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Civilization: Dissimination of Knowledge Variant

From: <reid.gagle@pca.state.mn.us>
Newsgroups: rec.games.board
Subject: Re: Advanced Civ. Faq or Rule clarifications.
Date: 12 Aug 1994 19:33:28 GMT

re (Carl Dewey) writes on Adv Civ rules:

I love Civ and think Adv Civ works even better.  But one of the Adv
Civ rules did not work at all well with our group.  Having Tradable
Calamities be infinitely re-tradable had several problems.  First, it
inhibited trade because after the first trade or two when you go
after the stuff you really want, you aren't willing to do trades for
marginal improvement for fear of the Barbarian Hordes.  Second, none
of us were much good at poker faces.  It's too much fun gloating when
you stick someone with something awful, and then who's going to trade
with them?   So we made Calamities tradable only once.

We also have tried to make it easier on the people who are behind in
the game by making advances cheaper as more civilizations acquire it.
 We justify it by the dissemination of knowledge.  If the advance
costs less than 100, it gets 5 cheaper for each buyer on subsequent
turns, and so on.  It helps add balance.

A few articles back someone mentioned, is it okay in the middle of
trading to announce, 'Hey, I just stuck Dave with Barbarian
Invasions, so don't trade with him.'  That depends on how your group
plays, but definitely would not be kosher at my table.  We do
occasionally trade boycott the leading player.

Has anyone tried being a horde?  I've been considering trying it. 
Get Roadbuilding, Astronomy, Engineering, Metalworking, and maybe
Monotheism.  Then get Military and try to conquer the world, leaving
a depopulated area behind? It'd be especially worth trying if no one
else had Military yet.  What do you think?

Finally, another rule variation we're considering is from the
computer game Civilization.  When you take a city, you get one of
their civilization advances.  (They don't lose it, you just learn
it.)