{"id":859,"date":"2024-09-12T22:21:30","date_gmt":"2024-09-12T21:21:30","guid":{"rendered":"https:\/\/seajaygames.com\/?p=859"},"modified":"2025-10-12T10:57:23","modified_gmt":"2025-10-12T09:57:23","slug":"designer-diary-era-of-atlantis","status":"publish","type":"post","link":"https:\/\/seajaygames.com\/en\/blog\/2024\/09\/12\/designer-diary-era-of-atlantis\/","title":{"rendered":"Designer Diary: Era of Atlantis"},"content":{"rendered":"\n<h4 class=\"wp-block-heading\">The Core Idea<\/h4>\n\n\n\n<p>I started the design of <a href=\"https:\/\/seajaygames.com\/en\/games\/era-of-atlantis\/\">Era of Atlantis<\/a> in 2017 after learning about the fundamental mechanics of the game <a href=\"https:\/\/boardgamegeek.com\/boardgame\/168435\/between-two-cities\">Between Two Cities<\/a>. This mechanism involves players sharing and building a city with each of their two neighboring players, with only the lower-valued of the two contributing to your final score at the end of the game.<\/p>\n\n\n\n<p>Before I even played that game, I had the idea of implementing this novel idea for an area control game. After having played Between Two Cities, I realized that I would have to change a few things for my implementation of this idea.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">The Setting<\/h4>\n\n\n\n<p>I also wanted to use the setting in the same <a href=\"https:\/\/galacticera.net\/background\/\">game universe<\/a> as my first self-published game, \u201c<a href=\"https:\/\/seajaygames.com\/en\/games\/galactic-era\/\">Galactic Era<\/a>\u201d. So I thought the distant mythological past (about 12,000 years ago) would be an ideal setting since there were fewer fixed ideas on how the world should be politically at that time, which gave me more creative liberty. It also gave me the opportunity to include stories about supposedly lost civilizations from that time, that I had researched.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"748\" height=\"665\" src=\"https:\/\/seajaygames.com\/wp-content\/uploads\/image.png\" alt=\"\" class=\"wp-image-860\" style=\"width:276px;height:auto\" srcset=\"https:\/\/seajaygames.com\/wp-content\/uploads\/image.png 748w, https:\/\/seajaygames.com\/wp-content\/uploads\/image-300x267.png 300w, https:\/\/seajaygames.com\/wp-content\/uploads\/image-13x12.png 13w\" sizes=\"auto, (max-width: 748px) 100vw, 748px\" \/><figcaption class=\"wp-element-caption\"><em>early design of a secret society tile<\/em><\/figcaption><\/figure>\n<\/div>\n\n\n<h4 class=\"wp-block-heading\">Creating The Control Network<\/h4>\n\n\n\n<p>The first thing I realized was the need to clearly distinguish between what the player is and what the shared entities with other players are. I quickly settled on the idea that players are \u201csecret societies\u201d controlling two of the major powers in this world at that time. Those being five mythological civilizations in various corners of the Earth, including legendary nations such as Atlantis, Lemuria, and Hyperborea.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"650\" height=\"488\" src=\"https:\/\/seajaygames.com\/wp-content\/uploads\/Age_of_Atlantis_prototype.jpg\" alt=\"\" class=\"wp-image-913\" srcset=\"https:\/\/seajaygames.com\/wp-content\/uploads\/Age_of_Atlantis_prototype.jpg 650w, https:\/\/seajaygames.com\/wp-content\/uploads\/Age_of_Atlantis_prototype-300x225.jpg 300w, https:\/\/seajaygames.com\/wp-content\/uploads\/Age_of_Atlantis_prototype-16x12.jpg 16w\" sizes=\"auto, (max-width: 650px) 100vw, 650px\" \/><figcaption class=\"wp-element-caption\">early prototype version from 2018<\/figcaption><\/figure>\n<\/div>\n\n\n<p>These \u201cmajor nations\u201d would then expand, taking over \u201cminor nations\u201d, which are basically the battlegrounds between them. So that all major nations stayed in the game until the end, I implemented a rule that no major nation could lose its \u201chome territory\u201d. I explained that thematically with a situation similar to the Cold War, in which they all stockpiled weapons of mass destruction which they threatened to use should their home territory be attacked, and thus deterring such attacks.