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<help><entry id="overview"><title>Overview</title><heading>Introduction to Game</heading><para>Advanced Civilization is a game of skill for two to eight players which covers the development of ancient civilizations from the invention of agriculture to the emergence of Rome as the dominant Mediterranean power - a span of almost 8,000 years. Each player leads a nation of peoples over a mapboard of the Mediterranean and Near East as they attempt to carve a niche for themselves and their culture.</para><para>Although battles and territorial strategy are important, Advanced Civilization is not a war game because it is not won by battle or conquest. Instead, the object of play is to gain a level of overall advancement involving cultural, economic, political and religious factors. Conflicts which do arise result from rivalries and shortages of land rather than attempts to eliminate other players. Nomads, farmers, warriors, merchants, artisans, priests and citizens all have an essential part to play in the development of each nation's civilization. The player who most effectively balances these various outlooks will achieve the best balance and win the game.</para></entry><entry id="ahciv-computerinterface-joingame"><title>Computer Interface Instructions: Joining a Game</title><heading>How To Join A Civilization Game</heading><para>1) Log Into the Civ Rol-Play site.</para><para>2) Go to left margin; click on "(rol) Civ".</para><para>3) Click on the Game List icon in the upper menu bar. You will see three tabs at the top of your screen. Active will show all games you are currently playing. Click the name of the game to open that game. "Open" will display all games waiting for players, both new games and existing games waiting for a replacement. If it's an existing game, click the game's name to view the current status of the game, including the map, game history, and civilization advances purchased. Games that have not yet completed initial placement will not display anything.</para><para>3.1) At the top of the Open Games screen, you will see a "Recommended Game". The site will pick one game where the other players' skill levels most closely match yours. This is a good way to find games in which you will not be over matched by competing against significantly better players.</para><para>3.2) To avoid meta-gaming, the site will limit the number of games you can be in with the same people. You can not be in more than three (3) games with the same person. You will not be able to join any games they are in (or vice versa) until you either quit a game your playing them in, or the game ends. This list of players will be visible on the Open Games tab. You will not see any open games with those players.</para><para>4) Go to the top right corner, you'll notice there are two drop down menus "Maximum Time Limit" and "Minimum Time Limit", those two control the minimum and maximum time you think a player should be allowed to wait until he enters his turn in the site. Right above those you have two selection boxes, "Join New Games?" is enabled by default and it means that once you are in the queue you will join new games as soon as they are created, "Join Games in Progress?" means that if selected you will be eligible to join a game in progress if a spot become available and you are in the player queue. Once you've made your selections click on the "Add me to the player queue!" button</para><para>5) You're now in the player queue, a new game should appear in the center of this screen with your pick order number and your name next to it, once 8 players have joined the game you'll be able to start picking a nation to play with. You will also receive an e-mail once this happens and every time a new player joins a game.</para><para>5.1) If a game has already been created by another player, but they are still in the Initial Placement phase and you have indicated that you can join new games, you will be added to this game instead of waiting for a new game to be created.</para><para>5.2) You may also join a game by clicking on the "Game List" icon at the top of the menu bar on the Civ site, then "Open Once there, you will see all games that are waiting for players, both new games and existing games that need a replacement.</para><para>6). The Completed game tab will show you all the games you have finished on the site. You may click on the game name to view the details of the game.</para></entry><entry id="ahciv-computerinterface-creategame"><title>Computer Interface Instructions: Creating a Game</title><heading>How to Create a Civilization Game</heading><heading>5. Game Options</heading><para>1. Log into the Civ Rol-Play site.</para><para>2. In the upper left corner of the menu bar, click Game List.</para><para>3. On the Games page, click the Open tab.</para><para>4. At the bottom of the screen, click the "Create a new game" button.</para><para>The site will randomly generate a game name for you. You may keep that name, or replace it with one of your choosing.</para><para>Choose the type of map you would like to play. "Advanced Civilization" is the standard map. "Central America" is a new map that uses the Civ Expansion rules, is currently in beta testing and only open to Premium subscribers (click on the Premium button at the top of the screen to learn more). Other map options will be listed here as they become available.</para><para>Select the number of players in the game. Depending on the number you pick and the Game Type you've chosen, you may be asked to select which part of the map you want to play on.</para><para>Allows to vary how many trade cards a player can keep. Standard rules are 8.</para><para>Allows you to change the number of population tokens players start the game with. Suggested token numbers for various game sizes are listed in parentheses.</para><para>Specifies the amount of time each player has for their turn.</para><para>5.6.1 Players going first in each phase are usually given a bit more time to finish their moves before timing out. Generally, it's 1.5x the time limit (ex. 36 hours to expand your population, if you are first on the AST).</para><para>5.6.2 The trade market will be open for a maximum time of (#of players x time limit). (ex. 9 days in a 9 player game with a 24 hour time limit).</para><para>5.6.3 Players may use the Availability settings in Options to adjust when they can play the game so that their turn does not end when they are asleep, working, at school, etc.</para><para>5.6.4 Players should be mindful of the time limit when creating a game. Choosing "No Time Limit" means there are no limits to how long a player can take to make their move (including initial placement). If a player ignores the game or stops playing, they will never time out and the game will come to a stop. This option should really only be chosen when you are creating a game to be played with people you know will not quit in the middle of the game.l</para><para>Checked means that players can see the deck count on the trade cards page.</para><para>Checked means that players can see where in the deck the non-tradable calamity is from the top</para><para>Checked means that players can only see the active calamity, not the upcoming calamities</para><para>When about to put a non-tradable calamity card at the bottom of the trade stack, first pull the bottom two cards from the stack, shuffle the non-tradable calamity together with these cards, and then put all three cards at the bottom of the stack.</para><para>Players may be primary victim of more than 2 calamities.</para><para>Check to disable the public email that goes to all other players describing what was SAID was traded.</para><para>Players may add their friends to a newly created game. That player will automatically be added to the game and will receive an email notification. To add more friends, click on the Friends link at the top of this page.</para></entry><entry id="ahciv-computerinterface-findgame"><title>Computer Interface Instructions: Finding Your Game</title><heading>How To Find Your Civilization Game</heading><para>1) Log Into the Civ Rol-Play site.</para><para>2) Go to left margin; click on "(rol) Civ".</para><para>3) Click on the game name in the center portion of the web page.</para><para>4) You're now in the game you selected and can proceed to the desired section by using the icons on the top panel</para></entry><entry id="ahciv-computerinterface-pausegame"><title>Computer Interface Instructions: Pausing Your Games</title><heading>How To Pause Your Games</heading><para>Sometimes it may be necessary to pause your games so that you do not miss your turn (travel, holidays, illness, etc). Note that for the purposes of (rol) Civ, during most phases the game isn't really "paused", but rather the deadlines are extended so that they do not fall within the requested pause date range. For trading, however, the delayed market open date is extended so that it does not fall within the pause range, but players may still set up pending trades that will be executed once the "market open" time is reached.</para><para>(note that this will pause ALL your active games):</para><para>1) Log Into the Civ Rol-Play site.</para><para>2) Go to left margin; click on "(rol) Civ".</para><para>3) On the right hand side of the list of games you will see a button labelled "Pause / Resume". Click this button.</para><para>4) Specify the date you want to start pausing in the calendar titled "Start Date" and the date you want to end pausing in the calendar titled "End Date". The number of days you are requesting will appear directly under the calendars.</para><para>5) In order to let the other players know why a pause was requested, fill out a description in the "Reason" text area.</para><para>6) When you are done click on the button labelled "Submit Game Pause Request". This will request the pause on all your active games as well as any games you are added to due to being in the player queue.</para><para>:</para><para>You can cancel a pause request on any game you are involved in by clicking on the "Remove" button at the bottom of this page. Note that removing a pause request still maintains the pause for at least 24 hours to give all players a chance to react.</para></entry><entry id="ahciv-computerinterface-quitgame"><title>Computer Interface Instructions: Quitting A Game</title><heading>How To Quit A Game</heading><para>1) Log Into the Civ Rol-Play site.</para><para>2) Go to left margin; click on "(rol) Civ".</para><para>3) On the right hand side of the list of games you will see a button labelled "Quit a Game...". Click this button.</para><para>4) You will be shown a list of all active games you are currently a player in. Locate the game you wish to quit.</para><para>5) If you have another user lined up to take over for your player, you can assign a replacement user. This player will have to have already been associated with you as a friend (see icon at the top of the site) and they cannot already be a player in the game. If you do not have a replacement user, the player will be open to all other players on the site to attempt to take it over.</para><para>6) When you are ready, click the "Quit" button under the "Replacement User" drop down. You will be removed from the game, and all players will be notified that you have left the game.</para></entry><entry id="ahciv-computerinterface-timelimit"><title>Computer Interface Instructions: Time Limits and Player Removal</title><heading>Time Limits</heading><heading>Player Removal</heading><para>A "time limit" is the amount of time you, as a player, have to complete your order once the game is waiting on you. The time limit starts once the previous active player completes their order, and it extends for the duration of the limit of the game specified limit. So if your turn starts at 8am in a 12 hour game, you must enter your order by 8pm on the same day.