{"id":3955,"date":"1990-01-31T12:00:00","date_gmt":"1990-01-31T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/1990\/01\/31\/civilizing-influences\/"},"modified":"2026-07-06T17:28:47","modified_gmt":"2026-07-06T15:28:47","slug":"civilizing-influences","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/1990\/01\/31\/civilizing-influences\/","title":{"rendered":"CIVILIZING INFLUENCES"},"content":{"rendered":"<p>&nbsp;<\/p>\n<p><i><span>(This article was originally published in &#8220;Games<br \/>\nInternational&#8221;, issue #12 (January 1990) and is reproduced here with the permission<br \/>\nof Brian Walker, the former editor of GI)<\/span><\/i><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ1.jpg\" alt=\"\" width=\"222\" height=\"307\" align=\"right\" border=\"0\" \/><\/p>\n<h3><span class=\"reverse\">Strategy Seminar<\/span><\/h3>\n<p><i><b>Steve Jones<\/b> dons his toga and provides a comprehensive guide to the great<br \/>\ngame of aspiring cultures.<\/i><\/p>\n<h1>CIVILIZING INFLUENCES<\/h1>\n<p>In purely abstract game terms, <b>Civilization<\/b> is a steeplechase race game; I<br \/>\nshall elaborate upon this theme as the article develops. Looked at in this light, the<br \/>\ngame may seem quite ordinary. What elevates it to a classic is a combination of two<br \/>\nthings: the subject matter (or the &#8216;chrome&#8217; aspect of the game), and the<br \/>\nwonderfully balanced and rich structure of the rules. The latter moulds the game into one<br \/>\nwith elevated player interaction in ways which are complex, subtle and shifting, and yet<br \/>\nare always under the players&#8217; collective control. In my opinion, <b>Civilization<\/b><br \/>\nis quite simply the best multi-player board game ever invented.<\/p>\n<p>The subject matter of the game is an attractive and evocative one. It concerns the<br \/>\ngrowth and development of the ancient civilisations around the shores of the<br \/>\nMediterranean Sea, and in the Middle East.<\/p>\n<p>Each player starts off in control of a nomadic Stone Age tribe which then proceeds to<br \/>\ndevelop a highly advanced classical civilisation over the course of millennia. The object<br \/>\nof the game could not be simpler: it is to gain a state of overall advancement, involving<br \/>\ncultural, economic and political factors, faster than anyone else. Although this makes<br \/>\nthe game into a race, it is vitally important to realise that it is one conducted on<br \/>\nseveral different levels.<\/p>\n<p>It is also important to realise that it is a game which megalomaniacs always lose. War<br \/>\nis available as an instrument of policy, but the game is so structured as to make it into<br \/>\na blunt and relatively inefficient one. The more efficient means available to combat your<br \/>\nopponents are, to a greater or lesser extent, subtle, hidden, indirect, sophisticated,<br \/>\nand &#8216;civilised&#8217;.<\/p>\n<h3>THE KNOWN WORLD<\/h3>\n<p>The game consists of a map board,<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ2.gif\" alt=\"\" width=\"197\" height=\"163\" align=\"right\" border=\"0\" \/> an Archaeological Succession Table (AST),<br \/>\neleven sets of trade cards, sixteen sets of civilization cards and seven sets (nine in<br \/>\nthe Avalon Hill version) of faction counters. The map board consists of three leaves<br \/>\n(West, Central and East) depicting a region stretching from Sardinia in the west to the<br \/>\nhead of the Persian Gulf in the east, and from the upper Nile Valley in the south to the<br \/>\nsouthern Ukraine in the north. Hartland have recently released an expansion kit<br \/>\ncontaining a fourth leaf (WXB) which extends the map westwards to take in Iberia.<\/p>\n<p>The map is divided into land and sea zones in much the same way as <b>Diplomacy<\/b><br \/>\nand <b>Risk<\/b>. The sea zones are subdivided into two types: coastal and open. The land<br \/>\nzones each have a population carrying capacity indicated by a number. Some of the land<br \/>\nzones also contain natural city sites. The map features, in addition, four flood plains<br \/>\nand three volcanoes; there is a fifth flood plain on the WXB extension leaf.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ3.gif\" alt=\"\" width=\"214\" height=\"162\" align=\"left\" border=\"0\" \/><\/p>\n<p>The faction counters each consist of fifty six tokens, nine cities and four ships. One<br \/>\ntoken is used as a marker on the AST, and the remainder may be used to represent either<br \/>\npopulation on the board or money in the player&#8217;s treasury. Depending upon the number<br \/>\nof players in the game, the players are limited to a specific number of tokens each. This<br \/>\nlast is a deliberate design feature in the game. The main problem that the players<br \/>\ncontinually face is one of limited resources. The subdivision of the each player&#8217;s<br \/>\nfinite number of tokens among population on the board, money in his\/her treasury, and<br \/>\nhis\/her stock (tokens currently not in play) is a brilliant design mechanism for creating<br \/>\nthis shortage.<\/p>\n<p>During the course of the game, there is a constant flow of tokens between a<br \/>\nplayer&#8217;s stock on one hand, and the board and his\/her treasury on the other.<br \/>\nFurthermore, this flow is more or less under the player&#8217;s control. Nevertheless,<br \/>\nplayers will find themselves facing problems, and occasionally windfalls, depending upon<br \/>\nwhere their tokens are currently located. There are many subtle aspects to the management<br \/>\nof the token flow, and players should acquaint themselves with these.<\/p>\n<h3>COMMODITIES<\/h3>\n<p>There are seventy four trade cards in the game.<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ4.gif\" alt=\"\" width=\"214\" height=\"166\" align=\"right\" border=\"0\" \/> Of these, sixty six represent<br \/>\neleven commodities which have values from one to nine. The remaining eight cards<br \/>\nrepresent calamities (more commonly known as disasters), and these all have value zero.