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">More Scoring Categories Needed<\/h4>\n\n\n\n<p>As mentioned, I quickly realized that scoring the lesser of your two major nations only (like in Between Two Cities) would too often lead to ties, so I needed to add other ways to score. Thus I decided to have some other scoring options which would comprise about a third of a player&#8217;s points. If players carefully balanced the powers of the major nations, the deciding factor would be these extra, personal points.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"alignright size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"733\" height=\"1024\" src=\"https:\/\/seajaygames.com\/wp-content\/uploads\/image-3-733x1024.png\" alt=\"\" class=\"wp-image-868\" style=\"width:209px;height:auto\" srcset=\"https:\/\/seajaygames.com\/wp-content\/uploads\/image-3-733x1024.png 733w, https:\/\/seajaygames.com\/wp-content\/uploads\/image-3-215x300.png 215w, https:\/\/seajaygames.com\/wp-content\/uploads\/image-3-9x12.png 9w, https:\/\/seajaygames.com\/wp-content\/uploads\/image-3.png 744w\" sizes=\"auto, (max-width: 733px) 100vw, 733px\" \/><figcaption class=\"wp-element-caption\"><em>objective card<\/em><\/figcaption><\/figure>\n<\/div>\n\n\n<p>Since I also wanted a hidden scoring element to reduce Kingmaking, I needed to include secret objectives which would be revealed at game end for final points. I decided that these objectives should also overlap heavily between players, creating further points of possible cooperation. Thus it became three different objectives only, each corresponding to a different way the game could end.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Using Worker Placement<\/h4>\n\n\n\n<p>Besides having an area control element I also decided to use the worker placement mechanism because of its popularity and how it worked well in the context of this game. I decided to do something similar to <a href=\"https:\/\/boardgamegeek.com\/boardgame\/169786\/scythe\">Scythe<\/a> with each major nation having its own action spaces which players put their pawns on to execute actions. For thematic reasons I decided everyone should have two such large pawns (instead of one, as in Scythe), but only using one of them per turn.<\/p>\n\n\n\n<p>It was largely a coincidence that this turned out be an interesting way to restrict action spaces, because now players also had to decide on every turn which of two action spaces they would free up for future use. This also created the possibility of a player intentionally blocking certain action spaces their partner might want to use, thus creating possible seeds of contention between partners.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"632\" src=\"https:\/\/seajaygames.com\/wp-content\/uploads\/Nation_board-1024x632.jpg\" alt=\"\" class=\"wp-image-876\" style=\"width:506px;height:auto\" srcset=\"https:\/\/seajaygames.com\/wp-content\/uploads\/Nation_board-1024x632.jpg 1024w, https:\/\/seajaygames.com\/wp-content\/uploads\/Nation_board-300x185.jpg 300w, https:\/\/seajaygames.com\/wp-content\/uploads\/Nation_board-768x474.jpg 768w, https:\/\/seajaygames.com\/wp-content\/uploads\/Nation_board-1536x947.jpg 1536w, https:\/\/seajaygames.com\/wp-content\/uploads\/Nation_board-18x12.jpg 18w, https:\/\/seajaygames.com\/wp-content\/uploads\/Nation_board.jpg 1819w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\"><em>major nation tile for Atlantis<\/em><\/figcaption><\/figure>\n<\/div>\n\n\n<h4 class=\"wp-block-heading\">Partners Must Depend on Each Other<\/h4>\n\n\n\n<p>The main guideline I kept in mind was that the two controlling players of a major nation would be as dependent on each other as possible. So no player should be able to easily run everything for a major nation without the other player. The main way I did this was by splitting up the actions needed for a major nation to expand into small steps, each following one requiring the cooperation of the other player. So no player could do everything alone.