</para><para>"Player Removal" on the site occurs when you have missed X number of orders in a row. X has a number of factors in it. It is set to the minimum of a predetermined max value, current game round, and the number of players in the game. Once that value is calculated, Premium Members can further lower it once a player has missed one or two orders in a row (a button will automatically pop up for them after that point). The more premium members in a game, the lower that number can become and the sooner they will be removed from the game.</para></entry><entry id="ahciv-computerinterface-changename"><title>Computer Interface Instructions: Change Display Name and Email Address</title><heading>How To Change your player name and email address</heading><para>Only the administrator or the specific user can change their email.</para><para>For the user to do it:</para><para>1) go to the Left Hand Menu -&gt;</para><para>2) go to sub-menu Options -&gt;</para><para>3) go to sub-menu Global Options -&gt;</para><para>4) go to sub-menu Personal Information.</para><para>This is the location to set your displayed name and set your email address for game related emails.</para></entry><entry id="ahciv-computerinterface-placement"><title>Computer Interface Instructions: Initial Placement</title><heading>How To Choose your Civilization Nation and Perform Initial Placement</heading><para>The game will have up to 8 players in it, when you are added to a game you'll be given a random pick order number (from 1 to 8).</para><para>There are 9 nations to choose from (one nation won't be played); to choose one simply place a token in one of the desired nation's start areas (the areas adjacent to the game borders with your nationality's colors, or in Crete's case his home island) by clicking on that area. A token (square with your nation's color) will appear with the number "1" in it - indicating 1 token is located at that territory.</para><para>The game will have up to 8 players in it, so anyone picking before you will get first dibs. So your selection might get removed and you will have to pick again. However, if no one takes your chosen nationality before you then you will get it; you will not have to go back to the site.</para><para>You can pre-select your nationality before your pick order turn comes up and so can all the other players regardless of whether they pick before or after you. In case of a conflict those first in the order will get their choice and those later in it will be forced to select a new nation. Basically anyone picking before you will get first dibs. So your selection might be removed and if that happens you will be forced to pick again. However, if no one takes your chosen nation before you then you will get it; you will not have to go back to the site. Once the first player has made his selection the next player will get his choice of pre-selected nationality unless the first player has picked that nationality, in that case the 2nd player will have to choose a new nation. If the next player hasn't pre-selected a nationality then the game will wait on him to pick one, and once he's done then it will move on to the next player, and so on until all players have selected a nationality.</para><para>: As you're probably aware because of their starting positions only one of these civs will be usually played (the other will be left out). If you pre-select one of those nations and a player before or after you picks or pre-selects the other, the selection will still be valid and you might find yourself in a very nasty start position.</para></entry><entry id="ahciv-computerinterface-taxation"><title>Computer Interface Instructions: Collecting Taxes</title><heading>How To Collect Taxes</heading><para>If you have enough tokens in stock to fulfill all your taxation requirements (2 per city unless you have Coinage) then this phase is automatically handled by the computer.</para><para>If you have Coinage then you will need to designate how many tokens per city you wish to move into your treasury during taxation (1, 2, or 3 tokens per city; the same amount is used for every city)</para><para>If you do not have enough tokens in stock to cover the amount you must tax, then a tax revolt will happen (very very bad thing and you've only got yourself to blame).</para><para>1) Resolve the taxes for the remaining players.</para><para>2) Calculate how many cities are left unpaid (unpaid stock)/[taxation requirement (2 unless you have Coinage)] rounded up, this is the number of cities that are revolting.</para><para>3) The player with most units in stock (cities count for five each, tokens count for one each) is the beneficiary of the revolt and chooses which cities revolt and replaces them with his own cities. If the beneficiary does not have enough cities in stock to take over all cities in revolt, the player with the next largest number of units in stock takes over the remainder and so on, until all cities in revolt have been replaced. In the rare case where no player can take over remaining revolting cities, they are eliminated instead. The new owners do not get taxes for this cities this turn.</para><para>4) Cities belonging to players who hold Democracy never revolt.</para><para>If the player has a decision to make (for example, coinage), then they have until the time limit to make that decision. Otherwise it will default to 2. If 2 would result in tax revolts, then it will tax $1 instead of $2 (so we don't have to wait on them again)</para></entry><entry id="ahciv-computerinterface-population"><title>Computer Interface Instructions: Increasing Population</title><heading>How To Increase Population</heading><para>If you have enough tokens to fully populate each area you own, you don't need to do anything for this phase as the computer will automatically place tokens (1 token placed where there is 1 token, 2 tokens where 2 or more tokens exist.)</para><para>If you do not have enough tokens to fully populate, you must designate where each token is to be placed.</para><para>1) Your cursor will appear with along with the number of tokens you have available to place.</para><para>2) Move your cursor to the area you wish to place a token.</para><para>3) Click on the region to place one token.</para><para>4) Repeat as needed. Move your cursor to other areas to place tokens in those areas and click.</para><para>5) If you wish to restart because you made a mistake, go to the upper right hand corner and click on the drop down. Select "Reset" and then click the "GO" button.</para><para>6) Once you are finished and satisfied with your placements go to the upper right hand corner and click on the drop down. Select "Done" and then click the "GO" button.</para><para>Random population placement will take place</para></entry><entry id="ahciv-computerinterface-census"><title>Computer Interface Instructions: Taking the Census</title><heading>How To Take the Census</heading><para>This step is an automated process - the computer automatically counts how many tokens you have on the map and reports this amount in the census.</para></entry><entry id="ahciv-computerinterface-ships"><title>Computer Interface Instructions: Constructing and Maintaining Ships</title><heading>How To Construct and Maintain Ships</heading><para>You will notice that your cursor is a ship token.</para><para>To build a ship in an area simply:</para><para>1) Move the boat token over the area (coast or lake) you wish to place the boat.</para><para>2) Click the area to place the boat.</para><para>3) The pull-down menu will allow you to pay for you boat with either:</para><para>A) 2 population from the area in question</para><para>B) 2 tokens from your treasury</para><para>C) A combination of 1 token from the area's population and 1 token from the treasury</para><para>4) You may only have 4 boats on the map at any one time.</para><para>To Maintain your boats simply:</para><para>1) Click on the boat in question.</para><para>2) Click on the pop up box on either "Maintain This ship" or "Don't Maintain This Ship."</para><para>3) Click on the drop down menu in the pop-up box; choose whether you are paying for the boat with treasury or tokens on the board.</para><para>4) You can also choose to NOT maintain the ship, and then build it up from scratch (thus spending 2 treasury or tokens instead on 1 treasury or token per boat). This is often done in order to reduce the size of a burgeoning treasury, to accommodate next turn's taxes (and thus avoid some potential Tax Revolts).</para><para>Note: You can build ships into lakes so be careful when building a ship in Galatia</para><para>If it is the player's turn and they haven't put their orders in by the end of the time limit:</para><para>No ships will be built nor maintained</para><para>********** From a recent discussion between a GM and a beta tester:</para><para>Q: Can I remove a ship in Byzantium and then rebuild it for 2 treasury (as a way of burning an extra treasury?)</para><para>A: Yes, you can do that.</para><para>Q: When ship building comes around, all of your existing ships will have a red border around it. In general on the site, red means that it will be lost, green means that it will stay (same concept for a couple of the calamities and city building). Click on the ship, and a dialog box will appear. In the dialog box, you can specify whether you want to maintain, or want instead to build new ships.</para></entry><entry id="ahciv-computerinterface-move"><title>Computer Interface Instructions: Moving Units</title><heading>How To Move Tokens and Ships</heading><para>To move guys you click on source tokens (square with your civ color and a number to indicate how many tokens are there) to pick up the token and click in the destination territory to put it down. Sometimes, a click in source will pick up multiple tokens, but if you want to put one back down where it was you just click again on the source territory.</para><para>If you click on a stack of tokens and it picks up more than one, that's usually because you're over the population limit and the number of tokens picked up is the number that you're over the limit by.</para><para>In theory, you should be able to double click on a stack to pick them all up. However, in reality, this seems to depend on the browser you are using.</para><para>You should be able to shift-click on a stack of tokens to pick an additional token up without having to drop the ones you've already picked up on the map (assuming they are all from the same territory). Again, this may depend on the browser you are using.</para><para>To load boats you click on your boat and it displays a dialog where you can specify how many units it is loading. Same with unloading. Click "Save and Move" to store how many tokens you are loading/unlaoding and close the dialog. Moving boats works the same as population tokens.</para><para>Players can enter their moves simultaneously, and they then have two options: "Done" or "Done unless threatened".</para><para>Because players still technically don't do their movement until it is their turn in the census order to do so, the site holds their orders as "pending" until it is their turn, at which point it will finalize them. If you want to change your mind, as long as it isn't your turn to put in your orders, you can reset your "Done" selection and make adjustments.</para><para>1) "Done" means just that: I'm done with my moves.</para><para>2) The "Done unless threatened" option does the same thing, but it first checks to see if anyone has moved into a territory that you either are already in or one that you are moving into.</para><para>Of course, you can always wait until it is your turn, but going it simultaneously speeds things along.</para><para>Note that there are 2 phases between Movement and Remove Surplus Population, and for good reason. Conflict Phase can quickly reduce population down below the maximum in each territory, and Construct Cities can generally only be done when you have far more population in the zone than is normally allowed.