since the 4th edition is on process, i want to advocate many balance adjustments.
firstly the base game:
1 THE WHEEL: add a bulb in the middle to replace a castle.
that's to make THE WHEEL less dominant, and now player can't get supremacy with out any slay in first age.
2 FERMENTING: add a second dogma, "return all card with a leaf in you hand"
I have see the change in the forecast, but from the flavor of game, i want to give another version. since you use grain to fermenting, you shouldn't get more grain, that's violate of the law of thermodynamics!
2 MATHEMATICS: add a special rule: "if no opponent have higher top card than you, don't get share bonus"
that a great problem. i see many people, once they get this card, they start to "draw one play one". often the case they get into a trap, and few time make the game like a dice. with echo expansion, you can force opponent to share and jump age twice fast. so the game end at second age: you have maths but i don't, cool! --not at all. but there should be a card like mathematics, but i have no idea now.
3 PAPER:
I agree the change in forecast.
4 REFORMATION: change the first dogma to "choose a color, tuck all cards of that color from your hand"
if no any expansion, this card may be a trap, which make you burn your hand and get more icons, the same time opponent get more scores. but with more expansion, this card become more and more overpower(especially city expansion). and the flavor, religion reformation isn't poetic in history, it shall perform like a I DEMAND.
4 PRINTING PRESS: add to first dogma: "if the drew card is purple, score it and draw a card one age lower"
from 4 to jump 8, even 10 is not all right.
5 CHEMISTRY:
the combo between 5 CHEMISTRY and 3 EDUCATION can end the game too fast. but since the game will extend to 11, the problem can be reduce.
5 MEASUREMENT:
with more expansion, it can end game even at 5th age. end game by score is a excellent dimension of this game, but if so early...
6 INDUSTRIALIZATION: add a special rule: "your opponent can always choose to share the first dogma even they have less factory than you"
the one who start INDUSTRIALIZATION first can left other far behind. should give they a way to follow.
7 LIGHTING: change dogma to "You may tuck up to three cards from your hand. If you do, draw and score a card of the same value for every different value of card you tucked."
the speed of getting score by LIGHTING is far more stronger than DEMOCRACY, EVOLUTION, QUANTUM THEORY, and tuck cards is a postive thing, so it really overpower. and from flavor, it should lighten the past, right?
8 SKYSCRAPERS: change dogma to "you transfer a top non-yellow card with a from your board to my board! If you do, score the card beneath it, and transfer all other cards from that pile to you hand!"
we all agree that strong I DEMAND should make some compensate. if no expansion, the score may be enough, but with expansion, it nearly nothing. we need some card to rebuild the building, so at less give them some card of same color.
firstly the base game:
1 THE WHEEL: add a bulb in the middle to replace a castle.
that's to make THE WHEEL less dominant, and now player can't get supremacy with out any slay in first age.
2 FERMENTING: add a second dogma, "return all card with a leaf in you hand"
I have see the change in the forecast, but from the flavor of game, i want to give another version. since you use grain to fermenting, you shouldn't get more grain, that's violate of the law of thermodynamics!
2 MATHEMATICS: add a special rule: "if no opponent have higher top card than you, don't get share bonus"
that a great problem. i see many people, once they get this card, they start to "draw one play one". often the case they get into a trap, and few time make the game like a dice. with echo expansion, you can force opponent to share and jump age twice fast. so the game end at second age: you have maths but i don't, cool! --not at all. but there should be a card like mathematics, but i have no idea now.
3 PAPER:
I agree the change in forecast.
4 REFORMATION: change the first dogma to "choose a color, tuck all cards of that color from your hand"
if no any expansion, this card may be a trap, which make you burn your hand and get more icons, the same time opponent get more scores. but with more expansion, this card become more and more overpower(especially city expansion). and the flavor, religion reformation isn't poetic in history, it shall perform like a I DEMAND.
4 PRINTING PRESS: add to first dogma: "if the drew card is purple, score it and draw a card one age lower"
from 4 to jump 8, even 10 is not all right.
5 CHEMISTRY:
the combo between 5 CHEMISTRY and 3 EDUCATION can end the game too fast. but since the game will extend to 11, the problem can be reduce.
5 MEASUREMENT:
with more expansion, it can end game even at 5th age. end game by score is a excellent dimension of this game, but if so early...
6 INDUSTRIALIZATION: add a special rule: "your opponent can always choose to share the first dogma even they have less factory than you"
the one who start INDUSTRIALIZATION first can left other far behind. should give they a way to follow.
7 LIGHTING: change dogma to "You may tuck up to three cards from your hand. If you do, draw and score a card of the same value for every different value of card you tucked."
the speed of getting score by LIGHTING is far more stronger than DEMOCRACY, EVOLUTION, QUANTUM THEORY, and tuck cards is a postive thing, so it really overpower. and from flavor, it should lighten the past, right?
8 SKYSCRAPERS: change dogma to "you transfer a top non-yellow card with a from your board to my board! If you do, score the card beneath it, and transfer all other cards from that pile to you hand!"
we all agree that strong I DEMAND should make some compensate. if no expansion, the score may be enough, but with expansion, it nearly nothing. we need some card to rebuild the building, so at less give them some card of same color.