quote:![]() Originally posted by Tau Ceti on 04-30-2001 09:15 PM -- "This is where the rules seem to change." The computer game is based on Avalon Hill's Advanced Civilization, which is an expansion set for the original. Unfortunately, after Avalon Hill was bought by Hasbro, production of all old games stopped, and I do not think any are available anymore. Though I have only briefly, once, looked at the box of the Gibson(?) version, I believe it is the same as Avalon Hill's without the Advanced Expansion. (It was the original, and I believe AH produced their version on licence.) But there will be some slight differences between the computer game and the board game, such as here. In Civ (board), tradable calamities can only be traded once, and whoever gets it then is hit by it. The original drawer can choose not to trade it, and can keep it for later or discard it for no effect. In Adv Civ (computer and board), tradable calamities can be traded any number of times, and whoever gets stuck with it at the end of trading is hit by it - even if he is the original drawer and has not traded it. So your impression is correct. And as you have seen you can only be the primary victim of two calamities per turn. ![]() |
This would seem to make sense, since the game is called "Advanced Civilization". It is definitely Gibson that still make the original (you can find it here), as noted above I saw it in a shop recently, and am seriously considering buying it. From what you say the rule changes seem to be predominantly cosmetic, with the exception of the calamity trading, which serves merely to make the game slightly easier, and possibly slightly more sensible (how do you become the victim of your own treachery?!) and fairer.
quote:![]() -- "Tricky, without a help file." Well, you have us. ![]()
Tradable: Treachery. Not very nasty - can be beneficial as you can plunder the city afterwards. Nothing helps against it.[*]Non-tradable: Famine. Moderately nasty. Pottery helps if you also have Grain cards, which then cannot be used for anything else that turn (you must simply hold on to them). Tradable: Superstition. Not very nasty. The religion cards (Mysticism, Deism, Enlightenment) help.[*]Non-tradable: Civil War. Extremely nasty. Music, Drama & Poetry and Democracy help. Philosophy usually makes things worse, unless you are very very large. Tradable: Slave Revolt. Not very nasty. Enlightenment helps, Mining aggravates.[*]Non-tradable: Flood. Very nasty for Egypt and Babylon, otherwise not very nasty. Engineering helps. Tradable: Barbarian Hordes. Very nasty for Africa, Crete is immune, otherwise moderately nasty. No direct help, although Metalworking slows them down.[*]Tradable: Epidemic. Extremely nasty (the combination Civil War/Epidemic is utterly deadly). Unsurprisingly, Medicine helps a lot. Roadbuilding aggravates.[*]Tradable: Civil Disorder. Extremely nasty. Music, Drama & Poetry, Law and Democracy help. Roadbuilding aggravates.[*]Tradable Iconoclasm & Heresy. Very nasty (deadly in combination with Civil Disorder or Civil War). Law, Philosophy and Theology help. Monotheism and Roadbuilding aggravate.[*]Tradable: Piracy. Very nasty. Nothing helps.[/list=a] ![]() |
Very useful, thank you. This section at least will be printed.
quote:![]() -- "Twice the base value, is it?" Yes, but in the standard rules you can only buy '9' cards. ![]() |
I have no idea what the rules here are, I've never made use of the feature. I will check al the various ins and outs of the game rules, as far as I can see, and relate them to you if you like.
quote:![]() -- "Do you mean the trading rules, or the "engine"?" The engine, primarily. The rules should be, you trade three cards (technically at least three, but you will have trouble finding anyone who accepts more than that) and have to truthfully name two of them? ![]() |
Those do indeed seem to be the rules, except that you must trade exactly three for three. First of all, you choose the 2 cards you are truthfully naming. Then you choose what the "bluff" card will ostensibly be to the other players, followed by what you are actually replacing it by (goods or calamity). You then select up to 5 "wanted" goods, that you would be willing to trade for.
Once all players have done this, a screen is displayed listing the current offers of all nations, with the "bluff" obviously being shown, not the actual replacement, and with the three cards randomised so you don't know which is each person's bluff. You then get the chance to respond to any other player's offer, by basically saying "What you are offering is good enough for me, here is what I offer in return." Again, 2 of your cards must be truthfully stated, the third may be a bluff. When this has finished, each player in turn is shown their original offer (I can't remember how bluffs are dealt with here) along with any responses. The responses show the offered exchange, the nation offering, and the projected change in your goods' values if the deal is entirely truthful. You may choose to accept any one deal offered to you, or reject all deals. Once you have traded in any one session, you may not trade again in that session (logical, as you may no longer have the cards you were offering). Each game turn has two consecutive rounds of trading, unless no deals were made in the first round.
Hope that's clear.
quote:![]() I have never played the advanced version, just the original one. IIRC, you can only be hit by two calamities each turn, and they are resolved in the ranking order. i.e., the value of the trade cards with which they stack. So if you have good defenses against two low ranking calmities, you might want to hang on to them so you don't get zapped by higher ranking -- and generally nastier -- calamities. I guess you get more choices of starting countries if you play with more players. It's more fun that way too. ![]() |
This indeed seems to be the way it works.
quote:![]() Africa is a good place to start without Egypt in the game. Just migrate towards the Nile valley and grab all the fertile land there. Also move towards the shore to squeeze Crete. ![]() |
Tried this in my very first part game. Only problem is that not all of eastern Africa/Nile valley is available with few enough players to ensure Egypt doesn't exist. And the human chooses first, so I can't tell if Egypt is in the game until too late to do anything about it.
quote:![]() You should be able to know how many trade cards are in each stack tough. For example, there are 3 of gold (stack #9), unless they expanded it and make 2 commordities in each stack, then it would be 6, plus the totally nasty Piracy card, for 7 cards in total. Now only a player with 9 cities can draw from that stack, so you know how many are drawn each turn. You should be able to find out who got the calamity card by drawing a nice little queue on paper ![]() |
Right. Unfortunately I don't know how many are in each stack. Maybe Tau could help here, as it seems to be pretty much a direct port from the board game. In case it's not, I'd better say that there are two commodities for each value - as far as I can remember:
1. Hides, Ochre
2. Iron, Papyrus
3. Timber, Salt
4. Oil, Grain
5. Wine, Cloth
6. Silver, Bronze
7. Resin, Spices
8. Dye, Gems
9. Gold, Ivory
quote:![]() Worst calamity combo: Civil Disorder + Iconoclasm and Heresy. If you have no defenses, say bye to all your cities. ![]() |
Remind me again, what precisely would this combination do?
Thanks a lot to you guys. This is why I like this site
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[This message has been edited by Chowlett (edited May 01, 2001).]
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