<\/p>\n\n\n\n<p>For example, if a major nation wants to expand militarily, the first thing that needs to be done is to recruit troops. One of the two players must do that. After having done that, the other player can then use these troops to conquer territories. Thus the first player is dependent on the second player acting in his or her best interest. This creates a need for both players to cooperate.<\/p>\n\n\n\n<p>To insure that both players are dependent on each other though, the turn order may never change. If turn order could be changed, then occasionally players could do a double turn with the same nation without the need for the other player to act. Without turn order changing though, both players are always at the mercy of the other, for better or worse.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"308\" src=\"https:\/\/seajaygames.com\/wp-content\/uploads\/board_ext_04-1024x308.png\" alt=\"\" class=\"wp-image-875\" style=\"width:542px;height:auto\" srcset=\"https:\/\/seajaygames.com\/wp-content\/uploads\/board_ext_04-1024x308.png 1024w, https:\/\/seajaygames.com\/wp-content\/uploads\/board_ext_04-300x90.png 300w, https:\/\/seajaygames.com\/wp-content\/uploads\/board_ext_04-768x231.png 768w, https:\/\/seajaygames.com\/wp-content\/uploads\/board_ext_04-1536x462.png 1536w, https:\/\/seajaygames.com\/wp-content\/uploads\/board_ext_04-18x5.png 18w, https:\/\/seajaygames.com\/wp-content\/uploads\/board_ext_04.png 1783w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\"><em>example compensation tile (not used anymore) <\/em><\/figcaption><\/figure>\n<\/div>\n\n\n<h4 class=\"wp-block-heading\">Testing Turn Order Advantage<\/h4>\n\n\n\n<p>For a while I thought that the player being last in turn order would have a significant advantage, having the most influence on how the game ends. I tried to solve this (rather inelegantly I admit) by giving \u201ecompensation counters\u201c to players which balance this out point-wise at game end. After many playtests I noticed that these overcompensated and made those first in turn win order more often. So I decided to remove these after all and instead give those first in turn order a smaller advantage instead, namely that the winner in the case of a tie in points is determined by turn order. I also added a section of the chapter for strategy tips what different advantages players get from their position in turn order, so players know better whom to counteract when.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"945\" height=\"945\" src=\"https:\/\/seajaygames.com\/wp-content\/uploads\/bidding_dials_v02_nobleed.png\" alt=\"\" class=\"wp-image-877\" style=\"width:342px;height:auto\" srcset=\"https:\/\/seajaygames.com\/wp-content\/uploads\/bidding_dials_v02_nobleed.png 945w, https:\/\/seajaygames.com\/wp-content\/uploads\/bidding_dials_v02_nobleed-300x300.png 300w, https:\/\/seajaygames.com\/wp-content\/uploads\/bidding_dials_v02_nobleed-150x150.png 150w, https:\/\/seajaygames.com\/wp-content\/uploads\/bidding_dials_v02_nobleed-768x768.png 768w, https:\/\/seajaygames.com\/wp-content\/uploads\/bidding_dials_v02_nobleed-12x12.png 12w\" sizes=\"auto, (max-width: 945px) 100vw, 945px\" \/><figcaption class=\"wp-element-caption\"><em>bidding dial<\/em><\/figcaption><\/figure>\n<\/div>\n\n\n<h4 class=\"wp-block-heading\">A Different Kind of Bidding<\/h4>\n\n\n\n<p>Another interesting feature I implemented to foster cooperation, was a non-linear cost of bidding. To explain, players use bidding dials to resolve conflicts spending \u201cVirya\u201c (the currency of the game). I decoupled the effect of the bidding from its cost (in most games that is the same), using the triangular numbers. So an effect of 1 costs 1, an effect of 2 costs 3, an effect of 3 costs 6, and so on. This means higher bids can become very expensive. It also means though that two players adding their bids together (if they cooperate) can save Virya. For example, a single player bidding for an effect of 2 would have to pay 3 Virya. Two players adding their bids of 1 each only pay a combined cost of 2 Virya though (thus saving 1 Virya between them).