing on, and -1 would replace todays 0 vision. If there will be a expansion sometimes in the future, this could be used in new buildings.


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 Post subject: Re: 0 Vision
 Post Posted: Tue Jun 15, 2010 7:18 pm 
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Joined: Tue Jul 28, 2009 1:47 am
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It might not be logical, but I think it's quite intuitive.
When I started out, I didn't expect 0-vision buildings to give control. I think that's true for the vast majority of players. Only several months later did I realize that mathematically, 0-vision should cover its own hex (as it does for the purpose of revealing, but not for control).

I think the current situation is ok, because it seems ok initially, and by the time you start thinking about it, you already know how things work in the game (Atah, for example, is no noob, and wasn't confused about how things work - only about why they work the way they do). A -1 vision, on the other hand, could be very confusing for new players, who would not understand what it means, and why it's necessary.


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 Post subject: Re: 0 Vision
 Post Posted: Thu Jun 17, 2010 2:55 pm 
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Joined: Thu Jul 30, 2009 4:52 pm
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True, implementing a 0 vision that givs control of the hex it is on and a -1 vision giving no control would not be very intuitive. Better would just be to hav some buildings that have in their game text that they give control of the hex they are on. That being said, was there any building in particular that Atahualpa wanted to give the one square control to?

I can see why he is interested in it as one of the weaknesses of Celestial Imperium is that none of their first domain buildings give control.


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 Post subject: Re: 0 Vision
 Post Posted: Fri Jun 18, 2010 12:58 am 
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Joined: Mon Mar 29, 2010 2:37 am
Posts: 359
Illithid wrote:
True, implementing a 0 vision that givs control of the hex it is on and a -1 vision giving no control would not be very intuitive. Better would just be to hav some buildings that have in their game text that they give control of the hex they are on. That being said, was there any building in particular that Atahualpa wanted to give the one square control to?

I can see why he is interested in it as one of the weaknesses of Celestial Imperium is that none of their first domain buildings give control.


Heh, very intuitive. The need to get to 2 domain just to expand (unless you use Astridian Forum) makes it even more difficult to play CI without those uber-weak Trade Routes.

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 Post subject: Re: 0 Vision
 Post Posted: Fri Jun 18, 2010 1:37 pm 
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Joined: Thu Nov 26, 2009 4:10 am
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Then add a generic one domain building for CI with 1 vision. All the other domains have at least one.


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 Post subject: Re: 0 Vision
 Post Posted: Fri Jul 23, 2010 1:39 pm 
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Joined: Sat Aug 29, 2009 7:08 pm
Posts: 33
i really hope you are not complaining about CI...


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