</para><para>Note: Sometimes you might move a unit into an area and the unit might appear to have moved somewhere else, just refresh your browser and it will appear in the correct position</para><para>If it is the player's turn and they haven't put their orders in by the end of the time limit:</para><para>If they have moved tokens but not said Done from the drop down, those moves will be finalized. Otherwise no movement will take place.</para></entry><entry id="ahciv-computerinterface-conflict"><title>Computer Interface Instructions: Resolving Conflicts</title><heading>How To Resolve Conflicts</heading><para>This phase will be handled automatically by the system, and you won't be prompted to do anything unless you have pillaged a city</para><para>1) Conflict happens when the number of units in a territory exceed its population limit (the Agriculture Civilization Advance cannot be used when two or more nations are present in the same territory).</para><para>2) If you successfully destroy a city you'll get a trade card from the victim and you'll be prompted to decide how many units of stock you wish to move into your treasury (maximum of 3), this is called "pillage", if you are attacking a pirate city any pirate tokens remaining after conflict is resolved will be removed and you will be given the choice to pillage the city as well but you won't get a trade card.</para><para>If it is the player's turn and they haven't put their orders in by the end of the time limit:</para><para>If pillaging could take place, the maximun pillage possible will be taken</para><para>1) Process all conflicts involving barbarians and pirates first.</para><para>2) Process all conflicts not involving a city.</para><para>3) Process all conflicts where the defending player has tokens defending a city, in order of most tokens to least (so that the tokens are returned back to stock if the city gets reduced), then in order of most attacking tokens to least.</para><para>4) Process all conflicts where the defending player has no tokens defending a city, in order most attacking tokens to least.</para><para>In the event of a tie, the order is pseudo-random.</para></entry><entry id="ahciv-computerinterface-city"><title>Computer Interface Instructions: Constructing Cities</title><heading>How To Construct Cities</heading><para>For display purposes during this phase: if there is a green border around it, you are building it. If it's red, you aren't.</para><para>Click on the city to change.</para><para>If your current population can support all your cities, they appear green by default when you open the map.</para><para>Please note that the box in the upper right hand corner will show a "+" and the number of cities you are currently indicating you wish to build. The number of cities you will be building this turn ("+#") will change as you change the Build (Green) / Don't Build (Red) status on each potential city construction site.</para><para>Construct Cities</para><para>Any Cities that can be built will be. If not all cities can be built, then the non-city-site cities will be built first, then the city-site cities, until the city support limit is reached. Architecture will not be taken into account.</para></entry><entry id="ahciv-computerinterface-surplus"><title>Computer Interface Instructions: Removing Surplus Population</title><heading>How To Remove Surplus Population</heading><para>This step is an automated action - the computer automatically counts how many tokens you have on the map in each area and removes any tokens you have in excess of the area's unit limit.</para><para>Please note that Agriculture Civilization Advance allows you to keep one more token in an area than normally allowed, but only if there no tokens of other players in the same territory.</para><para>If it is the player's turn and they haven't put their orders in by the end of the time limit:</para><para>Check City Support</para><para>If not all cities can be supported, then random cities are reduced.</para></entry><entry id="ahciv-computerinterface-tradecards"><title>Computer Interface Instructions: Acquiring Trade Cards</title><heading>How To Acquire Trade Cards</heading><para>If you have 18 or more treasury you'll be given the option of purchasing any number of Trade Card Stack #9 (Gold/Ivory/Piracy) cards at 18 treasury value each.</para><para>Once all players have decided on whether to buy Gold or not the computer will automatically draw the appropriate number of trade cards from the appropriate stack for each player</para><para>If it is the player's turn and they haven't put their orders in by the end of the time limit: Purchase Deck 9 Trade Cards</para><para>No deck 9 cards will be purchased</para></entry><entry id="ahciv-computerinterface-trade"><title>Computer Interface Instructions: Trading with other Players</title><heading>How To Trade with other Players</heading><para>1) Click on the Upper Margin on the Word "Trade".</para><para>2) View your trade cards here.</para><para>To trade</para><para>1) Click on the box of containing the name of the player (or the nationality of the nation) you wish to trade with.</para><para>2) After discussing the trade with your potential trade partner (using standard email, phone calls, or the online chat system) you can proceed with the trade.</para><para>3) You need to specify what you are expecting to receive from the other player. Please note that only two of the three (or more) cards you are receiving will be what you have been promised by your trade partner so be careful!</para><para>4) Drag the trade cards you wish to trade away to the Big White Box that says "Drag Cards you wish to give to the other player here." They should disappear from the images that you see, and the name should appear under a "Cancel Trade" button above the box you just dropped it in.</para><para>5) When you submit a trade, the other player (now) sees what you are giving them. If you want to lie about something, then you click "Lie" and specify what you are saying that the card i, which is the card your trading partner will be seeing.</para><para>6) After you have dropped all your cards, the "Click to submit this trade" button should become active. Click it, the trade will be finished.</para><para>7) Don't say "Done" from the top drop down until you are actually done trading with everyone, not just this previous trade partner.</para><para>8) "Don't Care" If you set a card as don't care it means it can be anything, ,so if you expect to get Salt, Grain, Don't Care, your trading partner could give you Salt, Calamity (Lie as Grain), Calamity. Iif you really want to make sure you don't get screwed, don't use Don't Care, but it's there for those with too much trust on their hands</para><para>9) "Unspecified" You can only send a card as Unspecified by lying, so if you expect to get Salt, Grain, Unspecified your trading partner will have to give you Salt, Grain, and a third card he will lie about and set is as "Unspecified"</para><para>Notes: My personal recommendation is that you set all trades as 2 Named Cards + 1 Unspecified that way you are guaranteed to get those to cards, and avoid getting screwed</para><para>The trading system built into the site is NOT for negotiation, but is for the actual exchange of cards.All negotiation should be done external to the site, probably by email. When you are ready to finalize a trade, then you go to the site.</para><para>I have heard that some players are requesting or sending screen shots of their trade cards to request proof or prove that they aren't lying about trades. This is a BIG no no and should be considered cheating. You cannot in the real game, under ANY circumstances, show your hand to another player. Per the rules:</para><para>28.3 ... A player may not show his trade cards to another player during negotiations, nor may a player inform other players of the details of a trade after it is completed.</para><para>I consider taking a screen shot showing the trade cards to another player the same as showing your trade hand.</para><para>If you get a request for such a screen shot, refuse the request and point to the above rule. If they persist, either trade with someone else or let me know. If I do specifically hear of anyone requesting such a thing, I will punish them (remove whatever cards I feel like from their hand, for example). If they persists, I'll have no choice other than to ban them.</para><para>So, no screen shots.</para><para>Q: "If I can make a suggestion though, it has been quite common to make comments like I just traded that with, or just traded it away..."</para><para>It would help if you could clarify on this part of the rule: nor may a player inform other players of the details of a trade after it is completed.</para><para>Because it can be from not mentioning you've traded a calamity to someone to not being able to say "just traded it away" when you're asked for a commodity you had moments before."</para><para>A: Here is my interpretation: If you could hear it over the table in a face to face game, then it's OK. As far as I'm concerned, if you say to Crete "I'll trade you 2 gold and Barbarians", there is no lying going on, and it is public knowledge where the Barbarians are so you can say "I just traded Barbarians away". However, if Crete also got Epidemic as part of that trade (because only 2 were guaranteed) no one, neither the trader or the recipient can say anything about the Epidemic.</para><para>Similarly, if not all cards traded were the truth, you cannot disclose any further details about what was traded. Only that which could be public info.</para><para>That last part, understandably, is harder to enforce.</para><para>If it is the player's turn and they haven't put their orders in by the end of the time limit:</para><para>There will be a 50% time amount (24hrs in the example) where players can update their public messages and set up trades. However, no trades will exchange hands until the 50% limit is complete. This is to fix a problem experienced in other games where those that happen to be awake and at their computers when the trading round starts have a large advantage over getting the good trades in.</para><para>After the 50% trade embargo, trading will resume as normal. The cutoff for the trading round will be the number of players times the time limit (so 8x48 hours in the example). This is just the EXTREME edge for trading. As people leave the market, the time limit will be reevaluated. So, if after 24 hours someone leaves the market (7 players remaining), then the new time limit will be updated to the lesser of (number of players times the time limit) or (current time limit). In this way, the end of trading gets sooner and sooner as people leave. Re-entering the trading market has no effect on the time limit.</para><para>How availability works with trading is that we start with a base deadline, then every player's availability is analyzed ONCE. For example, say there was a deadline of 12:00 noon. Player A's availability is 1-3pm, B's = 2-6pm, C's is 11am-1pm. The new deadline for trade will (likely) be at 11am the next day since A's pushed the deadline to 1pm, B's to 2pm, and since 2pm is outside C's range so it's pushed to 11am the next day. Even though 11am isn't inside A nor B's range, it is still beyond the original base deadline.</para><para>Note that this calculation takes into consideration only the players in the market, and is recalculated any time someone leaves the market.</para></entry><entry id="ahciv-computerinterface-calamities"><title>Computer Interface Instructions: Understanding Calamities</title><heading>How To Understand Calamities Cards</heading><para>Calamities result from players either getting a calamity card by drawing one from a trade deck during the Acquire Trade Cards Phase and failing to trade it away (in the case of tradeable calamities), or by being traded a tradeable calamity from another player during the trading phase.