Avalon Hill - Civilization
Unofficial Expansion / Alea Number 21
By Ausias Ferrer
Translated by Stephen B. Field
To make a new expansion for any game is a complicated task (this task is maximized if it is intended to maintain the dynamics of the original game), but when it is a game like civilization, the task is made even more complicated, since various groups of players play the game with different styles of play. 

The first dilemma encountered was what map to extend; the proposals were diverse, from China and Japan to the Central American and Andean civilizations. In the end, the predominant idea was to maintain continuity with the original game, by extending the present map. 

Since Avalon Hill already produced a Western Expansion, the three possible extensions were: 
1.	To the north taking the Germanic tribes. 
2.	To the south with the nomad towns and cattle towns of the desert of southern Africa. 
3.	To the east, where the earliest civilizations were found. 
The game Civilization covers the ages from 8000 B.C. to the 250 B.C. During this time period, the various cultures included with the game developed and flourished. The cultures selected for the expansion had to fall into these criteria as well. 

In this same time period Northern Europe finishes leaving the glacial period and experiences a delayed cultural growth with respect to the cultures of the south. In fact, it is not until approximately 450 B.C. when it is really possible to speak of the first civilizations in Northern Europe (the Celtics). During most of the time period covered in the game of Civilization, the Northern Europe is in the heart of the Bronze Age and cannot be spoken of in terms of civilizations. 

In Southern Africa, the situation is similar to Northern Europe, and it is only possible to speak of cultures in terms of hunters and gatherers. 

Nevertheless, in the region of Mesopotamia and further to the east the first human civilizations are formed, developed and then succumbed. 

The absence of the inclusion of this region in the original game and the fact that it meets all the requirements to be able to play Civilization (geographically and culturally), I decided to choose to expand the eastern game board region. 

The expansion map is attached to the Eastern edge of the original game board. A conical projection with two parallels was made to the east and a scale of approximately 1:4.000.000 was used to develop the map. This results in a map covering the regions from Mesopotamia to the Indus and the Iranian Plateau to the desert of Arabia. 

In this region, a number of cultures and civilizations existed as well as commercial routes and great confrontations.The next step was to determine what cultures or civilizations existing during the time period that the game takes place in. These civilizations would be used to populate the expansion. Some of the choices were the Aryans, a tribal and nomadic people living in the far reaches of Euro-Asia in hostile steppe lands, the Elamitas and Amorritas invaders, the Guti (a mountain people of ancient Mesopotamia who lived primarily around Hamadan in the central Zagros Mountain Range), the Hurritas (who invaded Northern Mesopotamia), the Indus Valley civilizations, the Sumerious, the Semites, and the Persians. The 4 chosen were: 

The Indus Valley Civilizations:
Flourished around 2,500 B.C. in the western part of South Asia, in what today is Pakistan and western India. It is often referred to as the Harappan Civilization after its first discovered city, Harappa. 

The Indus Valley was home to the largest of the four ancient urban civilizations of Egypt, Mesopotamia, India and China. It was not discovered until the 1920's. Most of its ruins, including major cities, remain to be excavated. Its script has not been deciphered. Basic questions about the people who created this highly complex culture are unanswered. 

Because of its relative location (Eastern part of the new expansion map), and the mystery that surrounds the culture and its relations with other cultures in the region it has been chosen to represent one of the four new cultures in the game. 

The Sumerian Civilization: This culture is considered to be the first civilization to develop in the present West. 

By discovering how to use metals to make tools and weapons, late Neolithic people affected a revolution nearly as far-reaching as that wrought in agriculture.

Neolithic artisans discovered how to extract copper from oxide ores by heating them with charcoal. 

Approximately 3100 B.C., metal workers discovered that copper was improved by the addition of tin. The resulting alloy, bronze, was harder than copper and provided a sharper cutting edge. 

The advent of civilization in Sumer is associated with the beginning of the Bronze Age in the West, which in time spread to Egypt, Europe, and Asia. The Bronze Age lasted until about 1200 B.C., when iron weapons and tools began to replace those made of bronze. 

The first plow was probably a stick pulled through the soil with a rope. In time, however, domesticated cattle were harnessed to drag the plow in place of the farmer. Yoked, harnessed animals pulled plows in the Mesopotamian alluvium by 3000 B.C. 

As a result, farming advanced from the cultivation of small plots to the tilling of extensive fields. "By harnessing the ox man began to control and use a motive power other than that furnished by his own muscular energy. The ox was the first step to the steam engine and gasoline motor." 

Since the Mesopotamian plain had no stone, no metals, and no timber except its soft palm trees, these materials had to be transported from Syria and Asia Minor. Water transport down the Tigris and Euphrates solved the problem. 

The oldest sailing boat known is represented by a model found in a Sumerian grave of about 3500 B.C.

Soon after this date wheeled vehicles appear in the form of ass-drawn war chariots. For the transport of goods overland, however, people continued to rely on the pack ass. 

