To all AOI lovers and BGA, shall we make the game better?

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swiftnessss
Posts: 2
Joined: 03 November 2024, 06:34

To all AOI lovers and BGA, shall we make the game better?

Post by swiftnessss »

Here is my suggestions to improve the game

Balancing:
1. Lizards - 3 Disciplines of their choice instead of 2, Whenever the Lizards found a City, they gain 1 Terraform and Build action with free
Spade to any terrain and 1 free Workshop.
2. Blessed - During Phase III, the Blessed gain their Science Bonus as if their Level for that Discipline were 4 Levels higher instead of 3.
3. The Competency Tiles 3 - Actions Phase II: You have a Special action that allows you to gain 5 power instead of 4 plus a double action.
4. The Innovation Tiles Trading Routes - When you Pass: Gain 2 points and 1 coin for each Guild you have on the board.

Rules:
1. Snake draft when selecting tiles
2. If a player leaves in round 6, the game score should still be counted. Many players intentionally go AFK in round 6 after we’ve already spent two hours in the game, resulting in minimal points for others.
3. Adjust game progress determination; currently, if the game ends in the last few actions, it still counts as 84% completion, which feels unfair.
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Delirious
Posts: 3
Joined: 06 January 2015, 18:37

Re: To all AOI lovers and BGA, shall we make the game better?

Post by Delirious »

My comments

Balancing
1. Lizards aren't so bad. Giving them an extra step at the start seems like a token effort. I'm not sure how your phrasing of their ability is different from their current ability. Lizards with the key Palace tile can be really great, and they can do insane things if they chain their digs and builds together right.
2. Blessed suck, they are the Auren of AoI. Adding 4 rather than 3 doesn't seem that great though, it means sometimes they get a bit more of a bonus but most of the time it does nothing. Give them an actual step the first time they send a Scholar, maybe?
3. The competency tile doesn't give you 4 plus a double action, you're confusing this with the Psychics ability. This button is fine, I wouldn't change it.
4. Guilds aren't great, and I've yet to see this Innovation really work. You typically want Schools, not Guilds. But why give the player MORE coins, the resource they need the least if they're going hard guilds? Give them a book for each Guild and watch people snap that tile right up.

Rules
1. Sure, this is a no-brainer.
2. Haven't really experienced this problem, but I don't think it should be a BGA exception.
3. As above.

My advice is to describe the issues you have rather than propose changes. Arguing about your changes is going to distract from whatever problem you're trying to raise.
OGBloodghast
Posts: 1
Joined: 28 August 2024, 05:02

Re: To all AOI lovers and BGA, shall we make the game better?

Post by OGBloodghast »

Maybe blessed need to start with a priest or a key maybe? A key would make them a lot better on the tracks early, which feels like it's a common issue when playing them.
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BaseSig
Posts: 7
Joined: 02 February 2012, 04:33

Re: To all AOI lovers and BGA, shall we make the game better?

Post by BaseSig »

Some tiles are meant to be niche in application. Blessed can actually be decent in the right setup (and synergizes with green). I wouldn't change it to 4. When it comes to cult bonuses, 4 is a HUGE jump from 3 as this means an additional worker, additonal power bonuses and a guaranteed free dig. Please don't just suggest changes. Instead, play the game more and understand each faction and niche combos that may arise. Maybe ask for others opinions on what is strong. This isn't a game where you can evaluate things in an absolute vaccum.

For example, what you're suggesting for competency tile 3 is to make it the psychics ability, which not only is the best economic boost of all the tiles but is also the entire ability of a faction minus their starting worker. This isn't good design space.

I've made the innovation you mention work on more than one occasion and against high level players. I've scored 28 with it in a game that also had book 2vp/guild. it is fine as it is. It is niche, but when it's strong it will be the best option.

I would argue that there are other issues with balance that are much more apparent than what you're suggesting (inventors being by far the easiest #1 pick, especially in games with early book actions without the drawback of monks or good early inventions, upgrade workshop to guild only costing 2 books). Some things were changed late in playtesting.
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