</para><para>Please note that any one player will only suffer as the primary victim from up to 2 calamities per turn. If you draw or get traded more than 2 calamities, you will only suffer from two of them; randomly chosen. The other calamities will have no effect.</para><para>The only exception to the "no more than 2" rule is if the game was created with the "Stoic" option enabled, which means that you suffer the effects of all calamities, regardless of how many you ended up with. If you see the word "Stoic" in the options for your game, then the option is enabled and you may have an any number of calamities to deal with</para><para>All Calamities are revealed after the trading phase is completed.</para><para>Calamities are resolved in the following order:</para><para>1) Lowest numbered trade card decks first (deck 2 first, deck 3 cards next, and deck 9 cards last)</para><para>2) When 2 revealed calamities have the same trade deck number, the non-tradeable calamity is resolved before the tradeable calamity.</para><para>3) Refer to the calamity effects section to see how each individual calamity is resolved.</para><para>If it is the player's turn and they haven't put their orders in by the end of the time limit:</para><para>The winning players (by score) will be chosen for secondary effects, and random selection of tokens/cities will occur</para></entry><entry id="ahciv-computerinterface-Effects"><title>Computer Interface Instructions: Understanding Calamities Cards Effects</title><heading>How To Understand Calamities Cards Effects</heading><para>Calamity effects are described below. The numbers in the beginning of each calamity paragraph refer to the rules sections that this text was lifted out of.</para><para>30.2 Second level calamities (from the number 2 trade deck)</para><para>30.21 Volcanic Eruption or Earthquake</para><para>30.211 If the primary victim has any cities in an area touched by a volcano, the volcano erupts and eliminates all units, regardless of ownership, in the areas touched by the volcano. If the primary victim has cities in areas touched by more than one volcano, the site of the eruption is that which causes the greatest total damage to the primary victim and any secondary victims. In the event of a tie, the primary victim selects the location of the eruption.</para><para>30.212 If the primary victim has no cities in an area touched by a volcano, one of his cities is destroyed by earthquake. One city belonging to another player is reduced. This second city must be in an area adjacent to the destroyed city, even across water. As above, the site of the earthquake is that which causes the greatest total damage.</para><para>30.213 If the primary victim holds Engineering, an earthquake reduces, rather than destroys, his city. A player who holds Engineering may not be selected as a secondary victim of an Earthquake. Engineering has no effect on Volcanoes.</para><para>Traiz</para><para>30.221 One city belonging to the primary victim is replaced by one city belonging to the player who traded him the card. If the trading player has no available cities, the victim's city is eliminated. The player trading the card selects the city.</para><para>30.222 If Treachery is drawn by a player and not traded, one city belonging to that player is reduced. As no one traded the card to the primary victim, no other player benefits from the primary victim's misfortune.</para><para>30.3 Third level calamities (from the number three trade deck)</para><para>30.31 Famine</para><para>30.311 The primary victim loses ten unit points himself, and must instruct other players to remove 20 unit points, no more than eight of which may come from any one player. The primary victim decides how many unit points are lost by each of the secondary victims, but the secondary victims decide which units to remove.</para><para>30.312 Players who hold Pottery may reduce their losses by four unit points for each Grain trade card held. Grain cards used for this purpose are not discarded, but must be placed face up in front of the player until the end of the turn and may not be used to acquire civilization cards until the following turn.</para><para>30.32 Superstition</para><para>30.321 Three cities belonging to the primary victim are reduced. The primary victim chooses which cities.</para><para>30.322 If the primary victim has Mysticism, two cities are reduced; if the primary victim holds Deism, one city is reduced; if the primary victim holds Enlightenment, there is no effect. These effects are not cumulative. The governing effect is that of the highest level Religion card held.</para><para>30.4 Fourth level calamities (from the number four trade deck)</para><para>30.41 Civil War</para><para>30.411 The primary victim's nation is divided into two factions. The player with the most unit points in stock is the beneficiary of the Civil War. This determination is made by counting tokens in stock (one each) and cities in stock (five each). If the primary victim has the most units in stock there is no Civil War.</para><para>30.412 The composition of the first faction is decided by both the primary victim and the beneficiary as follows:</para><para>30.4121 The primary victim begins by selecting 15 unit points.</para><para>30.4122 If the primary victim holds Music he selects an additional five unit points. If the primary victim holds Drama and Poetry he selects an additional five unit points. If the primary victim holds Democracy he selects an additional ten unit points. The effects of Music, Drama and Poetry, and Democracy are cumulative.</para><para>30.4123 After the primary victim completes his selection, the beneficiary selects an additional 20 unit points belonging to the primary victim to complete the first faction.</para><para>30.4124 If the primary victim holds Philosophy, the first faction is automatically comprised of 15 units chosen by the beneficiary, regardless of any other civilization cards held by the primary victim.</para><para>30.413 Whatever remains constitutes the second faction. If there is no second faction there is no Civil War.</para><para>30.414 If the primary victim holds Military, five unit points are removed from each faction to reflect the increased destructiveness of the Civil War. The required units are removed after factions are selected. Each player must, if possible, remove the required units from areas adjacent to the other faction.</para><para>30.415 The primary victim then decides whether he will continue to play the units of the first or second faction. The primary victim retains his stock, ships, treasury, civilization cards, and position on the A.S.T. The beneficiary annexes whichever faction is not retained by the primary victim by replacing the units involved with his own. If he runs out of units, the remainder are taken over by the next player with the most units in stock, and so on.</para><para>30.42 Slave Revolt</para><para>30.421 Fifteen tokens belonging to the primary victim may not be used to support his cities. This effect is resolved immediately. After the end of the current calamity phase, the tokens again function normally.</para><para>30.422 Cities are reduced one at a time, with the newly available tokens being eligible to provide support for the victim's remaining cities (see 26.6). If the primary victim has less than fifteen tokens on the board, only those tokens are affected by Slave Revolt. Tokens placed on the board after the resulting reduction of the primary victim's cities may always be used for city support.</para><para>30.423 If the primary victim holds Mining, an additional five tokens may not be used for city support. If the primary victim holds Enlightenment, the number of tokens which may not be used for city support is reduced by five. If a player holds both Mining and Enlightenment, the effects cancel.</para><para>30.5 Fifth level calamities (from the number five trade deck)</para><para>30.51 Flood</para><para>30.511 If the primary victim has vulnerable units on a flood plain (4.42), he loses a maximum of 17 unit points from that flood plain. Cities are vulnerable to flood if they have been built in areas with no city site or a city shown as a white square. Cities on black city sites are safe. Tokens are always vulnerable to flood.</para><para>30.512 Ten unit points on the same flood plain belonging to one or more secondary victims are also removed. The primary victim divides the ten unit point loss among the secondary victims as he chooses, but the secondary victims themselves choose which units are to be lost. If the number of vulnerable units on the affected flood plain belonging to other players totals ten unit points or less, all those other players automatically become secondary victims and all their vulnerable units are eliminated.</para><para>30.513 If the primary victim has vulnerable units on more than one flood plain, the flood occurs on the flood plain containing the greatest number of his vulnerable unit points. In the event of tie, the primary victim selects the location of the flood.</para><para>30.514 If the primary victim has no vulnerable units in a flood plain, one of his coastal cities is eliminated. The primary victim chooses the city. If the primary victim has no coastal cities, he is unaffected by the flood.</para><para>30.515 A player who holds Engineering who has units on a flood plain loses a maximum of seven unit points from flood, whether as a primary or secondary victim. If a primary victim who holds Engineering has no units on a flood plain, one of his coastal cities is reduced rather than eliminated.</para><para>30.52 Barbarian Hordes</para><para>30.521 Initial placement</para><para>30.5211 Fifteen tokens belonging to one of the nations which did not start the game are placed in one of the primary victim's start areas. These Barbarian tokens are placed in the start area which causes the greatest damage to the primary victim. If the primary victim does not have units in any of his start areas, the Barbarians are initially placed in an empty start area. They may be placed in an area which contains units belonging to a player other than the primary victim only if no other area is available.</para><para>30.5212 Immediately after initial placement, conflict is resolved between the newly placed Barbarians and any units, including those of nations other than the primary victim, in the area occupied by the Barbarians.</para><para>30.523 Continued movement</para><para>30.5231 Once conflict arising out of their initial placement is resolved, all surviving Barbarians in excess of the population limit of the area of initial placement move to the adjacent area which will result in the greatest damage to the primary victim. Conflict is again resolved.</para><para>30.5232 This process is repeated until there are no surplus Barbarian tokens. At the end of the calamity phase, surviving Barbarian tokens may not exceed the population limits of the areas they occupy.</para><para>30.5233 Barbarians always move as a unit, other than when they leave tokens in areas they have already occupied. Barbarians may move across water boundaries, but not across open sea areas.</para><para>30.5234 The movement of Barbarians is governed by the principle that they always move into the area which causes the greatest immediate damage to the primary victim. No calculation is made as to whether the overall damage to the primary victim would be greater if the Barbarians went into one area as opposed to another, as the determination of greatest damage is made for each Barbarian movement in turn.</para><para>30.5235 All movement and conflict involving Barbarians is completed during the calamity phase, prior to the resolution of any other calamities. Once the Barbarians have stopped moving, they remain on the board until eliminated by other players. Barbarians do not increase their population and may not be selected as secondary victims of calamities.