Another important invention was the potter's wheel, first used in Sumer soon after 3500 B.C. Earlier, people had fashioned pots by molding or coiling clay by hand, but now a symmetrical product could be produced in a much shorter time. 

A pivoted clay disk heavy enough to revolve of its own momentum, the potter's wheel has been called "the first really mechanical device." 

The Semitic Towns (Axum) Thanks to the stimulus of growing trade, the state of Axum arose, much like Phoenicia, as a coalition of commercial towns near the Red Sea. Its social base was the old Semitic civilization of Saba, which spanned southern Arabia and the coastal areas of the Horn of Africa. 

By its location on the map, and by its influence on the Sumerians (They conquered them), this civilization or coalition of towns is included as the third civilization. 

These three civilizations (or cultures) correspond to the first stage of history (3000-1500 B.C.). The fourth civilization included with the game is used to balance the other three and maintain the mechanics of the original game. 

Persia (Persian Empire) Although this civilization / empire is very late in terms of the game (600-500 B.C.), its relation with the other proposed civilizations and the fact that the area that the civilization occupied makes it the fourth civilization to be included in the game. 

In order to be able to locate them within the historical context of Civilization and to compare them with the rest of the civilizations a graphical chart is enclosed which displays the period of time that these ancient cultures flourished. 

The Expansion
With the addition of the new expansion, it was necessary to make certain decisions on the board design with the purpose of not interfering with the original game board. The creators of the original game also took certain license on the layout of the original board. In principle the new regions have been modified to respect the relative territorial balance of the original game. For this to happen, it was necessary to quantify the part of the board the goes from Italy to the Thracians. This was necessary in order to determine the section to replace for the new expansion. 

In order to be able to introduce all this information in the new expansion and to respect the game play for the civilizations of the north like those of the south, a little has been overvalued in respect to the number of areas and the population that can maintain them for the Arabian Peninsula, all the city sites (in the expansion), respect historical facts and each one of them in their moment of history really existed (one exception is the city of Saba, to the south of the Arabian Peninsula). 

The European Version of the game incorporates names for both the Cities and Territories displayed on the game board. 

The regions have been divided respecting territories or historical zones mixed in the time, the names used come from: Persian provinces, cities and regions conquered by Alexander, Elamitas conquered regions, and Semitic regions. 

In the Arabian Desert 3 territories in the middle of the desert have been created, these symbolize the union of the dispersed oases of the desert. Except in accessibility, they can be considered like the territories of the rest of the board. 

Optional Rules
The optional rules listed below for the new expansion are always optional although their use is recommended when playing the expansion. 
1.	Access to the oases territories in the Arabian Desert is initially allowed to only the Semitic civilization. All other civilizations cannot occupy these territories until the moment at which they acquire CARAVANS. The Semitic player is one who has a difficult time expanding at the beginning of the game; because of this, I consider this advantage necessary to balance play.
2.	From the Red Sea (Egypt) it is possible to access the Sea of Arabia (Indian Ocean). The equalizing factor in the original game is the Mediterranean Sea that gives the possibility of arriving quickly at any other zone of the board (having suitable civilization cards). So that this concept continues in the expansion, the opportunity to navigate between the Red Sea and Sea of Arabia is made possible. 
2.	Cont'd.

These sea zones are not connected explicitly on the board. 

Sea travel between the southern hexes of the Red Sea is possible to the Southern Hexes of the Sea of Arabia. There are three southern hexes in the Red Sea, 1 open sea zone, and 2 coastal sea zones. There are two southern hexes in the Sea of Arabia, 1 open sea zone and 1 coastal sea zone.

In essence there is an extra off board sea zone that must be moved into for sea to sea movement. Straight Coastal movement has two extra off board coastal sea zones to move through before re-entering the map. 
3.	The order of AST (TSA) with the inclusion of the 4 new civilizations is: 
3.	For the European Version: 

Game Play Suggestions In the basic game the number of players range from 2-7 players, in advanced civilization it increases from 2 to 8. With the expansion the possible number of players is increased to 10. Nevertheless to play with 9 or 10 players can be very tedious and tends to get boring for some of the players. The following is a list of suggestions to help speed play and prevent slow down of the game. 
1.	Limit trading of commodity cards to 3 minutes in the first 5 turns and to 5 minutes for the rest of the game. 
2.	Play the game in 2 or more sessions; this is recommended because turns can last 1 hour or more. 
3.	Strictly respect/enforce the order of player movement in those turns that cannot be made simultaneously.
Game for 2 players
The (AH) eastern most panel is used and the western panel of the expansion is used as well. All territories whose population markers are to the left of the Mesopotamian flood zone are used on the expansion map.

The territories that only can support 1 unit of population need 12 units in the territory in order to construct a city. The 4 new nations would be available to play (Indus, Persia, Semites and the Sumerians). Each player uses 55 units of population.

Game for 3 players
The (AH) eastern most panel is used and the western panel of the expansion is used as well. All territories whose population markers are to the left of the Mesopotamian flood zone are used on the expansion map. 

