@Ascent Combine is just the name for this single faction, nation is the card type. We are thinking about changing the card type name from nation into faction / alliance or whatever.
@all
Im still messing with the nation cards and encountered a few problems, please help:
1. As it turns out - Nation cards will be the "power nexus" of your whole empire. they act like triple-type-cards: Nations are Fleets, Resources and Agendas in one. This prevents a lot of traps and bad-draw issues other ccgs have:
* you can use your nation like a fleet, providing minimum protection even if you have no other fleets
* you always have a agenda to fulfill, even without agenda cards
* you can always generate solaris income, even without other resource cards
i really like it, but my fear is that it may become clumsy and tacked-on if we do not solve the following issues:
2. Nation cards can be tapped to produce their solaris income (the planet icon/number on the top left) or participate in attribute conflicts. Being horziontal cards, tapping them looks stupid - do you think this does matter at all?
3. We now have split cards (like the agenda i posted earlier) and double sided cards (like the nations). card text currently just says "flip" - but we should change it into "flip" (for turning the card face-up/face-down) and "switch" (for rotating the card 180 degrees). just a minor issue but i think is makes things clearer?
4. This War/Peace thing freaks me out: I want a nation card that flips to change its state NOT being able to produce income this turn. So it also has to be tapped according to the rules. This means every time you flip a nation card, you also have to tap it - wich altogether is weird and clumsy (see Nr. 2). any ideas?
5. When you flip your nation card, you loose all progression counters on it - wich cancels your current agenda progress. i think thats good, it prevents players from flipping all the time. also: on the war side of your card is usually none or very low solaris income. this means players will shift between war and peace, depending if they want to play aggressive or build their nation.
6. the agendas change when you flip your nation card, wich is a good thing. you loose all progression counters so it does not matter at all. also, i have no problem with changing abilities in the card text. but changing the attributes also throws up more questions: are changing attribute ratings really necessary? as you cannot attack while in peace state, the military attribute should not matter at all. on the other hand, re-distributing the attributes could put the focus elsewhere will at war or peaceful.
7. When you are in peace mode - you cannot attack, as simple as that. When you are at war - you can attack anyone. Easy and good. BUT - what about attacking opponents who are in peace mode? there has to be a penalty.
8. So, here is the updated nation card for the omicron combine - this time in peace mode. please compare it to the war version. The attribute totals alway sum up to 8 (fictive number for now), its just their distribution thats different. Other changes:
* Added hard shadows to numbers and re-centered a few of the boxes
* Added small sun icons to the VP score on the top right. theese icons indicate how many progression counters you have to place on the card to score the VP of the built-in agenda.
* re-toned the color of the solaris income (top left) to grey as the brownish tone clashed with some of the other card type backgrounds.
* Distributed the attributes evenly over the left side of the card, added a placeholder attribute labeled "C" because i feel the necessity of adding a fifth attribute to balance things out more.
* Ingore the flavor text for now, also this card side still features not real special ability.
phew, there goes my day-off: please contribute lots of feedback!