Some other minor changes:
Instead of the Trade Card being among the selections, simply add the 3 Trade Goods from the Trade card to the Warfare(6) Card. This would symbolize a war production mode and balance out the Political Card.
I agree with Roliander to include the Diplomacy card. If your opponent wants to avert conflict, he will "waste" one of his VALUABLE choices. Also, build PDS around MR with Long range cannons. Gotta love the free shots!

I believe the laws could be incorporated into the 2 Player version as well. The only real variation in voting would occur when the 2 players want to have the law ONLY benefit them. (i.e. Elect Player, etc.)
To expound upon Roliander's suggestion:
1) If both players vote against...VETOED
2) If both players vote FOR...PASSED
or
3) Player A wants the benefit of the law and to exclude Player B and vice-versa.
This variation uses Percentile based random results. In all Political entities there are disagreements within the same Political Party. In TI, the Political Party is your galactic civilization. Keep this in mind.
The 2 player game has many FEWER turns than the full game. Not many laws will be up for vote and the laws passed later in the game will not have the same impact due to the time remaining.
We want ratios that can be viewed as percentages we can deal with.
You need to choose the dice and appropriate percentile representations of the dice to make this work.
The easiest example:
Player A 12 Inf
Player B 7 Inf
Since a 20 sided die is an easy representation of % (each value x5 = %age) SO convert-->
Player A - 12 Inf x 5 =
60% Player B - 7 Inf x 5 =
35% REMAINDER of
5% will be conducted as deadlocked vote and will be considered a vetoed bill (remember the intra-party dissent described above...
Imagination needed here). Seems simple enough.
A tougher example Player A 14 Inf
Player B 11 Inf
Total Inf of 25. Therefore, each Inf point will be
equivalent to 4 percentile points. Since
25 Inf x 4% = 100% Player A - 14 Inf x 4% =
56% Player B - 11 Inf x 4% =
44% Notice that when the votes tallies are close, the votes will also be close. (Special Interest lobbying is at work)
Ugly example Player A 16
Player B 14
Total influence of 30. (NOTE: Due to the size of the 2-player map, this influence total should be rare.) Ok, which Percentile should we use? Remember to keep it SIMPLE! 3.33% would be very close, but who needs to multiply by decimals or fractions? Just use
3%.
Player A 16 Inf x 3% =
48% Player B 14 Inf x 3% =
42% This leaves a
10% deadlock vote. Think how long it takes bills to pass in govt. !
Simple enough math to add a little "LAW"lessness into the 2-player version to satisfy you until you can get your 6 player game going!!
Final notes:
I did find that Trade goods seemed to be a little more plentiful. This sped up the game by ALL the ways money speeds things along in life.
Another variation to INCREASE trade goods (and hopefully MORE diplomatic bargaining) into the
FULL game is simple!
Instead of having the constant TRADE difference between the contracts (3,2,and 1), Introduce another minor change:
Make the contracts a MODIFIER to a d3 roll (3 sided die).
I know you are saying
NO WAY, what if he rolls a 3 on his 3 contract and I roll a 1 on my contract 1? Geez, TOTALLY UNBALANCED (bitch, moan, bitch, moan).
Hmm, you may be right, BUT look at the numbers!! He obtains 6 Trade Goods, you obtain 2. The WORST CASE!! OK, what is that ratio of trade goods? Lo and behold, 3:1, the same ratio of your contracts.
NOW look at the bright side! REVERSE the die roll...he rolls the 1 and you roll the 3.
His TG total 1dr + 3 TC = 4TG
Your TG total 3dr + 1 TC= 4TG AMAZING!!
Now you can feel you screwed him on his contract. Yes, on average he will get more TG than you, BUT this will get MORE TG into the game and more TG means more units, techs, PO VP cards, bribes, etc!!!
HEY MIKEY, HE LIKES IT!!!!!!
Last edited on 2006-07-23 14:02:21 CST (Total Number of Edits: 1)