5 nations: Assyria, Indus, Persia, Semites and the Sumerians) are available to play. Each player uses 47 units of population.

Game for 4 players
Only 5 nations are available to choose from to play (Option 1: Assyria, Indus, Persia, Semites and the Sumerians; Option 2: Asia, Egypt, Assyria, Persia and Semites).

Option 1: utilizes the entire expansion map. Option 2: the two (AH) eastern most panel areas are used and the western panel of the expansion is used as well. All territories whose population markers are to the left of the Mesopotamian flood zone are used on the expansion map. Each player uses 55 units of population.

Game for 5 players
Only 5 nations are available to choose from to play (Option 1: Assyria, Indus, Persia, Semites and the Sumerians; Option 2: Asia, Assyria, Egypt, Persia and the Semites.

Option 1 utilizes the entire expansion map and the eastern panel of the original game. Option 2 utilizes the western panel of the expansion map and the two eastern panels of the (AH) game. Each player uses 47 units of population. 

Game for 6 players
The entire expansion map and the two eastern panels of the original game are used. Each player uses 55 units of population.

Game for 7 players
The entire expansion map and the three eastern panels of the original game are used. Each player uses 55 units of population.

Game for 8 players
The entire expansion amp and the three eastern panels of the original game are uses. Each player uses 47 units of population.

Game for 9 players
The entire expansion the four original panels are used. Each player uses 55 units of population. 

Game for 10 players

The entire expansion and the four original panels are used. Each player uses 55 units of population. If the Western Expansion Map is used, the AGRICULTURE card is not available for players to purchase.

New Civilization Cards

CALENDAR - 200 Sciences
Credits: 20 to all Sciences, 20 to Philosophy and Theology
Credit / Cost Ratio: 140/200 = .7
Attributes: Allows owner to postpone the Remove Excess Population phase until after the completion of Phase 12.
Calamity Effects: None.
The possessor is allowed to delay the removal of excess population in Phase 8 of the game to after Phase 12 of the game (Resolve Calamities Basic game) or (Acquire Civilization Cards Advanced Game). This decision must be declared in Phase 8 of the player turn. Following the completion of Phase 12 the normal rules for population reduction would be followed. In cases were territories are shared by more than one civilization the player owning CALENDAR would survive.

NAVAL WAR - 180 Civic
Credits: 20 to Militarism
Credit / Cost Ratio: 20 /180 = .1
Attributes: Allows ships to be used as POPULATION units in coastal attacks and sink enemy ships.
Calamity Effects: The two sides loose 5 additional points after resolving CIVIL WAR. One additional city is reduced in the CIVIL DISORDER.
The owners navies aside from their normal qualities, count like a population unit when they participate in battle in the coastal hex, in such cases the navy is the unit eliminated first (If it can be attacked) in the combat and it does not count for limits of population in a territory. 

The navy cannot be attacked by a player who does not also posses this card. In area sea zones, the owner of the civilization card can face other navies (if it wants) as if it they were population units, the conflict is governed by the same rules of the territorial combat with the exception of co-existence. Navies are removed until one players fleet remains. If the defending player does not have this technology his ships are automatically sunk. 

The civilization cards that also contribute benefits in land warfare are applicable in naval warfare. The navies are never subject to calamities. The cost of construction and normal maintenance are applied with respect to the official rules.
CARAVANS - 180 Crafts
Credits: 10 to all crafts, Democracy and Monotheism
Credit / Cost Ratio: 80 / 180 = .4
Attributes: Allows owner to obtain one extra commodity card.
Calamity Effects: All calamities, even if there are more than two, are applied after the commerce phase.
It allows owners to cross the territories of desert and into the oases territories located on the Arabian Peninsula. It allows the owner to obtain an extra commodity card, the card must be of the maximum value that is taken in this turn for the player, (the same value that the number of cities that one has). If this happens, all the calamities were drawn or traded are applied at the end of Phase 10 and before Phase 11 in the basic game (before Phase 12 in the advanced game). All calamities are applied even if there are more than 2. The extra commodity card drawn is taken at the end of Phase 9 after all players have drawn their normal commodity cards according to the official rules and in AST (TSA) order.
FANATICISM - 200 Religion
Prerequisites: DEISM
Credits: 0
Credit / Cost Ratio: 0 / 200 = 0
Attributes: Permits the owner to reduce units in an adjacent area once per turn. This attribute excludes MONOTHEISM.
Calamity Effects: Increases by one the number of cities reduced by ICONOCLASM and HERESY.
It only can be played with the advanced Game. It must be used at the end of phase 11, before the acquisition of civilization cards. The player who has Fanaticism may eliminate all tokens (population or city) of another civilization that are in an adjacent territory of the owning players units. 

Units of population pertaining to the Barbarian Hordes or cities that have been taken by Pirates cannot be eliminated by the Fanaticism. 

A player with Fanaticism or Theology is not itself affected by Fanaticism. In the same player turn, a player who possesses both monotheism and fanaticism may only use one of the two Civilization cards.