</para><para>30.524 Conflict with other nations</para><para>30.5241 Barbarians must enter areas occupied solely by cities or tokens belonging to the primary victim, provided they can inflict damage on the primary victim by entering such areas. If they are unable to move into such an area, they may enter empty areas or areas occupied by units belonging to other nations in order to reach the nearest area in which they can inflict damage on the primary victim.</para><para>30.5242 If Barbarians enter areas containing units belonging to nations other than the primary victim, they engage in conflict with those units. Barbarians do not attack their own tokens, and thus may pass through areas they have already occupied with no ill effects. It is possible that a primary victim who has no units near his starting areas might not suffer any ill effects from this calamity, as the Barbarians might exhaust themselves ravaging and occupying areas while trying to reach the nearest vulnerable primary victim units.</para><para>30.525 Resolving ties</para><para>30.5251 If Barbarians have a choice of areas to enter, the player who traded the calamity to the primary victim selects the area. If the calamity was not traded, such decisions are made by the player with the most units in stock at the time the calamity is resolved.</para><para>30.5252 Barbarian tokens do not benefit from any of the attributes of their controlling player.</para><para>30.526 If Barbarians eliminate a city, no trade card is drawn from the victim.</para><para>30.527 Crete may not be the primary victim of Barbarian Hordes.</para><para>30.6 Sixth level calamities (from the number six trade deck)</para><para>30.61 Epidemic</para><para>30.611 The primary victim loses 16 unit points. The primary victim must also order other players to lose 25 unit points of their choice, no more than 10 of which may come from any one player. The player who traded Epidemic to the primary victim may not be selected as a secondary victim.</para><para>30.612 A nation removing tokens as a result of an Epidemic must leave at least one token in each affected area. Cities which are eliminated by an Epidemic are replaced by at least one token, so cities account for a maximum of four unit points when calculating losses from this calamity.</para><para>30.613 If a primary victim of Epidemic holds Medicine, his losses are reduced by eight unit points. If a secondary victim of Epidemic holds Medicine, his losses are reduced by five unit points.</para><para>30.614 A player who holds Roadbuilding loses an additional five unit points to Epidemic, both as a primary and a secondary victim.</para><para>30.615 The effects of 30.613 and 30.614 are cumulative.</para><para>30.7 Seventh level calamities (from the number seven trade deck)</para><para>30.71 Civil Disorder</para><para>30.711 All but three of the primary victim's cities are reduced. The primary victim chooses which cities are reduced.</para><para>30.712 The number of the primary victim's cities reduced is decreased by one for each of the following civilization cards held: Music, Drama and Poetry, Law and Democracy.</para><para>30.713 The number of the primary victim's cities reduced is increased by one if the primary victim holds Military.</para><para>30.714 The number of the primary victim's cities reduced is increased by one if the primary victim holds Roadbuilding.</para><para>30.715 The effects of 30.712, 30.713, and 30.714 are cumulative.</para><para>30.8 Eighth level calamities (from the number eight trade deck)</para><para>30.81 Iconoclasm and Heresy</para><para>30.811 Four of the primary victim's cities are reduced. The primary victim chooses which cities are reduced.</para><para>30.812 If the primary victim holds Law, the number of cities reduced is decreased by one.</para><para>30.813 If the primary victim holds Philosophy, the number of cities reduced is decreased by one.</para><para>30.814 If the primary victim holds Theology, the number of cities reduced is decreased by three.</para><para>30.815 If the primary victim holds Monotheism, the number of cities reduced is increased by one.</para><para>30.816 If the primary victim holds Roadbuilding, the number of cities reduced is increased by one.</para><para>30.817 The effects of 30.812 - 30.816 are cumulative.</para><para>30.818 The primary victim must also order the reduction of a total of two cities belonging to other players. The player who traded Iconoclasm and Heresy to the primary victim may not be selected as a secondary victim.</para><para>30.819 A secondary victim who holds Philosophy may not lose more than one city as a result of the primary victim's order. A player who holds Theology cannot be named as a secondary victim.</para><para>30.9 Ninth level calamities (from the number nine trade deck)</para><para>30.91 Piracy</para><para>30.911 The primary victim loses two coastal cities. The player trading the card selects the cities. These cities are replaced by two pirate cities belonging to one of the nations which did not start the game (for convenience, use the same units as for Barbarian Hordes).</para><para>30.912 Two coastal cities belonging to two other players are similarly replaced by pirate cities, even if the primary victim had fewer than two coastal cities and was thus not himself fully affected. The primary victim selects these cities. The secondary victims may each lose only one city. The player who traded Piracy to the primary victim may not be selected as a secondary victim.</para><para>30.913 Pirate cities do not require city support, and remain on the board until attacked and destroyed. When a pirate city is attacked, it is replaced by unused tokens solely for the purpose of resolving combat. After combat is resolved, any surviving pirate tokens are eliminated. When a pirate city is destroyed, the attacker may pillage the city.</para></entry><entry id="ahciv-computerinterface-civycards"><title>Computer Interface Instructions: Acquiring Civilization Advances Cards</title><heading>How To Acquire Civilization Advances Cards</heading><para>In order to acquire Civilization Advances Cards you need to go the Advances section located in the upper margin.</para><para>1) Browse your choice of advances from the list on the left hand side, the ones that are not greyed out are the ones that you are allowed to buy (you have the necessary requirements) and are mathematically able to do so, this will be updated as you add advances to your cart</para><para>2) Once you have made a choice, click on the chosen advance and then click on "Add to Cart" and they will be added to your cart, if you want to buy multiple advances simply repeat this process</para><para>3) If you want to remove any advances from your cart simply click on the red X in front of the advance you wish to remove</para><para>4) Once you have your purchases in your cart, click "Done/Checkout", this will lead you to a new section where you must then pay for the advances using tokens from your treasury and/or trade cards in your trade card hand.</para><para>5) Drag trade cards over to the right side.</para><para>6) You may pay any remaining balance with your tokens from your treasury.</para><para>7) You may over pay with trade cards but you will not be given any kind of "change" back to reconcile the difference.</para><para>8) You MAY NOT overpay with any tokens from your treasury. Treasury tokens may only be paid if you still owe on your intended purchases.</para><para>9) If you made a mistake, simply go to the drop down in the upper right margin and select "reset" and click the "GO" button.</para><para>10) You can freely move tokens from your treasury and/or trade cards in your trade card hand back and forth from the "intending to pay with" area back into you possession and vice versa.</para><para>11) When you are done and satisfied with your transaction go to the drop down in the upper right margin and select "Done" and click the "GO" button.</para><para>Note: Keep in mind that your maximum hand size is 8, if you have more cards than that you'll have to discard them, to do this simply drag the selected cards over to the right side. Sometimes is a good idea to discard some cards instead of cashing several small sets.</para><para>If it is the player's turn and they haven't put their orders in by the end of the time limit:</para><para>The minimum number of advancements will be purchased until the hand limit is 8 or lower.</para></entry><entry id="ahciv-computerinterface-seecivycards"><title>Computer Interface Instructions: Viewing Everyone's Civilization Advances Cards</title><heading>How To View Everyone's Civilization Advances Cards</heading><para>In order to see what advances everyone has, go to the Advances page (icon at the top).</para><para>Below your list of advances you can see everyone's advances.</para></entry><entry id="ahciv-computerinterface-civycardseffects"><title>Computer Interface Instructions: Understanding Civilization Advances Cards' Effects</title><heading>How To Understand Civilization Advances Cards' Effects</heading><para>You can read the text and effects of all cards on the Advances page of the website, or in the game rules located elsewhere in these Help files.</para></entry><entry id="ahciv-computerinterface-ast"><title>Computer Interface Instructions: How to Move Markers on the Archeological Succession Table</title><heading>How to Move Markers on the Archeological Succession Table</heading><para>This step is automatic and performed by the computer.</para><para>Note that you must have the appropriate prerequisites in order to move upward one space on the A.S.T.</para><para>If you do not have the prerequisites then you cease forward movement on the A.S.T.</para><para>If you have Zero Cities at this time you move backward one space on the A.S.T (until you reach the Stone Age, then you stop moving backwards)</para><para>How to Read the information on the A.S.T.</para><para>1) AST page now has headers showing what Age each color band is. These Ages correspond to the description below the table that describes what it takes to get into a specific age.</para><para>2) Also on the AST page, I have added a Summary table showing all the public information for all players. I won't go into detail on everything, but the last two columns ("Civ Advancement Points" and "Total Public Points") deserve a little more explanation.</para><para>A. Civ Advancement Points are the points from the original (non-credit) cost of your advancements and is the total used to progress on the Late Iron Age in the AST</para><para>B. Total Public Points is basically a sum of each player's total points. This is part of the total that is used to determine the winner of the game. The only other thing that is added to this total at the end of the game is the sum of the trade cards still in hand, which obviously we don't want to disclose. The table is sorted by this column, and suffice it to say that if you are at the top, you are pretty much winning the game right now.</para><para>C. The last column of the summary (Total Public Points) will be added to the bottom of most of the emails that you receive.</para></entry><entry id="ahciv-computerinterface-rankingfaq"><title>Computer Interface Instructions: Player Rankings FAQ</title><heading>What are player rankings?</heading><heading>Where can I find the player rankings?</heading><heading>Why are there players with lower average game points or average rankings rated higher than me?</heading><heading>How are the rankings determined?</heading><heading>Is my ranking affected when I quit a game?</heading><heading>Why don't you display the actual Player Score or the formula used?</heading><heading>How can I improve my ranking?