From: Ad-Civ@winternet.com (Mike,;Schneider) Subject: DELUXE CIVILIZATION - FAQ 1.0 === DELUXE CIVILIZATION === FAQ 1.0 by: Michael J Schneider Prior to play, you will need to: -- afix area names to each land on the map board (including western areas). You could also scan in the centerfold of the Ad-Civ rule book (the "conference map"), blow it up in a graphics program, and print it back out. See also: http://student.ulb.ac.be/~chriguis/civ/civE.html. -- create a card for each land area on the board (see below), and either indicate the value of each land on the card or print different value lands on different color stock. -- create a new AST chart (see below). SET-UP: Prior to start, the cards for each land are sorted into their appropriate stacks (see below), then an equal number from each stack are distributed equally amongst the players, with any excess set aside (those lands will be initially unoccupied). (1) DIFFICULT lands are: Brittania, Lugdunensis, Balaeres, Ebusus*, Corsica, Caralis, Sardinia*, Syracuse*, Lemnos, Lesbos, Kuban, Salamis# (total: 12). (2) POOR lands are: East Mauretania, New Africa, Milazzo, Sahara, Tripolitania, Libya, Jalo, Siwa, Nubia, Eastern Desert, Gaza, Sinai, Midian, Arabia, Jericho*, Sidon#, Cyprus, Lesser Armenia, Caucasus, Nalchik, Cappadocia, Phrygia, Lycia, Miletus*, Thera*, Eretria*, Paeonia, Macedonia, Sudeten, Epirus, Ithica, Neapolis#, Milazzo, Cisalpini, Rhrine, Upper Germany, Rhaetia, Gaul, Tarraconensis, Iberus, Hispania, Baetica, Lusitania, Londinium (total: 44) (3) AVERAGE lands are: West Mauretania, Numidia, Tunisia, Sabrata, Tripoli#, Cyrenaica, Western Desert, Ptolemais, Petra*, Sumeria, Mesopotamia, Babylon*, Parthia, Media, Mikop, Cilicia, Galatia, Bithynia, Rhodes*, Phaestos*, Sparta*, Argos*, Delphi, Chalcis*, Thessaly, Thessalonica*, Thrace, Tyras#, Crimea, Appollonia#, Illyricum, Tarentium*, Samnium, Palermo*, Dalmatia, Etruria, Pyrenees (total: 37). (4) GOOD lands are: Cirta*, Jerusalem*, Phoenicia, Antioch#, Aleppo*, Syria, Marl*, Charax*, Ur*, Elam, Armenia, Van, Sinope#, Kanesh*, Gordium*, Sardes*, Troy*, Knossus*, Athens*, Scythia, Dacia, Rubicon, Rome*, Massillia*, Lower Germany, Belgica, Aquitania, Corduba* (total: 29). (5) GREAT lands are: Carthage#, Thapsus*, Cyrene*, Tanis*, Memphis#, Buhen*, Thebes*, Tyre#, Susa#, Carrhae*, Nineveh#, Ankara#, Ionia, Corinth#, Narbo*, New Carthage# (total: 16). (6) EXCELLENT lands are: Germany, Pannonia, Danube, Moesia*, Byzantium#, Alexandria#, Fayum*, Upper Egypt, Babylonia, Assyria (total: 10). *=City Site, #=Trade City AST CHART: Design a chart with all nations progessing along the same track: start|___|___|...|...|...|___|___|___|___|...|...|...|1200|1500|1900|finish (Stone) (E.Bronze) (Late Bronze) (E.Iron) (Late Iron Age) AST DETERMINATION: Prior to play, each player adds up the population limit total of all of his dealt-out land cards, and temporarily places a census marker. The player with the highest census marker will move first (be "Africa"), the least, last. If there are ties, players with more islands will go last. If there are still ties, players with more pop-1 lands go last. If there are still ties, players with more city sites go first. PLAYING THE GAME SIMPLE GAME: All players lay their land cards face up in front of them. Each then places one population token in each of his lands, and his AST marker in the "start" space. The land cards are put away and play begins without further ado. STANDARD GAME: Each player receives population tokens equal to the number of his starting lands, but does not place them immediately. Instead, a series of rounds occur in which in AST order, each player places five tokens in lands he controls (observing population limits), and so on until all players have placed all of their allowed tokens. Areas may be left unpopulated. AST markers are placed in the first space of the Stone Age (i.e., players must build two cities during their second game turn to advance into the Early Bronze Age). EXPERT GAME: Identical to the Standard game, except that players do not reveal their lands. Instead, a land card is only revealed when a player positions population tokens in it in the initial placement rounds. Furthermore, a player may only populate a land once during initial placement (i.e., if he places less than maximum tokens in a land - hoping to save tokens for other areas - then later becomes nervous as he observes another player develop several adjacent areas, he may not "fortify" it). BRUTAL GAME: The Expert game, but with AST markers starting in the last space of the Stone Age. (Players will have to build two cities on their first turn in order to advance!) NAVAL GAME: Appropriate for easing Simple or Standard games: Players start with "paid-up" ships in seas of their choice (they must be supported in following turns). Decide on the number of ships players start with before dealing out the land cards. USEFUL MILITARIES: See http://www.lilback.com/civilization/ah/variants/military.html BARBARIAN HORDES: This disaster is modifed as follows: The player who traded it to the victim selects the richest single land area of the victim in terms of population(cities=5), or his choice on ties: The Barbarians will begin in that area and then spread out into adjacent victim areas, attempting maximum destruction. If they succeed in destroying all of the victim's units in a cluster of areas, they will continue to spread into lands belonging to other players. (Note: due to the highly segmented nature of civilizations in Deluxe Civilization, Barbarians can be particulatly destructive!) NINE-PLAYER GAMES: Pirate and Barbarian tokens are taken from the stock of the player who is by consensus in last place. If there is no consensus, then they come from the player with the most in stock at that time. If the primary victim of the disaster is that player, then the disaster has no effect on him; otherwise he becomes the beneficiary of the disaster (as if it were a Civil War). UNDERDOGS: Play Pirates and Barbarians as per "Nine-Player Game" in a game with fewer than nine players. (Thus Pirates, Barbarians and Civil War will all boost the player in last place.) OTHER VARIANTS: See http://www.lilback.com/civilization/ah/variants/ NOTES: How I arrived at land valuations: I initially sorted all sites according to pop. Next I added pop-4s and 5s together and made them the "Excellent" set. Then I shifted all island sites down one pop level (creating a new category of pop-1 islands), and all city sites up one level, and all disaster sites down one level. Trade city sites went up two levels, but usually required a pop of 3 to enter the "great" category and a pop of 2 to enter the "good" category. In certain circumstances, sea coast was helpful or detrimental, and the size of a regions's neighbors was considered (Ionia, for example, would normally be only "good" like most no-city pop-3s, but since it is surrounded by many weaker neighbors with city sites and no equal or stronger neighbors, I put it in the "great" category since it is a good base for aggressive expansion. I also wanted at least ten cards in each category to enhance five-player games (after initially wanting at least nine to allow 9-player games). Note that as play proceeds, areas which may be "very good" at the start of a game may become less valuable, and others become more valuable (the Gold trade city, for example, is almost worthless at the beginning of the game, as it is likely to be quickly lost to attack from the stronger side of its island). HELP and COMMENTS are greatly appeciated regarding land valuation choice, spelling and ommissions or duplications, as well as other rules decisions.