<br \/>\nThe commodity cards are initially stacked, face downwards, in nine decks, each deck<br \/>\ncorresponding to the value of the commodities in it, and the calamity card of the<br \/>\nappropriate type is placed at the bottom of each deck except the first.<\/p>\n<p>The eleven commodities are Ochre, Hides, Papyrus, Iron, Salt, Grain, Cloth, Bronze,<br \/>\nSpice, Gems and Gold; the first two have value one, the second two have value two, and<br \/>\nthe remaining seven have the values ranging from three to nine in order. When more than<br \/>\none card of a given commodity is held the net value of the collection is greatly<br \/>\nincreased. The formula for finding the total value of several cards of the same commodity<br \/>\nis to multiply the square of the number of cards held by the commodity value; for<br \/>\nexample, five grain are worth (5&#215;5) x 4 = 100.<\/p>\n<p>During the course of the game, each player takes the top card from each trade deck for<br \/>\neach city he\/she has, and uses these to construct packages for trade with the other<br \/>\nplayers. Through trade, the aim is to increase the net value of the commodities held in<br \/>\nhand, and to use these to purchase civilization cards. The trade system is one of barter<br \/>\ninvolving trade cards alone. Any number of trade deals may be made between the players,<br \/>\ntwo at a time. In each trade deal, each player must offer at least three trade cards,<br \/>\ncorrectly quote the total value of the package and correctly give the commodity of one of<br \/>\nthem; outside of these restrictions, anything can be said about the package. This last is<br \/>\nimportant because trading does carry risks: some of the disaster cards can be passed on<br \/>\nin a trade deal.<\/p>\n<h3>DISASTERS<\/h3>\n<p>The eight disasters are Volcano\/Earthquake, Famine, Civil War, Flood, Epidemic, Civil<br \/>\nDisorder, Iconoclasm &amp; Heresy, and Piracy. The first four are so-called red-backed<br \/>\ndisasters and affect the players who pick them up. The last four, on the other hand, are<br \/>\nso-called black-backed disasters and can be passed on to another player through a trade<br \/>\ndeal; the disaster then affects that player!<\/p>\n<p>As the names suggest, it does not help your aspiring civilisation to be affected by<br \/>\none of these disasters. Players will find it essential to acquaint themselves with the<br \/>\neffects of the disasters, how to lessen their effect, how to direct them at their<br \/>\nopponents, and how to reduce the chances of receiving one. In practice, it is impossible<br \/>\nto avoid disasters completely. This is because an individual disaster does not affect<br \/>\nonly the player who received the card; that player may also, depending upon the exact<br \/>\nnature of the disaster, &#8216;distribute&#8217; its effects among the other players! This is<br \/>\njust another one of the wonderful balancing mechanisms in the game.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ5.gif\" alt=\"\" width=\"218\" height=\"154\" align=\"left\" border=\"0\" \/><\/p>\n<p>If trade cards constitute the major currency in Civilization, civilization cards must<br \/>\nbe considered to be the <i>raison d&#8217;etre<\/i> of the game, and the focus of all<br \/>\nactions. There are seventy two civilization cards representing sixteen different aspects<br \/>\nof civilisation. They are divided into four colour groups representing broad areas of<br \/>\nhuman knowledge\/endeavour. Most cards are members of only one group, but some are members<br \/>\nof two. The groups are Arts (blue), Crafts (orange), Sciences (green) and Civics (red).<br \/>\nThe sixteen card types are Mysticism, Cloth Making, Pottery, Drama &amp; Poetry, Music,<br \/>\nArchitecture, Astronomy, Metalworking, Agriculture, Coinage, Literacy, Engineering,<br \/>\nMedicine, Law, Democracy, and Philosophy. They each have a value of between 30 and 240;<br \/>\nthe purchase price is equal to the card value but, in practice, it may be decreased by<br \/>\ncards already held.<\/p>\n<p>Each type also has an effect on play, usually by modifying some aspect of the normal<br \/>\nrules. They are obtainable by exchanging trade cards and treasury of at least the same<br \/>\nvalue. They can be relatively costly, and there may be a shortage of the various types<br \/>\ndepending upon the number of players in the game. If the latter is the case, you will<br \/>\nfind yourself competing with your opponents for a very limited resource, particularly so<br \/>\nin the case of the more expensive cards. This has a considerable effect upon long term<br \/>\nstrategy, of which more anon.<\/p>\n<h3>RACE TRACK<\/h3>\n<p>The AST is the race track of the steeplechase alluded to earlier on. It is essentially<br \/>\na non-linear timeline consisting <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ6.gif\" alt=\"\" width=\"220\" height=\"155\" align=\"left\" border=\"0\" \/>of fifteen time steps, plus start and finish<br \/>\npositions, and covering the period from 8000 BC to 250 BC. The non-linear nature of the<br \/>\ntimeline is evident from the fact that the first time step covers a period of three<br \/>\nthousand years while the last step covers less than one hundred years. The timeline is<br \/>\nfurther subdivided into nine independent tracks, each associated with a starting area on<br \/>\nthe map board and named after the various ancient civilisations and\/or regions. These<br \/>\nare, in the order &#8216;down&#8217; the table: Africa, Italy, Illyria, Thrace, Crete, Asia,<br \/>\nAssyria, Babylon and Egypt.<\/p>\n<p>The WXB map leaf adds an extra track for Iberia and a modified African track which is<br \/>\nonly used if the WXB leaf is in <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ7.gif\" alt=\"\" width=\"225\" height=\"164\" align=\"right\" border=\"0\" \/>play; in addition, Italy is not used when the WXB<br \/>\nleaf is in play. Each track is divided into five numbered epochs identified as New Stone<br \/>\nAge, Early Bronze Age, Late Bronze Age, Early Iron Age, and Late Iron Age. Furthermore,<br \/>\nthe epochs are not of the same length on the different tracks; this can have an enormous<br \/>\neffect on the choice of strategy of the different countries.<\/p>\n<p>At the end of every turn, the AST tokens are usually moved forward one step; therefore<br \/>\nthe game is at least 16 turns long. However, entry to a new epoch requires the fulfilment<br \/>\nof a minimum condition which depends upon the new epoch. The second epoch requires two<br \/>\ncities, the third requires civilization cards representing three groups, the fourth<br \/>\nrequires seven civilization cards, and the fifth requires civilization cards totalling at<br \/>\nleast 1000 points. Once in the fifth epoch, the player needs a stated value on the AST to<br \/>\nmove forward; this time the value of treasury and trade cards may be included in the<br \/>\ntotal. In addition, in any epoch except the first, the token is moved backwards if a<br \/>\nplayer has no cities! It should now be clear why the game can be likened to a<br \/>\nsteeplechase. Nearly every decision which a player makes during the course of a game<br \/>\nshould be geared towards keeping that token moving on the AST. One of the things which<br \/>\nmake the game into a classic is the fact that some of your actions can also be directed<br \/>\nto affect the movement of your opponents&#8217; tokens along the AST.<\/p>\n<h3>ORDER OF PLAY<\/h3>\n<p>Each game turn is subdivided into thirteen separate phases. These are Taxation and<br \/>\nRevolts, Population Expansion, Census, Ship Construction, Movement, Conflict, City<br \/>\nBuilding, Trade Card Acquisition, Trade, Civilization Card Acquisition, Calamity<br \/>\nResolution, Excess Trade Card Surrender, and AST Movement. In many of these phases, the<br \/>\norder of play will often change from turn to turn, and it is vital to become thoroughly<br \/>\nfamiliar with all the ramifications of this. This variable order of play is a<br \/>\nself-balancing mechanism that has been deliberately built into the game&#8217;s structure.<br \/>\nIt is well worth briefly discussing the eight cases in each game turn where an order of<br \/>\nplay is important.<\/p>\n<h4>Taxation<\/h4>\n<p>In the Taxation phase, any players who have insufficient tokens in their stocks to pay<br \/>\nthe taxation on their cities will lose to a revolt those cities which cannot pay. The<br \/>\ncities in revolt go over to the player with the most tokens in his\/her stock after taxes<br \/>\nhave been paid. The order in which revolts occur is in AST order, and if two players both<br \/>\nhave the same maximum number of tokens in their stocks, the recipient is decided in AST<br \/>\norder.<\/p>\n<p>Thus revolts generally occur to empires which have grown too big in some<br \/>\nuncontrollable manner, and the recipient of cities in revolt is invariably the smallest<br \/>\nempire on the board. However, it should be noted that revolts are, by and large, fairly<br \/>\nrare, and usually result from player incompetence. The one exception is that a revolt can<br \/>\nbe engineered if the player concerned was nominated in a civil war in the previous rum,<br \/>\nand this resulted in him\/her having too many cities and too few tokens in stock!<\/p>\n<h4>Ship construction<\/h4>\n<p>In the Ship Construction phase, players should build and\/or maintain ships in AST<br \/>\norder. In practice, players tend to do this simultaneously as the rule is not explicit,<br \/>\nbut is implied by Rule [62] on page 16 of the rule book. However, players further down<br \/>\nthe AST are perfectly within their rights to insist upon strict AST order being observed.<br \/>\nThere are occasions when a player&#8217;s decision of whether or not to build or maintain<br \/>\nships will critically depend upon what other players have decided. If those players are<br \/>\nhigher up the AST, just watch what they do and make your decision accordingly.<\/p>\n<h4>Movement<\/h4>\n<p>In the Movement phase, movement is sequential in the order of the largest to the<br \/>\nsmallest populations, with ties being resolved in AST order. Since combat occurs more or<br \/>\nless simultaneously, it is a disadvantage (except in the early turns) to move first, and<br \/>\nthe player moving last can possess an enormous strategic advantage. This is probably the<br \/>\nsingle most important balancing mechanism in the game. In practice, it makes it virtually<br \/>\nimpossible to eliminate players, and gives small empires a defensive edge over their<br \/>\nlarger neighbours.<\/p>\n<h4>Conflict<\/h4>\n<p>In the Conflict phase, the order of play is only important if a token shortage is<br \/>\npossible. Then, a player under attack may insist upon resolving first all conflicts<br \/>\ninvolving only tokens, before dealing with those involving tokens attacking cities.<\/p>\n<p>This is particularly important because conflicts between tokens and cities require the<br \/>\ndefending cities to convert into at least six tokens; if there are insufficient tokens in<br \/>\nthe player&#8217;s treasury, the city will surrender. <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ8.gif\" alt=\"\" width=\"218\" height=\"161\" align=\"right\" border=\"0\" \/>The rule governing the surrender<br \/>\nof cities implies that the best time to attack another player&#8217;s cities is when he\/she<br \/>\nhas few or no tokens in his\/her stock, and then, the attack should be a limited one<br \/>\ndirected only at cities.<\/p>\n<h4>City building<\/h4>\n<p>In the City Building phase, play is in AST order. As with ship construction, city<br \/>\nbuilding is not simultaneous, and a player is perfectly entitled to insist upon players<br \/>\nhigher up the AST making their decisions first, as to whether to build any more cities.<br \/>\nThe reasons for insisting on this are subtle.<\/p>\n<p>First, it should be pointed out that the rules do not compel a player to build a city<br \/>\nif the conditions for city construction are satisfied; the players have a choice as to<br \/>\nwhether or not to add to their city numbers. The reason for the players having this<br \/>\nchoice is to enable them to manipulate the order of play in the Trade Card Acquisition<br \/>\nphase so as, on the one hand, to maximise the number of trade cards they acquire, and on<br \/>\nthe other, to avoid disasters. Only the very best players will be constantly aware of<br \/>\nthis stratagem during the hurly-burly of play.<\/p>\n<h4>Trade card acquisition<\/h4>\n<p>In the Trade Card Acquisition phase, <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ9.gif\" alt=\"\" width=\"221\" height=\"143\" align=\"left\" border=\"0\" \/>the order of play is from the smallest to the<br \/>\nlargest (in terms of cities), with ties being resolved (yes, you guessed it) in AST<br \/>\norder. This is yet another of the wonderful subtleties of the game. It is deliberately<br \/>\ndesigned to ensure that the largest empires pick up their trade cards last and, in so<br \/>\ndoing, increases the chances that they will end up getting fewer cards than their smaller<br \/>\nneighbours.<\/p>\n<p>There is no point in having more cities than anyone else if this results in you<br \/>\ngaining fewer trade cards than anyone else simply because the trade decks were depleted<br \/>\nprior to your turn to pick up! The good players will be aware of this, and will carefully<br \/>\nadjust the size of their empires according to what the other players are doing.<\/p>\n<p>When it comes time to exchange trade cards for civilization cards, the order of play<br \/>\nis in reverse AST order. This is the only instance in the game where this occurs. All<br \/>\nthings being equal, the players at the bottom of the AST normally have a higher chance of<br \/>\nfinding some of the trade card decks depleted when they pick up their cards. To offset<br \/>\nthis, they are given the first opportunity to purchase the relatively rare civilization<br \/>\ncards.<\/p>\n<h4>Calamity resolution<\/h4>\n<p>In the Calamity Resolution phase, the order of play goes in ascending order of the<br \/>\ndisaster number. This can be important for players affected by more than one disaster,<br \/>\nsince it can mitigate the effect of the later disasters. For instance, if a player has<br \/>\npicked up both the Famine and Flood cards, he could lose tokens on his\/her flood plain to<br \/>\nthe famine and end up avoiding the flood completely.<\/p>\n<h3>STRATEGY<\/h3>\n<p>Now that you have some idea of how the game is played, and how its many components<br \/>\ninteract with each other, how do you develop a winning <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ10.gif\" alt=\"\" width=\"216\" height=\"166\" align=\"left\" border=\"0\" \/>strategy? One aspect of this game is that there is no one, single winning strategy.<br \/>\nThere is, however, a winning approach to how the game should be played, which consists of<br \/>\nsix maxims.<\/p>\n<p>The first maxim is to achieve the maximum population growth in the first five or six<br \/>\nturns without affecting your progress on the AST. This involves delaying building your<br \/>\nfirst cities as long as possible, and spreading out to occupy as much territory as is<br \/>\npossible without becoming involved in fruitless border disputes. If you delay building<br \/>\nyour first city until the fifth turn, you can have six cities by the sixth turn. In<br \/>\ncontrast, building two cities in the fourth turn leaves you so short of population that<br \/>\nyou will have only three cities in the sixth turn; this will leave you short of trade<br \/>\ncards in the early trading sessions.<\/p>\n<p>The second maxim is to aim to have a medium number of cities throughout most of the<br \/>\nsecond to the fifth epochs; the ideal number is six or seven, depending upon<br \/>\ncircumstances. Sticking to this should, on average, maximise the number of trade cards<br \/>\npicked up every turn. It should also make it easier to manipulate your place in the order<br \/>\nof play so as to avoid the worse disasters.<\/p>\n<p>The third maxim is to maintain a healthy distribution <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ11.gif\" alt=\"\" width=\"216\" height=\"161\" align=\"right\" border=\"0\" \/>of<br \/>\nyour tokens between the stock, treasury and map, and to avoid where possible having too<br \/>\nmany tokens in one of these three locations. This should ensure that you are in the best<br \/>\nposition to avoid the problems associated with over-population and inflation. There are<br \/>\nfour ways of controlling your token distribution: deliberately killing off population on<br \/>\nthe board by over-stacking, maintaining four ships on the board, partly paying for<br \/>\ncivilization cards with treasury tokens, and purchasing the Coinage card as soon as<br \/>\npractically possible.<\/p>\n<p>The fourth maxim is to offer mutually profitable trade deals wherever possible. It is<br \/>\nnot a good idea to squeeze the last drop out of a trade deal. It is also good policy to<br \/>\nbe truthful about your trade packages (except, of course, when you are attempting to pass<br \/>\non a disaster card). If you follow this maxim consistently, players will tend to want to<br \/>\ndeal with you in the future because they will know they are going to get a square<br \/>\ndeal.<\/p>\n<p>The fifth maxim concerns the ideal policy on how to distribute disasters should you be<br \/>\nunfortunate enough to get landed with one. In the early stages up until the end of the<br \/>\nBronze Age, the best policy is to distribute disasters evenly amongst the other players.<br \/>\nEven so, there are occasions when somebody will be particularly deserving of the maximum<br \/>\npermissible dose, and that is perfectly acceptable should it occur. However, later on,<br \/>\nfrom about the start of the Iron Age onwards, disasters should be directed exclusively at<br \/>\nthe leaders wherever possible in an attempt to slow down, or even stop, their progress on<br \/>\nthe AST.<\/p>\n<p>The sixth, and final, maxim is to maintain a low profile on the map, and a high one in<br \/>\nthe trading sessions. In particular, don&#8217;t make unnecessary waves such as launching<br \/>\nunprovoked attacks on your neighbours. If you have to attack somebody, make sure it is<br \/>\nfor a good reason, and immediately apologise, explaining your reasons for the attack.<br \/>\nAnd, above all, maintain a flexible approach in your actions at all times.<\/p>\n<h3>CALAMITIES<\/h3>\n<p>Following on from the general considerations discussed above, I shall continue the<br \/>\ndiscussion of game strategy by considering the eight disasters and the ten starting<br \/>\npositions, and finish up with some observations about trading and the best mixes of<br \/>\ncivilization cards to aim for.<\/p>\n<p>As observed earlier in this article, the disasters are subdivided into two blocks,<br \/>\n<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ12.gif\" alt=\"\" width=\"115\" height=\"200\" align=\"right\" border=\"0\" \/>those which affect the player who picked the card up, and those which affect the<br \/>\nplayer to whom the card was passed in a trade deal. The former consists of<br \/>\nVolcano\/Earthquake, Famine, Civil War and Flood, while the latter consists of Epidemic,<br \/>\nCivil Disorder, Iconoclasm &amp; Heresy and Piracy. Before we discuss each of them in<br \/>\nturn, an important point should be made concerning the black-backed disasters in general.<br \/>\nIf you pick one up, and decide to pass it on to another player in a trade deal, the<br \/>\nvictim should be chosen carefully. By the time these cards turn up, it should be fairly<br \/>\nobvious who is doing well and who is doing badly. Under no circumstances should one be<br \/>\npassed on to the players who are doing relatively badly. These disaster cards are potent<br \/>\nweapons to be aimed only at the leaders. They are the most active traders in the game,<br \/>\nand they always want valuable cards. As soon as it becomes obvious during a trade session<br \/>\nwhat commodity one of the leaders is after, make up a trade package consisting of that<br \/>\ncommodity and the disaster card and offer it him. And you should make sure the disaster<br \/>\nis well disguised, throwing in another relatively high value commodity if necessary.<\/p>\n<p>Volcano\/Earthquake is the least damaging of all the disasters. <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ13.gif\" alt=\"\" width=\"121\" height=\"204\" align=\"left\" border=\"0\" \/>There are only three volcano sites on the map: Vesuvius and Etna in Italy, and<br \/>\nSantorini in the Aegean Sea. If any of your tokens or cities are on one of these volcano<br \/>\nsites, the volcano erupts and all units are lost. If you do not occupy a volcano site,<br \/>\none of your cities is struck by an earthquake and is reduced instead; this involves<br \/>\nreplacing the city with a number of tokens equal to the carrying capacity of the<br \/>\narea.<\/p>\n<p>The best means of mitigating the effect of this disaster depends upon whether you have<br \/>\na volcano or an earthquake. If it is a volcano, place population tokens only in the<br \/>\nvolcano sites. Although all the volcano sites are natural city locations, it is not a<br \/>\ngood idea to set up a city in one of them because it relatively difficult to rebuild it.<br \/>\nIf, on the other hand, it is an earthquake, it is best to choose a city located in a high<br \/>\npopulation carrying capacity area since this makes it easier to rebuild. The only<br \/>\nexception to this is if you have a city on a 3-site, and reduction will lead to a token<br \/>\nshortage in your stock and taxation problems in the next turn. If you have a city located<br \/>\nadjacent to another player&#8217;s city, you have the option of reducing that player&#8217;s<br \/>\ncity as well; whether you do so will depend upon the game position at that time, and it<br \/>\nis best to follow a flexible policy on this. You might even be able to force some favour<br \/>\nout of that player in exchange for not doing it!<\/p>\n<p>Famine is a mixed disaster. <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ14.gif\" alt=\"\" width=\"116\" height=\"203\" align=\"right\" border=\"0\" \/>Although it forces you to lose nine units (cities<br \/>\ncounting as five units equivalent), you can force other players to lose up to twenty<br \/>\nunits, with a maximum of eleven from any one player. For this reason, it is one of the<br \/>\n&#8216;best&#8217; of the game-balancing disasters. The effect of the disaster can be<br \/>\nmitigated if you possess Pottery and at least one grain; in this case, for every grain<br \/>\ncard held, you reduce the number of units lost by four. This is obviously the perfect<br \/>\ndefence against famine, but it does have the double drawback that Pottery is one of the<br \/>\ncheapest civilization cards available and it ties up grain cards which might be better<br \/>\nused either in obtaining better trade deals or in purchasing another civilization<br \/>\ncard.<\/p>\n<p>Civil War is one of the most potentially crippling of the disasters. <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ15.gif\" alt=\"\" width=\"116\" height=\"184\" align=\"left\" border=\"0\" \/>If<br \/>\nyou have picked it up, you choose a nominee from among the other players. You and your<br \/>\nnominee then divide your civilisation into two parts; you choose one, and your nominee<br \/>\ngets the other! Usually, one of the parts must contain thirty five units (with cities<br \/>\nagain counting as five units equivalent), provided you do not hold Philosophy and\/or<br \/>\nDemocracy. If you hold Philosophy, your nominee must be the player with the least number<br \/>\nof tokens in his\/her stock, (this might be you!) and fifteen units secede to the nominee.<br \/>\nIf you hold Democracy (and not Philosophy), one of the two parts must contain forty five<br \/>\nunits.<\/p>\n<p>The one certain way to avoid the effects of Civil War is to keep your civilisation to<br \/>\nthirty five units or less (or forty five if you hold Democracy). Another method is to<br \/>\nmaintain a mental count of the number of grain cards in the grain deck, and thereby know<br \/>\nwhen the Civil War card will turn up. Then, by manipulating the number of cities you own,<br \/>\nit is possible to avoid picking the card up.