</heading><para>The (rol) Civ player ranking system is a way to determine the relative skill level of players. There are no cash prizes or fancy trophies or ribbons for the best players, it's mostly for bragging rights and picking up women (or men). It can also help you determine what games you should join by letting you size up the competition ahead of time.</para><para>When you are viewing the list of games on the main page of (rol) Civ, there is a link at the top of the page titled "Rankings". One click and you are there!</para><para>The ranking system is not based solely on your final scores or game rank. A ranking system based just on those factors could easily be manipulated by players playing easy games against inexperienced players.</para><para>Player rankings are based on a formula that takes several different variables into consideration.</para><para>The biggest factor in your ranking is the quality of your competition. Your ranking is based on an internal score that goes up or down based on the skill level of the other people in the game you complete. You basically "steal" points from those you beat, and "lose" points to those that beat you. The number of points gained/lost is based on your relative skill levels, so beating a player that is lower ranked than you will net you a few points, but beating a player that is higher ranked than you will gain you a lot more. Same thing for losing points: lose a few to a player higher ranked than you, lose more to someone lower ranked than you.</para><para>Your score is also adjusted based on what civilization you played. The site tracks average finish place rank for each civilization in all the games played on the site. (This information is on the Rankings screen) Everyone knows some Civs are easier to play than others. You'll gain more points when you beat a Civilization that has a tendency to win and lose fewer points when your Asian kingdom becomes a vassal to Babylon (again).</para><para>Short answer?</para><para>It's understandable that sometimes real life interferes with our plans for global domination and that work, school, illness, or family matters may force you to quit one or more games that you are in. No one will begrudge you if you need to focus on something more important than a game.</para><para>Unfortunately, some players have developed a habit of quitting games when they feel they can't win or they just don't like the other players in the game. Such behavior is bad sportsmanship and can negatively impact the remaining players.</para><para>To discourage players from quitting a game for no good reason and to encourage players to join as replacement players, your player score and rankings take these behaviors into consideration.</para><para>When you take over for an abandoned Civ and finish the game, you will keep all the points you gain from the players you beat and any points lost to players that beat you will be distributed amongst all of the players that have played that Civ. For the player that finished the game, the sum of points gained and lost can be negative. Any surplus of negative points will be redistributed amongst the reminaining player(s) that abandoned that Civ.</para><para>There's no downside to being a replacement player. Even if that Civ finishes in last place, your player ranking will not be negatively impacted. Your ranking can only ever go up, never down!</para><para>On the other hand, your player ranking can only go down when you quit a game. The same goes if you are removed from the game due to inactivity.</para><para>To avoid players trying to game the system, only the relative rankings are displayed, not your actual scores. The formula for determining your ranking is known only to one person and is kept locked in a safe along with Colonel Sander's chicken recipe and the formula for Coca-Cola.</para><para>Did I mention that a donation to the site will automatically double your score? (click the PayPal link on the left)</para><para>Seriously, here are a few tips that are sure to elevate you to an elite top ten status!</para><para>1) Play against players slightly better than you. On the open games tab, the site will list an existing game with players that (on average) most closely match your skill level. This is the "Recommended Game". This will give you the best chance of winning with the least amount of downside should you lose. Any remaining games on this page are ordered by the average ranking score of the players in the game to yours.</para><para>There's no dishonor in losing to a better player and more glory to be had defeating a worthy opponent than in beating up on a bunch of newbs.</para><para>2) Try a more difficult Civ. Real men play Illyria.</para><para>3) Don't quit games without a good reason. No one likes a quitter and your ranking will reflect this. Frankly, you should just be grateful we don't flog you.</para><para>4) Be a replacement player. Sure, it may not be much fun to take up a Civ stuck in last place with no hopes of winning, but remember there's no downside to you. You can only improve your score. Plus you'll win the respect and gratitude of the remaining players who just want to finish the game.</para><para>Since you can't lose, this might also be a good time to try out different strategies or play with a different style than you might otherwise. Take risks! Be more ruthless and aggressive! Try to win as Crete without building a single boat!</para><para>5) Remember, this is all just for fun. Don't obsess too much over who's ahead of you or how to climb the ladder. Just keep playing, do your best and eventually everyone will recognize you as the badass Civ player you really are!</para></entry><entry id="ahciv-newbieadvice-videos"><title>New Players Advice: Video Tutorials</title><heading>New Players Advice: Video Tutorials</heading><para>Here are some tutorials on how to play Advanced Civilization. If you find more, please let us know and we'll add it to the list!</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers"><title>New Players Advice: Strategy For New Players</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Suggestions for Players new to Advanced Civilization by Edward (Edge) Montgomery with contributions from Phillip Van Aken</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-Introduction"><title>New Players Advice: Strategy For New Players: An Introduction</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Introduction</para><para>Advanced Civilization is a great game. As with most board games, you get better each time you play it. But since it takes longer to play than most, it also takes longer to get the necessary experience to play it well. These observations are intended to get new players up to speed faster.</para><para>In the course of this discussion I use the masculine form of pronouns, for convenience. Please view them as gender-neutral.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-pickingaculture"><title>New Players Advice: Strategy For New Players: Picking a Culture</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Picking a culture</para><para>In order, best to worst for new players: Babylon, Egypt, Assyria. If you are the only new player, hold out for one of those. There is a sharp drop-off after that. Thrace, Iberia (now it is really getting tough for a newbie) Crete (be sure to read up on its opening!), Italy, Africa, Illyria, Asia (assuming the other eastern powers are in play.)</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-gameflow"><title>New Players Advice: Strategy For New Players: Game Flow</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Game Flow</para><para>For new players, much of the trick in playing Advanced Civilization well is in managing your stock (farmers and taxes). (An aside: stacks of 6 work well on your Stock mat.)</para><para>Population growth moves farmers onto the map. Optimize this; don't stack more than 2 farmers in any area. You'll discover exceptions to this as you play, but they are rare; typically only as a defense. New players don't usually need to worry too much about getting jumped.</para><para>During population growth, keep the new farmers in a separate stack in the same area. You can flip them over to be completely sure you don't make a mistake. New players often get confused, and add 1 to an area, then come back and add 2 more. When counting your population, it is often easiest to count by 4.</para><para>At the beginning of the game, "swarm" your farmers as much as your culture can. That is, avoid building cities, and go for lots of farmers staking out territory instead. Egypt and Babylon should "bounce" once on the AST to swarm an extra turn. The Minoans are wired to a start which builds a boat turn 3 and removes 5 of the 6 units from Crete, and puts cities into Argos and Sparta with 2 farmers in Thessaly, Delphi, Corinth, Athens, Phaestos and Knossus on turn 5. Everyone else should still be swarming until they run out of farmers. Build cities to return enough farmers to stock that your farmers remaining on the map can double the next turn. Buy boats as necessary.</para><para>Try to stake out 7 city sites, and adequate farmland. Once the early boundaries are established, most conflicts are border wars over a city site or key farmland. Watch out for your neighbors. Try not to give them attractive targets of opportunity. If you can, arrange to be a bit smaller than they are every turn, so you can move after they do. Coinage helps with this a lot, as can buying boats, and careful stock management during the movement and calamity phases.</para><para>Don't put cities where you can't defend them... you'll lose them and a card with them. Cities make good borders, but you must be able to move enough farmers to them to defend them against attack when necessary.</para><para>Don't leave farmers who can be killed for free. This can happen if you leave 1 farmer in a 2 spot (for instance), or if your opponent has Metalworking and you don't, or if your opponent has Agriculture and you don't (your 1 spots are 2's to him), etc.</para><para>Remember that calamities will knock down a lot of your cities, especially early in the game before you have acquired any mitigating advances. Don't worry about this; expect to lose 2-3 cities per turn. As you get a feel for this, you'll adjust the above advice about farmer growth to count on some farmers dying during calamity resolution.</para><para>Try not to have a turn where you get stuck with 17 taxes in stock. This cripples your ability to grow, and thus your ability to build cities. Get to 18, so you can buy a 9 trade card to get the tokens back into circulation. Until you get Coinage, boat purchases are the easiest way to manipulate this. But also remember that spending taxes when buying Civilization cards is a fine way to circulate the stock tokens.</para><para>When the game starts, the disasters hit hard enough that it is difficult to stay bigger than 5 or 6 cities. Since you spend your time rebuilding, there is little cause or capability for military conflict. As the game progresses, the average culture can maintain larger forces because most civilization cards lessen the affect of calamities.</para><para>This allows for more discretion towards military endeavors later in the game. But it is still difficult to get a culture to 9 cities and keep it there. So aggressive cultures typically must choose between increasing their own cities and reducing those of their opponents.</para><para>This increase in average city size also affects trading strategy. The larger trade cards (7+) which increase in set value most quickly become available in sufficient numbers to provide attractive alternatives. This increase in overall wealth, combined with the compound interest affect of accumulating bonuses, and the large number of bonuses that can be applied to the largest civilization cards, makes for a startling number of big acquisitions very late in the game.