<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"746\" src=\"https:\/\/seajaygames.com\/wp-content\/uploads\/board-EN-v1.51-1024x746.jpg\" alt=\"\" class=\"wp-image-879\" style=\"width:822px;height:auto\" srcset=\"https:\/\/seajaygames.com\/wp-content\/uploads\/board-EN-v1.51-1024x746.jpg 1024w, https:\/\/seajaygames.com\/wp-content\/uploads\/board-EN-v1.51-300x218.jpg 300w, https:\/\/seajaygames.com\/wp-content\/uploads\/board-EN-v1.51-768x559.jpg 768w, https:\/\/seajaygames.com\/wp-content\/uploads\/board-EN-v1.51-1536x1119.jpg 1536w, https:\/\/seajaygames.com\/wp-content\/uploads\/board-EN-v1.51-2048x1492.jpg 2048w, https:\/\/seajaygames.com\/wp-content\/uploads\/board-EN-v1.51-16x12.jpg 16w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\"><em>final version of the game board<\/em><\/figcaption><\/figure>\n<\/div>\n\n\n<h4 class=\"wp-block-heading\">The Story Arc: A Cold War<\/h4>\n\n\n\n<p>I also included some types of actions specifically to create a game arc retelling the story of the fall of Atlantis and how it came to be according to the story. This action became the Global Conflict action. The story arc I wished to tell, was that of gradual expansion and an eventual arms race, resulting in a Cold War type of situation that would possibly culminate in a massive conflict. The Global Conflict action is intended to be played late in the game, at the peak of the conflict between nations, as a possible turnaround point, changing the outcome.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Letting the Game Become What It Wants to Be<\/h4>\n\n\n\n<p>It turned somewhat by coincidence that the late game can still be quite swingy. Meaning that major nations can fall or rise quite quickly. One reason for this being that if the two controlling players of a nation concentrate all their actions on that nation, it can grow very quickly. I was initially worried about the swinginess, though fortunately players almost always viewed this quite positively, since the winner was not set in stone too early and you always had chances to win even late in the game. So I decided to let this aspect of the game be how it was.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Crowdfunding<\/h4>\n\n\n\n<p>I am happy to announce that the design of Era of Atlantis is finished and ready to launch its <a href=\"https:\/\/gamefound.com\/en\/projects\/channing-jones-seajay-games\/era-of-atlantis\">crowdfunding campaign<\/a> in September 2025.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full is-resized\"><img decoding=\"async\" src=\"https:\/\/seajaygames.com\/wp-content\/uploads\/EoA_box_3D-750x708-1.png\" alt=\"\" class=\"wp-image-881\" style=\"width:354px;height:auto\"\/><\/figure>\n<\/div>\n\n\n<p><a href=\"https:\/\/boardgamegeek.com\/boardgamedesigner\/57620\/channing-jones\">Channing Jones<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>About the design history of the game: starting in 2017 with the initial idea behind the game, up until the completion of the design in 2024 (just before crowdfunding).<\/p>\n","protected":false},"author":1,"featured_media":913,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-859","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blog"],"_links":{"self":[{"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/posts\/859","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/comments?post=859"}],"version-history":[{"count":33,"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/posts\/859\/revisions"}],"predecessor-version":[{"id":991,"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/posts\/859\/revisions\/991"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/media\/913"}],"wp:attachment":[{"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/media?parent=859"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/categories?post=859"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/seajaygames.com\/en\/wp-json\/wp\/v2\/tags?post=859"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}