<\/p>\n<p>If, despite all your efforts, you do pick up Civil War,<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ16.gif\" alt=\"\" width=\"115\" height=\"197\" align=\"right\" border=\"0\" \/><br \/>\nthere are two ways to mitigate its effect. If you have a very big civilisation, choose as<br \/>\nyour nominee a player with an equally big civilisation. Careful calculation may ensure<br \/>\nthat the nominee will lose most of the seceding units by revolt because of token and city<br \/>\nshortage, and you might get them back provided you have the most tokens in your<br \/>\nstock.<\/p>\n<p>The second way is to choose as your nominee the player with the weakest position and<br \/>\nmake him an offer. This will usually involve the nominee choosing those units whose loss<br \/>\nis least damaging to your overall position. Whatever way, Civil War is always vicious; do<br \/>\neverything you can to avoid it.<\/p>\n<p>Flood is the last of the red-backed disasters, and the easiest to absorb. If you have<br \/>\nno flood plain in your civilisation, the only damage is missing out on picking up a<br \/>\nvaluable cloth card. If you do have a flood plain, the best policy is to keep it lightly<br \/>\npopulated, avoid building cities in it unless the site is elevated above the plain, and<br \/>\nget Engineering as quickly as possible.<\/p>\n<p>If you have been counting the cloth cards, and suspect that you will pick up<br \/>\nflood,<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ17.gif\" alt=\"\" width=\"114\" height=\"203\" align=\"left\" border=\"0\" \/> it might be worthwhile moving some tokens into someone else&#8217;s flood<br \/>\nplain; that player&#8217;s units will be affected by the disaster as well!<\/p>\n<p>Epidemic is the first of the black-backed disasters. The recipient loses sixteen<br \/>\nunits, and these losses must be taken with no area being completely depopulated; thus, a<br \/>\ncity is replaced by one token and counts as a loss of four. The recipient may then spread<br \/>\nthe epidemic among the other players, forcing them to lose up to twenty five units, with<br \/>\nno more than ten from any one player. However, the player who passed on the Epidemic card<br \/>\nis immune to this spread of the epidemic; the lack of side-effects makes this disaster a<br \/>\ngood one to pass on. The effect of an epidemic can be mitigated to some effect if you<br \/>\nhold Medicine. Should the card be traded to you, you can at least affect your rivals for<br \/>\nthe lead. Consequently, the Epidemic is probably the least terrifying of the tradable<br \/>\ndisasters.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ18.gif\" alt=\"\" width=\"118\" height=\"192\" align=\"right\" border=\"0\" \/>The effect of the Civil Disorder disaster increases with the civilisation<br \/>\nsize. Provided the recipient has more than four cities, and does not hold Law or<br \/>\nDemocracy, the excess are reduced. If the recipient holds Law, only cities in excess of<br \/>\nfive are reduced, and if he\/she holds Democracy, cities in excess of six are reduced.<br \/>\nCivil Disorder is a good card to trade to one of the leaders for two reasons. The first<br \/>\nis that the leaders usually have a large number of cities, and this disaster can chop<br \/>\nthem down in size considerably. The second is that the recipient is the only player to<br \/>\nsuffer, and the player who traded it suffers no side-effects apart from the victim&#8217;s<br \/>\nwrath.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ19.gif\" alt=\"\" width=\"115\" height=\"197\" align=\"left\" border=\"0\" \/><\/p>\n<p>Iconoclasm &amp; Heresy is a terrible disaster, particularly for players who do not<br \/>\nhold Law or Philosophy. In this case, the recipient loses four cities by reduction.<br \/>\nUnlike Civil Disorder, he\/she may also order the reduction of two cities owned by the<br \/>\nother players, including the player who traded the card! If the recipient holds Law, only<br \/>\nthree cities are reduced, and if he\/she holds Philosophy, only two cities are reduced.<br \/>\nSimilar decreases apply to the recipient&#8217;s counterattack. However, the one to watch<br \/>\nout for is the combination of Civil Disorder with Iconoclasm &amp; Heresy. This can be a<br \/>\nkiller for anyone without Law: the former reduces the recipient to four cities, and the<br \/>\nlatter knocks these out! This, in turn, forces the recipient backwards on the AST; this<br \/>\ncombination should be exclusively aimed at the leader if at all possible.<\/p>\n<p>Piracy is potentially the worse disaster of all. The recipient loses one coastal city<br \/>\nfor every ship owned by the player who traded the card. Consequently, the recipient could<br \/>\nlose up to four cities. If this should happen, the effect is worse than Iconoclasm &amp;<br \/>\nHeresy since, in that case, the cities are only reduced, whereas piracy removes the city<br \/>\ncompletely, and leaves nothing behind. An obvious motto comes immediately to mind: be<br \/>\nwary of &#8216;Greeks bearing gifts&#8217; &#8211; especially in ships!<\/p>\n<h3>STARTING POSITIONS<\/h3>\n<p>The ten starting positions are not all equal; the ones with better <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ20.gif\" alt=\"\" width=\"201\" height=\"152\" align=\"right\" border=\"0\" \/>potential usually have a combination of excellent terrain to expand into and a<br \/>\nrelatively easy track on the AST. I shall now consider them in AST order.<\/p>\n<h4>Africa<\/h4>\n<p>Africa has one of the easiest tracks on the AST, as well as a low end-game target<br \/>\ntotal of 1200 points. Its position at the head of the AST also makes it relatively easy<br \/>\nto avoid disasters, but is a disadvantage when purchasing civilization cards. This<br \/>\nimplies that you must look ahead when planning what to purchase.