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-trading"><title>New Players Advice: Strategy For New Players: Trading</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Trading</para><para>Make a living in the trade cards valued 4 and 5. These are available in good numbers, and not too expensive for which to trade. As the game enters the Early Iron age, start aiming for 6s and 7s.</para><para>Get as many cards as possible in a set before you turn it in. Be disappointed every time you fail to corner a market. (Expect to be disappointed a lot.)</para><para>Try to end each turn with some "working" sets of trade cards, that is, 2 to 4 cards of the same type.</para><para>In general, save your 8 best cards which are not in a full set, or a set which you must spend.</para><para>As the trading round winds down, remember to worry about calamities. Most "late" trades will include one. Sometimes, it makes sense to stand pat if the gain is small.</para><para>On turns where you have 1 of everything, fewer than 9 cards, and no calamities, trade carefully. Don't jump at the first deal that helps you a little bit. You can mess up the other players by keeping your trade cards out of circulation. This also gives you the chance to pay attention to what every one else is trying to accumulate. If you've got what they want, extract a high price.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-buyingadvances"><title>New Players Advice: Strategy For New Players: Buying Advances</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Buying Advances: a simple plan</para><para>The trickiest part of buying advances is making sure you get enough Arts in time to buy the big Civics at the end. Crafts, Science and Religion can take care of themselves. You will buy them based on a need and greed. The benefits of the Arts and Civics are less apparent. This guideline may help.</para><para>Early Bronze Age: Mysticism, Drama and Poetry</para><para>Late Bronze Age : Literacy</para><para>Early Iron Age : Music, Architecture</para><para>later in Early Iron Age : Law, Enlightenment, Mathematics</para><para>Late Iron Age : Philosophy, Theology, Democracy</para><para>Acquiring Civilization Cards</para><para>A mix of the following approaches is suggested.</para><para>1) Bottom up</para><para>The ultimate strategy for an "optimizer". Try to buy every card, while maximizing the bonuses. So, buy as many cards as possible each turn, avoiding overlapping colors or special bonuses. Make sure to use all special bonuses. The idea is to get the "compound interest" effect of the bonuses absolutely maximized.</para><para>There are problems with this approach. The small cards don't have impressive attributes. The small cards are best saved for soaking up spare points. Until you master this game, you probably won't be able to buy every civilization card before the game ends, so you risk having all but the really big cards. It is tough to win without a decent number of the big cards, particularly since the big cards are cheaper than their prerequisites, when bonuses are factored in.</para><para>2) Go for need</para><para>Different cultures have different problems. Big flood plains absolutely need Engineering. Cramped cultures with small population limits need Agriculture. Maritime cultures need Astronomy and Cloth Making. Cultures short on city squares need Architecture. Front running cultures need Pottery and Medicine. Cultures with too many neighbors need to stay at the front of the arms race with Metal Working, Military, Agriculture, Road Building, Engineering, Astronomy, Cloth Making, and Monotheism. This is a valid consideration. It needs to be balanced against the costs.</para><para>3) Target big cards</para><para>Given that you can't buy everything, one way to get maximum lift is to concentrate on a limited number of categories. After all, the most bonus comes with the last card purchased in each category. One way to pick the categories is to target big cards (say, 2). Once you know which culture you are playing, decide which big cards you want. Then buy all the cards that give a bonus to buying those cards. I like Theology and Philosophy, which leads to a heavy focus on green (Science) and blue (Arts). Arts contribute to Law and Enlightenment, and Mathematics is needed before you buy either Philosophy or Theology. If you miss out on Roadbuilding and/or Mining (or even Deism), that's not so bad.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-categoriesbonuses"><title>New Players Advice: Strategy For New Players: Advances Categories and Bonuses</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Categories and Bonuses summarized</para><para>This is an attempt to simplify the big confusing chart on the back. It gives the short hand description of the card bonuses, plus some generalizations of the categories.</para><para>1) Crafts</para><para>This category tends to provide military advantages. All give a bonus of 10 towards each other. Lots of cards means this investment pays off more and more over time. The small cards are best left for soaking up spare money.</para><para>Metal Working adds 20 towards Military, just because.</para><para>2) Science</para><para>This category provides administrative advantages. All give a bonus of 20 towards each other! This is offset by the small number of expensive cards. This is my favorite category.</para><para>3) Religion</para><para>The new category (did not exist in Civilization.) The bottom three cards provide incremental protection against one specific tradable disaster (yawn). Larger cards do not provide a bonus towards buying more backward forms of religion. The nice bonus (15) is lessened by this, and by the small number of cards (3). Despite these drawbacks, either Monotheism or Theology make good "target" cards. Note that Crafts give their bonus for Monotheism (the aggressive option) and Sciences add to Theology (the passive option). Note that Arts contribute 10 (not 5) towards Enlightenment. This is overlooked sometimes; Enlightenment is cheaper than you might think.</para><para>4) Arts</para><para>This category is closely related to the Civics category. There is no easy way to summarize the bonuses (except that all Arts give a paltry 5 bonus towards each other), but the optimal order for buying these is clear.</para><para>Mysticism is very useful for getting out of the Early Bronze Age.</para><para>Drama and Poetry has a big (20) bonus for buying Literacy. Literacy is critical for buying larger Civics. Music has a big bonus (20) for Mathematics and Philosophy, both of which are acquired late, so get Drama and Poetry before Music.</para><para>Architecture gives a very nice 15 bonus for Law, but not Democracy or Philosophy (a change from Civilization.) Literacy gives 25 to Law, Democracy, Philosophy. Drama and Poetry, Music, Architecture give 10 towards Democracy.</para><para>Mathematics adds 25 (instead of 20) to Philosophy and Theology. Note that Mathematics is the biggest value card that can be purchased without a prerequisite card.</para><para>The Arts are often overlooked by first-time players. Try to make it a point to buy them earlier than you think you need to. You do not want to get caught without Law in the end game. It is a critical prerequisite.</para><para>5) Civics</para><para>To get out of the Bronze age, you need one card of each category. Civics is usually the toughest. The choice is basically Literacy or Military. Military is the "rogue" civic. It is very expensive, and provides no bonus for other acquisitions. Purchasing it too early seriously impairs future growth. Arts contribute their 5 bonus towards Law, except that Architecture adds 15 towards Law, and Literacy adds 25 towards Law, Democracy and Philosophy. Crafts contribute their bonus towards Democracy. Sciences contribute their bonus towards Philosophy.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-civilizationcardsref"><title>New Players Advice: Strategy For New Players: Civilization Cards Reference</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Civilization Cards Reference</para><para>45 Pottery: Pick this up with spare money. The need to save grain makes this even less attractive. But, is nice for front-runners, who catch a lot of secondary calamity effects.</para><para>45 Cloth Making: Pick this up with spare money. Can make otherwise unreachable areas available. (Such as the Euxine Sea, for Crete)</para><para>50 Mysticism: Not critical, but pays for itself if purchased early. A favorite for making the 3 color barrier at the Late Bronze age.</para><para>60 Music: Can wait, less important than Drama and Poetry. But anything that lessens a Civil War is always worth getting. Civil War is the single scariest calamity.</para><para>60 Drama and Poetry: Really should get this prior to Literacy, so, no later than the Late Bronze age.</para><para>80 Deism: Only for religious fanatics.</para><para>80 Astronomy: See Cloth Making. For some cultures, this is imperative for growth. It can also be militarily significant. A culture without Astronomy can only respond defensively to ocean invasions.</para><para>80 Metal Working: The first culture to get this acquires a foul moral odor along with it. This starts the arms race. If your neighbor has it, you'd better get it soon. This weakens Barbarian Hordes.</para><para>110 Literacy: Must have if you plan to buy any of the large Civics (except Military). The 25 point bonus is huge, especially for buying Law, which is otherwise very expensive. Literacy is usually the red card that gets you thru to the Early Iron age (the only other possibility is Military).</para><para>110 Coinage: Best card in the game. Allows you to fit your taxes to your growth needs. This makes you wealthier (more gold) and bigger. Virtually removes the possibility of a tax revolt. When you tax, if the number of tokens left in stock is less than the maximum number of farmers you could grow this year, Coinage allows you to decrease taxes (to speed growth). If the number of tokens left in stock is more than the maximum number of farmers you could grow this year, Coinage allows you to increase taxes (to get more treasury for buying gold). You can also sometimes increase taxes to grow less than your maximum, so that you can move later.</para><para>110 Agriculture: Very potent militarily, for offense and defense. Also critical to cramped cultures with lots of 1 point farm areas. Very cheap for what it does. For cultures with big farm areas, this can actually slow growth, particularly when used defensively.</para><para>120 Architecture: Makes the first city you build each turn cheaper. Can also be useful in a fight, as 3 survivors (in a city square) can plunk a city down. Ordinarily, you calculate the maximum number of new cities you can build each turn as follows: you need 2 farmers for each existing population, so deduct those from your population. Now, for each new city, you need eight farmers (6 to build it, 2 to support it), or fourteen on a wasteland space. This allows you to reduce the cost of the first (well, any one) city built that turn to 5 or 8, respectively.</para><para>140 Medicine: Lessens the effect of a particularly nasty calamity. Also cuts down secondary damage, so very nice for front runners.</para><para>140 Engineering: Pays for itself. Best to get this early, so as to avoid having to buy it in a turn with another card of the same color (thus wasting bonus points). Critical for denizens of big flood plains. Helps city defense, so reduces Barbarian Hordes. Helps any culture with coastal cities (all). Contributes bonus to the two major categories of civilization cards. Prerequisite for some interesting (but risky) civilization cards.</para><para>140 Road Building: Any culture with this should always suffer at least 1 (+5 for the RoadBuilding penalty for Epidemic, so, 6) points of damage in every Epidemic. Direct recipients of Epidemic lose 21! Don't get this without having Medicine. The increased movement great for war, and helpful for growth. I don't feel the costs outweigh the benefits, particularly for front-runners.