Carting the demiquaver
Quite a few changes here:
- About as close as I’m going to get to a final building set at this early date. There are 52 of them, which has a pleasing familiarity to it given the vacuity I’m building this game on.
- Added a key.
- Buildings continue to be coloured for their primary terrain constraint. Currently everything is bound to a single terrain. I’d like to make a few bivalent later, eg paddocks, but there’s no rush
- Buildings are shadow coloured per their primary resource cost for construction.
- Technologies are coloured for their primary resource cost for research.
- The above two mean that the building and tech cost graph edges have been removed. This makes the graph much cleaner and more readable.
- Dark edges mark the tech graph. Light edges mark the building input/output graph.
- I’ve not marked money inputs or how many of an input are required or output.
- Technology tiers are marked and grouped. The intention is that when a City State researches something in a new/higher technology tier, that ALL buildings in the City State at tier-2 will be instantly removed from the board, including any product markers on them. (It is possible that I’ll change this to build a building instead of research, but that’s a fairly small change). It is left as an exercise for the reader to see the rather severe problem that this tier-2 destruction poses for a budding City States as well as the matching implications for game strategy and timing for players.