by sXs » Tue Mar 13, 2018 7:41 pm
Problem. No defense to some undercover voodoo, specifically, Conspiracy and Black Death. The cards attack a nation in whole and nations have no defense capabilities. i.e. Minfbar, Countercurse.
Now I am not advocating for the removal of these cards, only suggesting a possible counter.
There are several options that could be implemented.
Option #1
New Card
Name: Double Agent
Turns: 8(up for debate)
Effects: Reveals last 20 cards cast be target.
It does not reveal the target of the cards cast nor does it reveal outcome(success, failure etc)
Now simply casting this card does not give you the whole story, but only a piece. It does not reveal positively who cast, unless you cast on every player in PG.
Problem #2
Black Death and Transport Immigrants have the same effect percentage wise. Yet the price for each is significantly different. Currently 3.4 cr for Black Death 5.3 cr for transport immigrants. I know this strategy is being, or has been applied in the past, by some. They load up on both cards. Cast a bunch of Black death on a nation knowing they will rebuild their population. Then they list the Transport immigrant cards for high prices knowing the nation they just attacked will buy them.
Solution
Two possible solutions #1 change the effect percentage of the cards. Maybe change Black death to .5 or .75% of population. #2 Increase the turns required to cast Black Death. Maybe an exponential accumulation. 0-10 cast on a single nation 5 turns each. 11-20 casts 6 turns 21-31 8 turns and so on.
Another solution to all the above issues is to eliminate TI and BD and remove the undercover nature of Conspiracy. That is not a defense in any way, but it does allow for retaliation at a minimum.
And one last possible solution. Let nations buy, sell and cast cards much like individuals. A nation store of cards that can be purchased by a nation. This would require nations be allowed to acquire credits. This is a whole new line of changes. Maybe a national bank that can trade credits
Example;
UK Council member proposes allocating 50 million GC from treasury to purchase credit. National Banker(which would be a voted or assigned position) then puts in an order for credits much like other banks do now. Once acquired a nation must vote on the release of credits to buy voodoo.
There needs to be some balance in nation play like there is in individual play. Nation can be the target of voodoo yet can not retaliate as an entity. It is up to the individual citizens in a nation to retaliate.
Undercover nation cards are a blight on the game. They get used as retaliation for individual actions and a whole group suffers for it. Because of both the nature of the cast(on a group/nation as opposed to an individual, and the undercover nature of the cards, makes it impossible to plan for, defend against, or retaliate.
There are several nation enhancement coming which I think will change the landscape of game play. "NATION" enhancements means more attacks against nations with no defense possibility.
Just asking for the same balance in nation play as there is in individual play.