<\/p>\n<p>The AST advantages are offset by Africa&#8217;s poor lebensraum, and this is made more<br \/>\ncritical by the location of the natural city sites in the best population areas. Africa<br \/>\nshould therefore build at least one of the famous &#8216;desert&#8217; cities (twelve tokens<br \/>\nconverted into a city in one of its 1-areas), claim as much of north Africa as possible,<br \/>\nand should be prepared to go to war over Sicily. Agriculture is an essential acquisition<br \/>\ngiven the lack of breathing room. These problems are reduced by the WXB leaf, and this<br \/>\nhas been offset by the larger end-game target of 1300 points.<\/p>\n<h4>Iberia<\/h4>\n<p>Iberia has a relatively easy track on the AST, and a low end- game target of 1200<br \/>\npoints. This is offset by a lack of natural city sites, one of which is in a flood plain.<br \/>\nAlthough Italy is not in play when the WXB leaf is used, most of the Italian peninsula<br \/>\nwill have been claimed by the time you get there. Build a couple of &#8216;desert&#8217;<br \/>\ncities in Iberia, and try to get Agriculture.<\/p>\n<h4>Italy<\/h4>\n<p>Italy is one of the blue chip starting positions, possessing an easy track on the AST,<br \/>\nplenty of natural city sites, and a medium end-game target of 1300 points. Aim to occupy<br \/>\nall of the Italian peninsula, and the Balkan coast as far south as Corfu. It really is<br \/>\ntoo easy playing Italy and the other players should be aware of it.<\/p>\n<h4>Illyria<\/h4>\n<p>Illyria is a very difficult starting position. (&#8216;What should I do in<br \/>\nIllyria?&#8217;) This is because its two neighbours Italy and Thrace have easier AST tracks<br \/>\nand consequently tend to be chosen first. If this happens there is nowhere to expand<br \/>\ninto, and the position should not be chosen. However, if the WXB leaf is in use, Illyria<br \/>\neffectively takes up Italy&#8217;s position in the standard game. Its slightly more<br \/>\ndifficult AST track and maximum end-game target of 1400 points balances this part of the<br \/>\nmap out nicely. You can now have a viable game with it.<\/p>\n<h4>Thrace<\/h4>\n<p>Thrace has an AST track of about the same degree of difficulty as Italy&#8217;s.<br \/>\nHowever, it suffers from a lack of natural city sites, and the Danube Delta flood plain.<br \/>\nConsequently, it should insist upon a frontier with Italy located as far west <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ21.gif\" alt=\"\" width=\"201\" height=\"157\" align=\"right\" border=\"0\" \/>as<br \/>\npossible, and a frontier with Asia\/Assyria as far east in southern Ukraine as possible.<br \/>\nIt would also be an advantage to acquire Agriculture.<\/p>\n<h4>Crete<\/h4>\n<p>Crete&#8217;s central starting location is a relatively difficult one, offset partly by<br \/>\nits low end-game target of 1200. Although there is no shortage of city sites in Greece<br \/>\nand Asia Minor, there is a lack of breathing space. This is accentuated by the necessity<br \/>\nto build ships to get off the island of Crete in the early stages. Once these ships have<br \/>\nbeen built, Crete always moves last in the race to occupy as much land as possible before<br \/>\nthe first bout of city building. Consequently, you should concentrate upon creating a<br \/>\nconstantly mobile population, and the acquisition of both Agriculture and Astronomy are<br \/>\nessential.<\/p>\n<h4>Asia<\/h4>\n<p>Asia has a relatively difficult AST track, which is not helped by the high end-game<br \/>\ntarget of 1400. It also tends to be crowded out by Assyria. Consequently, it is advisable<br \/>\nto choose Asia only if Babylon has not been chosen; in this case, Asia and Assyria have<br \/>\nplenty of room to expand into. If Assyria and Babylon have already been chosen, avoid<br \/>\nAsia like the plague.<\/p>\n<h4>Assyria<\/h4>\n<p>Assyria is another blue chip starting position to rank along side Italy. However, its<br \/>\nslightly harder AST track and higher end-game target of 1400 make it more of a challenge<br \/>\nto play. You should aim to expand into Asia Minor and to the Med coast at Antioch,<br \/>\nworking out sensible frontiers with Crete and Babylon. If Asia is in play in place of<br \/>\nBabylon, it is probably best to let Asia have Asia Minor, and take over the normal Baby<br \/>\nIonian position yourself. However, allowing Asia through into the Babylonian position is<br \/>\nequally viable.<\/p>\n<h4>Babylon<\/h4>\n<p>Babylon has an excellent area to expand into on the map, despite the huge Euphrates<br \/>\nflood plain. However, its AST track is extremely difficult because of the early first<br \/>\nbarrier. Against good players, the best policy is probably to go for maximum city<br \/>\nexpansion in the early stage and take a deliberate stop for one turn at the first<br \/>\nbarrier. You will then have to attempt to ensure that all the other players make at least<br \/>\none stop later in the game. If Egypt is also in the game, and follows the same policy, it<br \/>\nis advisable to cooperate closely with him\/her on this. Apart from this, it is advisable<br \/>\nto avoid building more than one low lying city on the flood plain unless it is absolutely<br \/>\nnecessary.<\/p>\n<h4>Egypt<\/h4>\n<p>Egypt has a similar problem to Babylon, and should follow a similar policy. It is<br \/>\nessential to expand into Palestine and claim as many of the city sites there as possible.<br \/>\nIt is also advisable to agree to a sensible frontier with Africa and thereby avoid<br \/>\ntrouble on that side. And whatever you do, avoid building cities in the Nile Delta if at<br \/>\nall possible.