Customizing Mars Design Blog
Designing Custom Milestones and Awards
After dozens of plays of Terraforming Mars, we decided that the standard setup needed more variety. Over the course of three years, one pandemic, and hundreds of additional plays, we created a fully customizable experience – nearly infinite permutations of maps, milestones and awards, and global parameter bonuses. This post shares details of the design process for our custom Milestone and Award system.
The end result includes:
30 original + 32 new milestones and awards
A novel selection system to ensure randomization, balance, and variedness
Milestone thresholds that have been tuned over hundreds of gameplays
Physical Milestone and Award tiles that can be used on top of the official boards or with the full Customizing Mars set
Read on to see how we got there!
Design process
Standing on the shoulders of giants
It’s important to note other great work that has been done to add Milestone and Award diversity. In particular, @RobAntilles on BGG has created several new Milestone and Awards and has done his own milestone threshold tuning. @Hoogard on BGG’s Milestone and Award synergies matrix also took a stab at creating sufficiently varied sets of milestones and awards.
This project sought to build on top of these in a few ways:
Even more new milestones and awards, and refining the set to the best of the best
An easy randomization system that gives varied sets of milestones and awards, without relying on an app or spreadsheet. (Although you could still use one!)
Tuned milestone thresholds to account for expansions and to improve balance across both new and original milestones
New Milestones and Awards
Throughout the iteration process, our play group tested out new ideas for milestones and awards. Some of these were inspired by the official milestones (e.g. adding the Milestone equivalent of an existing Award), some by @RobAntilles’ work, and some original ideas. We even added Colonies- and Turmoil-themed milestones and awards.
Overall we added 32 new milestones and awards to the original 30 (including those from the Hellas and Elysium expansion). And check the end of this post if you want to see some that didn’t make the cut.
5 of the 16 new milestones
5 of the 16 new awards
Iteratively improving prototypes
While designing this system, we went through several iterations of prototypes.
The first milestones and awards were printed on small pieces of paper, folded in half to make them double-sided.
The second set of iterations used acrylic tiles that we had lasercut, with printed adhesive labels stuck to each side. The heftier components were much more satisfying to use, but still allowed for easy iteration by drawing over or replacing a label.
The third and final set of prototypes we had manufactured by The Game Crafter. These have a real “board game component” feel.
Paper Prototypes
Acrylic Prototypes
Final Prototypes
Tuning milestone thresholds
We tracked milestone and award picks over hundreds of gameplays, using a variety of player counts (mostly 3 to 4) and expansions. In particular, we used that data to iteratively tune milestone thresholds so that each milestone was roughly equally difficult to claim.
We didn’t just look at overall claim rate. This percentage can be skewed – what if a milestone was claimed more often because it was paired with more difficult milestones? Instead, we created a new scoring system based on ELO ratings. We had to devise a new multiplayer ELO rating to handle the multiple claimed milestones of each game, with a little additional weight to a milestone that was claimed first vs. third.
Over hundreds of plays, we tracked the ELO rating for new and original milestones, making more commonly picked milestones harder and vice versa. Overall, milestones on the original Tharsis board were harder than average, and milestones on the Hellas and Elysium expansions were easier than average.
Despite all this effort, every play group will use different expansions or will have a different metagame that might impact what tuning works best for them. That’s why, when producing a “final” prototype, we also made a batch of milestone adjustment stickers to make further modification easy.
Ensuring milestone and award variety
Certain sets of milestones and awards just wouldn’t make for a fun game because they are too similar or align too closely to a particular strategy.
To address these issues, we devised a double-sided tiling system that uses three mechanisms to ensure adequate variety:
Put very similar milestones and awards (like Builder and Contractor) on opposite sides of the same tile so they cannot be used in the same game
Use a color-coding system (colored circles) to disallow more than two of the same type of milestone or award to be used in the same game. For example, milestones based on tag counts (like Rim Settler, Spacce Cadet, Apprentice, etc.) all have the same colored circle, and no more than two should be used in a game.
Additional conflicts are settled by a numbering system: each tile receives a number, and matching or adjacent numbers are not allowed. For example, Industrialist and Powerhouse may serve similar strategies, and therefore have conflicting tile numbers.
Fine tuning the full system was a bit of a trial and error process with complex maps; the actual tiles are fairly easy to use, though, and you quickly get the hang of it!
The complete system
The final system consists of:
Double-sided laser cut cardboard punch outs from The Game Crafter. The tile thickness is much more satisfying than the paper prototypes when randomly choosing milestones and awards!
30 original + 32 new milestones and awards (plus a make-your-own tile!) that have been carefully selected and tuned (but can always be re-tuned)
A coloring + numbering system to ensure balance and variety when randomly selecting milestones and awards. This is easy to do without consulting an app!
See below for photos of the final results. If you’d like to order your own set of our “final prototypes”, check out The Game Crafter for Custom Milestones and Awards or Custom Everything (includes map and bonus tracks).
Left on the cutting room floor
Not every idea survived our play testing. Here are some of the many that got left out: