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- Newsgroups: rec.games.board
- Path: sparky!uunet!think.com!ames!agate!rsoft!mindlink!a2911
- From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
- Subject: Re: CIVILIZATION, differences from ADVANCED CIV
- Organization: MIND LINK! - British Columbia, Canada
- Date: Tue, 22 Dec 1992 19:57:52 GMT
- Message-ID: <18804@mindlink.bc.ca>
- Sender: news@deep.rsoft.bc.ca (Usenet)
- Lines: 75
-
- Since the question of the differences between Civilization and
- Advanced Civilization has come up so many times, I'm finally
- doing what I should have done months ago and compiling a short
- summary of the changes.
-
- 1. Civilization cards: The civilization cards are reprinted in a
- higher quality format. The attributes are printed on their
- backs. There is a new category (Religion - consisting of
- Mysticism, Deism, Enlightenment, Monotheism and Theology) and
- several additional cards in other categories (Mining,
- Roadbuilding, Mathematics, Military).
-
- The attributes connected to the civilization cards have been
- expanded (Military lets you move last, Monotheism lets you
- convert opposing units, Roadbuilding lets you move through two
- areas rather than one, and so on), which makes each nation play
- differently depending on what civilization cards are held. The
- relationship between civilization cards and calamities has also
- been expanded.
-
- There is no limit on the number or type of civilization cards a
- player may purchase.
-
- 2. Commodity cards: The expansion set of trade cards has been
- formally included in the game.
-
- 3. Calamities: There are four new calamities (Treachery [2],
- Superstition [3], Slave Revolt [4] and Barbarian Hordes [5]).
- Non-tradable calamities have the same color backing as all other
- trade cards, so no one knows who has them until calamities are
- resolved (which now occurs before new civilization cards are
- acquired, not after).
-
- Tradable calamities may be traded any number of times.
-
- Secondary effects of calamities must be assigned to some other
- player, even if the primary victim would prefer to be nice.
-
- 4. Conflict: Enemy cities can be pillaged (up to three tokens
- added to your treasury) and an enemy trade card seized for each
- city taken. This change increases the rewards for aggression in
- the game.
-
- 5. Trading: The trade rules have been simplified - each player
- must pass at least three cards (honestly stating if he is passing
- more than three) and must honestly name two of them. Thus in
- every trade two cards will be known, and at least one won't be.
-
- 6. AST movement: Each epoch has a city requirement. If a nation
- doesn't have the required number of cities, it doesn't move
- forward on the AST.
-
- 7. Victory determination: The winner is determined by taking into
- account AST position, number of cities, value of civilization
- cards and trade cards and treasury tokens held at the end of the
- game. The game ends when one nation reaches the end of the AST,
- but can also end at a predetermined time limit, such as three or
- four hours.
-
- 8. Gamers Guide: Advanced Civilization includes 32 pages of
- articles in a Gamers Guide as well as 16 pages of rules.
-
- The intended overall effect of these changes is to make the game
- more interesting by increasing the possible strategies available
- to the players. Aggression is more reasonable as a policy, and
- the greater number of civilization cards makes it more likely
- that different players will wind up with different civilizations.
- The rules have been rewritten for clarity and consistency.
- Advanced Civilization is not more complex than Civilization, but
- it is more interesting (and, potentially, more violent).
-
- Most of the above consists of statements of fact. Where I have
- offered opinions or drawn conclusions, they are, of course, mine.
- My views are elaborated in my designer's notes in the Gamers
- Guide.
-