<\/p>\n<h3>TRADING<\/h3>\n<p>In the trading sessions, your primary aim should be to build up a set of trade cards<br \/>\nwith a value as large as possible. This generally means concentrating on one commodity at<br \/>\na time, and trying to corner the market in that commodity. The best commodities to<br \/>\nconcentrate upon are Salt, Grain, Cloth, Bronze and Spice. The first four commodities<br \/>\ntend to be used as short change to fill up a trade package, but if you manage to make up<br \/>\na full set they complement your hand very nicely. Although Gems and Gold can make up<br \/>\nsubstantial sets, there are not many of them, and the number of players with eight or<br \/>\nnine cities is usually low. Even if you do not have nine cities, it is useful to convert<br \/>\neighteen tokens in your treasury whenever possible. It gains you a useful card to trade<br \/>\nwith players who do have nine cities, and helps relieve your inflation problems. It is<br \/>\nalso a good idea to offer trade packages of four or more cards every now and then; this<br \/>\nmay make it easier to conceal a disaster card in the deal if that opportunity arises.<\/p>\n<h3>CARDS<\/h3>\n<p>There is no ideal set of civilization cards to collect. <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/GI_civ22.gif\" alt=\"\" width=\"230\" height=\"141\" align=\"right\" border=\"0\" \/>If<br \/>\nsomebody maintained that such a set existed, the maximum limit of eleven cards per player<br \/>\nwould make things very tight in the five, six and seven player games. However, some<br \/>\ngeneral guidelines can be given. Any winning set must contain at least two of the three<br \/>\ncivic cards Law, Philosophy and Democracy, and preferably all three. The easiest way to<br \/>\nacquire Law is to pick up Literacy and Architecture first; together, they knock forty<br \/>\npoints off the price of Law. Philosophy can purchase very cheaply if you also acquire<br \/>\nMusic and the five science cards: Mysticism, Astronomy, Coinage, Medicine, and<br \/>\nEngineering; this reduces the price of Philosophy to seventy. The purchase price of<br \/>\nDemocracy can be reduced to one hundred and ten with the additional purchase of the four<br \/>\ncraft cards Pottery, Cloth Making, Metal Working and Agriculture.<\/p>\n<p>The order in which you purchase your cards should be partly decided by two criteria.<br \/>\nThe first is to buy them in the sequence which makes the entire set you aim to collect as<br \/>\ncheap as possible. The second criterion should be based on whether the purchase advances<br \/>\nyou past all barriers on the AST in the shortest number of turns. The problem here is<br \/>\nthat getting past one barrier &#8216;easily&#8217; may create problems at the next barrier.<br \/>\nThe most critical example of this dilemma is evidenced by a decision to purchase lots of<br \/>\ncheap cards in order to obtain the seven cards required to pass the third barrier; this<br \/>\nmay make it extremely difficult to acquire an additional four cards with the values<br \/>\nrequired to push your net total to the one thousand points required to pass the fourth<br \/>\nbarrier. However, it is sometimes not possible to stick to these criteria. This is<br \/>\nusually caused by buying pressure on specific cards.<\/p>\n<p>The trickiest decision to be made is usually connected with the order in which the<br \/>\ncards belonging to a particular colour group are bought. The natural order is to buy from<br \/>\ncheapest to dearest, largely because this makes it easier to pass the early barriers.<br \/>\nHowever, it can be advantageous to buy some of the expensive ones first in order to<br \/>\ncreate a shortage in them. This is a particularly important consideration in the five,<br \/>\nsix and seven player games.<\/p>\n<p>The mix of civilization cards to aim for is also critically determined by the number<br \/>\nof players in the game. If the number is four or less, there is no card shortage, and it<br \/>\nis generally best to aim for the high value cards unless this causes problems during the<br \/>\napproaches to the barriers on the AST. With larger numbers of players, it is worthwhile<br \/>\ngoing for some of the cheaper cards if only to ease your passage along the AST. However,<br \/>\nyou must make sure, firstly, that you pick up a substantial proportion of the highest<br \/>\nvalue cards, and secondly, that your main rivals miss out on more of them.<\/p>\n<p>In conclusion, <b>Civilization<\/b> is an excellent multi-player game for those who<br \/>\nlike long games which require considerable thought, concentration and decision making. As<br \/>\na final point, I&#8217;ll leave you with a recommendation not to use the Avalon Hill<br \/>\nexpansion set. The additional trade cards mean that the disasters are less frequent, and<br \/>\nthis upsets the entire play balance of the game.<\/p>\n<p><i><b>Civilization<\/b> is a game for two to seven players; designed by Francis Tresham<br \/>\nand originally published by Hartland Trefoil; it is now also marketed under licence by<br \/>\nAvalon Hill and Gibsons Games. Players should be aware of which set they are playing<br \/>\nwith: there are slight differences, principally in the sequence of play, between the<br \/>\nHartland rules and the Avalon Hill rules.<\/i><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; (This article was originally published in &#8220;Games International&#8221;, issue #12 (January 1990) and is reproduced here with the permission of Brian Walker, the former editor of GI) Strategy Seminar Steve Jones dons his toga and provides a comprehensive guide to the great game of aspiring cultures. CIVILIZING INFLUENCES In purely abstract game terms, Civilization &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/1990\/01\/31\/civilizing-influences\/\" class=\"more-link\"><span class=\"screen-reader-text\">CIVILIZING INFLUENCES<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[966],"tags":[],"class_list":["post-3955","post","type-post","status-publish","format-standard","hentry","category-artikel"],"views":6,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3955","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3955"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3955\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3955"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3955"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3955"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}