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Avalon Hill
Civilization

Mercer Variant


Date: 2 Nov 94 20:09:50
From: dmercer@oracle.com (David Mercer)
Subject: Advanced CIV: rule changes and comments?
Newsgroups: rec.games.board

My roommates and I have been playing A-CIV for a bit, and
have found the game, while fun, to have a few flaws.

The problem is that the game seems to end up in a pretty
static state, with everyone just working on picking up
bigger civ cards.  No-one wants to attack the other as there
is not enough to gain.  You can build your 9 cities within
your territory (albeit, some of them not at city sites, and
some powers require agriculture in order to do it, but
agriculture gives you points anyway) and not have to go to
war.  Besides, the only ones who profit from war are the
non-warring neighbors.  This is is not realistic.  In
ancient times, war was *immensely* profitable, and it also
provided the impetus for improving civilization -- to keep
ahead of the Joneses, and to have an edge on your neighbors
should war break out.

We're going to try Imperial CIV (unlimited stock) to try to
encourage war as an outlet for expansion.  Furthermore, we
have an additional change:

        The central treasury is no longer used (these are
        civilizations, not governments).  Taxation is taken
        during population expansion from the newly expanded
        population, instead of from stock, and is removed to
        the cities (two to a city) *as population* (until
        coinage).  There are three reasons behind this: (1)
        excess population in the cities was an important
        driving force toward going to war in ancient times
        (and the excess produced must move out of the city,
        lest it starve), (2) it gets around the annoying
        phenomenon of an impassable "wall of cities," and
        (3) if those two tokens providing agricultural
        support to a city are sending all their excess food
        to the cities, there is no excess food to support an
        increase in population.

        If a city cannot be supplied with the necessary
        tokens for taxation, it revolts, as do any other
        tokens placed on the city as partial taxation.

        Since coinage is a portable form of wealth, once
        coinage is developed, *any* population expansion,
        including that ported to the cities, may be taken as
        treasury tokens (in addition, the number ported to
        the cities can be fixed at 1, 2, or 3 per city, as
        is usually the case with coinage).  This decision
        can be made on a token-by-token basis, although no
        more than two population tokens can be ported to a
        given city (if the tax rate is three, then at least
        one of the tokens must be treasury).  Treasury
        tokens reside on the board and may be moved as any
        population tokens with the exception that they can
        only move to regions where population already exists
        (usually, but not necessarily, population of the
        same color).  Treasury tokens are not subject to the
        population limits of areas, including cities, and do
        not influence combat.  When treasury is to be spent,
        it can be taken from any place on the board.

        Once combat is resolved, treasury tokens may end up
        in a region that is shared by two or more sides, or
        that is held by a different side from the owner of
        the tokens, or in which no population exists.  The
        following take place immediately following combat
        and before trade cards are obtained.

            o   If treasury tokens exist in a region without
                population, or where the only populations do
                not yet have coinage, the treasury tokens
                are removed from the board.

            o   If the treasury tokens exist in a region
                held by only one power, *and that power has
                coinage*, that power gains ownership of the
                tokens.

            o   If the treasury tokens exist in a region
                occupied by more than one power, but only
                one power has coinage, that power gains
                ownership of the tokens.

            o   If the treasury tokens exist in a region in
                which more than one power has coinage, then
                all treasury tokens are distributed: the
                side with coinage with the largest
                population takes one, then the next largest
                side, and so on, and then repeat.  If two or
                more sides are tied for size, they take
                theirs simultaneously; if there are not
                enough tokens for the sides to take
                simultaneously, then the excess is
                discarded.

                Example: Thrace, Illyria, and Italy find
                themselves in Germany (population 5), with
                the following populations:

                        Thrace  1
                        Illyria 3
                        Italy   1

                and the following treasury tokens:

                        Thrace  3
                        Italy   2

                for a total of five treasury tokens.  All
                three powers have coinage.  Illyria, with
                the greater population, takes one first,
                followed by Thrace and Italy simultaneously.
                Now Illyria takes his token again, and there
                is one left.  Since it is not enough for
                Thrace and Italy to take simultaneously, it
                is discarded, so the final distribution of
                wealth is:

                        Thrace  1
                        Illyria 2
                        Italy   1

I also want to solicit opinions on another two changes I
would like to make:

        1. Since population expansion in any given territory
        is limited to two, it would follow that one must
        have at least one territory per city in order to
        provide taxation (or risk revolt).  This provides no
        advantage to holding the agriculturally rich areas
        of the board.  I propose that, while no more than
        two new tokens (regardless of whether population or
        treasury) may be placed in a territory during
        population expansion, expansion beyond the two up to
        the size of the original population, can be ported
        to cities.  Thus, when a territory with population
        three expands, only two new tokens may be placed on
        the territory, but an additional one may be ported
        to a city as taxation.

        2. Since population is clearly more valuable than
        treasury (it only takes six population tokens to
        build a city, which gives you a trade card forever),
        to encourage players to build up wealth, I propose
        that the value of treasury tokens be increase to ___
        (I don't know -- any suggestions?  I favor something
        around 3.)

I think the overall effects of these changes would be to
make players find a happy medium between expansion (and war)
and wealth.  If a power is concentrating too much on wealth
he will find himself overrun by marauders eager for pillage.

Does anyone have any comments?  Has anyone ever tried making
changes similar to these?

Regards,

---DBM