From: ferrell@brtph625.bnr.ca (Thomas Ferrell P910) Description: Advanced Civilization Variant Below is an Advanced Civilization variant in the form of an article for the General. After getting input from my own gaming group, I would like to get opinions from other groups. If you use this variant, I would like to hear what your group liked and disliked about it. For any dislikes, please explain why and what changes to the variant could help eliminate the problem. Thanks in advance, Wray Expanding Diplomatic Options in Advanced Civilization In Advanced Civilization some countries, notably Egypt and Babylon, are blessed with an abundance of land and city sites, while others such as Crete, start the player at a disadvantage. While you can try to overcome this discrepancy through a bidding system or giving Egypt to the newer players, it is still possible to realize halfway through the game that you have little or no chance of winning. The problem is that as the game progresses it becomes harder to close the gap on the front runners for two reasons. First, the leaders have more civilization advances and thus are better protected from calamities. Second, having enough tokens to launch an effective attack usually means going first. Buying military eliminates the second reason, but exacerbates the first since the card worsens some calamities and the one hundred eighty points spent on it could have been used to buy other mitigating advances. One way to level the playing field is to determine movement order by civilization points then the number of tokens on the board. Movement is performed in descending civilization point order, then census order, then by A.S.T. order. This forces the front runners to move first making it much easier to bring them back to the rest of the pack. While the leaders can purchase Military, it forces the disadvantage of this card on them rather than the countries trying to catch up. While the change to movement order kept the game close, it pointed out another weakness in the game. Advanced Civilization suffers from a lack of options when confronted by a hostile neighbor. Your options are limited to either whining about how poorly you are doing in hopes he will attack elsewhere or thinly veiled threats that this incursion will be paid back in future turns, neither of which is very satisfying. The following rule changes are suggested to increase diplomacy and negotiation during the game. Trade Cards: Trade cards may be exchanged for other trade cards during the trading round or given to other players in return for certain favors. There is no limit to the scope of these favors as long as they do not violate any rules. This rule change cannot be used to trade cards for cards ensuring a calamity free trade. For example: Egypt suffered a devastating flood last turn, but still moves before Africa. Aware that the African player is casting a greedy eye towards the Nile Delta, the Egyptian player could offer him a trade card in return for a non-aggression pact this turn. The card(s) offered do not have to be revealed publically. If the trade is refused, the Egyptian player keeps any card(s) that were offered. Any public agreements are binding and must be fulfilled, however players who discuss their deals in secret have no recourse if their trading partner fails to uphold their end of the bargain. Treasury: Tokens may be "given" to other players as part of a trade. The same limitations described above for trade cards apply except that either side may trade tokens. Thus, Egypt could offer Africa two grain cards in return for 5 tokens and not being chosen for secondary damage from Africa's epidemic this turn. The tokens do not actually change hands, the offering player transfers the tokens from his treasury to stock and the accepting player moves the same amount from his stock to treasury. Ships: Ships may now carry tokens from any country. The limit is still five tokens per ship, but there is no restriction on the makeup of these tokens. Regardless of who it is carrying, the ship still uses the civilization advances of the owning country. This allows players to "rent" out excess ships in their fleet. For example Thrace may offer Crete a wine card and three tokens in return for Crete, who has Astronomy, transporting Thracian troops to Africa. --------------------------------------------------------------------------- ferrell@bnr.ca My thoughts, not BNR's