</para><para>150 Enlightenment: Prerequisite for the big religions. Provides the interesting option of trading for Superstition on purpose with a culture still vulnerable to it. For a price, of course.</para><para>170 Law: Needed for Democracy and Philosophy. Has a beneficial effect on some tough calamities. Don't wait too long to get this. As with all prerequisite cards, it must be held at the beginning of the turn to be able to buy the dependent cards (Democracy and Philosophy).</para><para>180 Mining: Once you get this, keep at least 6 cities (for the Bronze and Silver). Best for cultures which have access to cities on big areas that can be reduced during the Slave Revolt to produce lots of farmers for city support.</para><para>180 Military: Consummates the arms race. Very expensive. Exacerbates the "Civil" calamities (War and Disorder), so get the "blue 60s" to mitigate these ASAP. Buying this early really hurts your return on investment in accumulating Civ card bonuses. Useless once everyone else gets it, so don't make them feel like they must. Very nice defensive capability for a front-runner; your cities can't get jumped if you are moving last. While you are guaranteed moving last, you should maintain as many farmers on the map as possible, rather than maximizing cities. Cycle farmers (thru ship and city building, and warfare) to keep them available for growth. Buy a 9 trade card only when forced to; with Military it is better to keep the farmers on the map than in treasury as taxes.</para><para>200 Democracy: Nice defense against the worst calamity.</para><para>220 Monotheism: Makes you lots of enemies.</para><para>230 Mathematics: Bonus points for Theology and Philosophy.</para><para>240 Philosophy: Has a weird effect on Civil Wars. Once you get this, stay real big. Can devastate a small culture.</para><para>250 Theology: Stops Monotheism. Biggest points. Wonderful defense against a rare (until the end game) but nasty calamity with secondary effects. My favorite "target" card.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingAfrica"><title>New Players Advice: Strategy For New Players: Playing Africa</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Culture Reference: An analysis of culture specific challenges</para><para>Africa</para><para>Short on farmland, and limited in potential city sites, Africa is the most cramped culture in the game. The best solution is to focus on military might. Blast into targets of opportunity which border your seas. You must win your Punic Wars. Civ card priority: Agriculture, Metalworking, Coinage, Military, Architecture, Astronomy, Engineering, Drama and Poetry / Music to counterbalance Military, Clothmaking. "Target" card Democracy.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingIberia"><title>New Players Advice: Strategy For New Players: Playing Iberia</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Iberia</para><para>A surplus of farmland, with a limited number of vulnerable coastal city sites, Iberia is vulnerable to sea invasions in the south. Overstack coastal farmland to defend it. Grab as many coastal areas as possible. This is to stop an invader from killing all your coastal farmers, thus leaving your cities defenseless. If this happens, during calamity resolution, reduce your largest coastal cities to generate troops on the coast.</para><para>You have more opportunity to build wasteland cities than any other culture. Coinage lets you get maximum farmers into play. Architecture is obvious. Agriculture lets you stack 2 in a one, growing to 4, which makes it much easier to concentrate the needed farmers. Use the English coast for wasteland cities. Use wasteland cities to seal the border with Illyria. Civ card priority: Coinage, Architecture, Agriculture.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingItaly"><title>New Players Advice: Strategy For New Players: Playing Italy</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Italy</para><para>If Illyria and Africa are in play, you must move them east. See the description for Africa. You'll need to cut some deals to succeed. If Illyria is not in play, Syracuse or Corinth must be your 7th city site. You must get one of these; Corinth is probably easier, as Africa can't afford to yield any sites. Buy "space expander" civ cards.</para><para>Civ card priority: Metalworking, Coinage, Military, Agriculture, Engineering, Clothmaking, Drama and Poetry, Architecture, Law. "Target" card Monotheism.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingIllyria"><title>New Players Advice: Strategy For New Players: Playing Illyria</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Illyria</para><para>Your city site goals vary greatly depending on which other cultures are active. Don't let Iberia into Rome. Don't let Africa into Campania. Don't let Thrace into Illyricum. Charge down into the Greek city sites and grab what you can. Corinth is the most defensible. Try for 8 sites; you've got a tough AST and a tough board position. Experienced players should cut you some slack, as Illyria is easy to jump if leading late in the game. For this reason, you must disguise your Civ card total as much as possible. Be a "snake in the grass". Arrange to be in 3rd or 4th place going into the last turn. One way to hurt your Civ card total is with an early purchase of Military, since it gives no future bonuses. Don't use it offensively. Use it to discourage attacks against you. Make all your neighbors feel safe. Be nice to Civil War recipients, rather than trying to poach their territory. Concentrate on a "win by trading better" strategy. You have lousy borders; war is not your friend.</para><para>Civ card priority, DEFENSE!: Coinage, Metalworking, Agriculture, Engineering, Drama and Poetry, Military, Medicine, Mysticism, Pottery, Music, Enlightenment. Target Theology and Philosophy.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingThrace"><title>New Players Advice: Strategy For New Players: Playing Thrace</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Thrace</para><para>A similar problem to Iberia, though with more options. You are short on defensible city sites. Crete should be willing to cede Chalcis and Eretria; if not, insist. This is worth turns of warfare if necessary. Take your 7th city from someone who can afford it. Long term, you should take all of the areas adjacent to the Black Sea. [A popular, different opinion suggests moving for the Black Sea right away, and building more wasteland cities, because the island of Euboa (Chalcis and Eretria) is difficult to defend against a determined assault.]</para><para>Sea mobility is the best way to defend your cities, so Astronomy and Clothmaking are key once your opponents have extra farmers for foreign adventures. Coinage helps a lot in manipulating your size so you can move later in the round. Grab as many coasts as you can.</para><para>Don't let the east remain unpressured. If you do not force the east militarily, they will have a comfortable amount of resources, and a big advantage as a result.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingCrete"><title>New Players Advice: Strategy For New Players: Playing Crete</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Crete</para><para>An excellent culture for an experienced player. Wins a lot, but has some challenges. Your opening five moves are designed to get as many farmers off the island as you can, as cheaply as possible. So, build until there are 4 farmers on Phaestos and Knossus. Spend 2 from Knossus to build a ship. Pick up 1 of those, and the 4 from Phaestos, and drop 1 in Argos, 2 in Athens, and 2 in Delphi. (Sparta - Corinth - Delphi works fine, too.) Next turn, grow and expand. Next turn, build cities in Sparta and Argos. Any other Minoan opening (such as east) is too slow and doesn't generate the cities needed to pay for all those boats.</para><para>You spend a lot on boats, which costs some purchases of 9 trade cards during the game. As compensation, you've got plenty of city sites, and a nice central position which is relatively defensible. If you are visibly ahead late in the game you'll get jumped, so work the meta-game carefully (snake in the grass). Also, try to pick up some inland cities somewhere. Shifting into the Black Sea is radical, but can sometimes work.</para><para>Other than Astronomy and Agriculture, Civ card needs are standard. Military is nice, for the defense. Target Theology and Philosophy.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingAsia"><title>New Players Advice: Strategy For New Players: Playing Asia</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Asia</para><para>Cramped starting position, tough AST. Be aggressive about grabbing territory. Demand 7 or 8 city sites. Bounce (fail to advance on the AST) if you must, to secure them. You have trouble establishing defensible borders. If you can arrange for them, suffer the pain necessary to do it. Your game plan depends upon which cultures are active, but few of the options are palatable. Tough culture. Makes a good handicap for the strongest player. You also have to help control Babylon.</para><para>Civ card priority: Metalworking, Coinage, Military, Engineering, Mysticism, Drama and Poetry, Agriculture, Medicine, RoadBuilding(!), Architecture, Enlightenment, Architecture.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingAssyria"><title>New Players Advice: Strategy For New Players: Playing Assyria</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Assyria</para><para>Good culture; wins a lot. You own the Levant. Charge south as fast as you can. Build boats to speed you on your way. Chase any pushy Egyptians out of Jerusalem and Jericho. Keep Babylonians out of Syria. Let Babylon get the "shield wall" of Nineveh - Carrhae - Mari. Protects you, too, just keep them on the other side! Dominate Armenia if you can. You've got just enough city sites and farmland to make a successful culture, with obvious and defensible borders.</para><para>Civ card priority: standard. You have no pressing needs based on board position. What a luxury. Optimize.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingBabylon"><title>New Players Advice: Strategy For New Players: Playing Babylon</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Babylon</para><para>You've got an impenetrable corner, 7 city sites, plenty of farmland, a couple of likely spots for wasteland cities, and you're late on the AST. If you don't win, what is your excuse? Unless they pick on you. They certainly should.</para><para>Civ card priority: Engineering. Then standard, leaning on defense. You are the de facto front runner until another appears. Like Egypt, you'll need to bounce once leaving the Stone Age, it costs too much in future growth to build those 2 cities. You might even consider bouncing twice. Gets you out of that front runner status for a while, lets you grow faster.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-PlayingEgypt"><title>New Players Advice: Strategy For New Players: Playing Egypt</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Egypt</para><para>Enough city sites, and just enough farmland, once you get Agriculture. Your northern coast is vulnerable to sea attacks against your farmers, so overstack them. If you can, take other farmland around the eastern Med (like Cyprus), to give you alternative sources of troops.</para><para>Open in Upper Egypt, then through the Eastern Desert and Sinai. Grab as much of the Levant as you can, and make Assyria chase you out. Africa needs Cyrena much more than you do, so it is unlikely to be worth fighting him for it. Buy your flood insurance, plant your crops, and turtle. Get Mining as soon as you can. Your big cities make you much less susceptible to the Slave Revolt.</para><para>Civ card priority: Engineering, Mysticism, Agriculture, Coinage, Mining(!), Metalworking, Astronomy, Medicine, Architecture, Drama and Poetry, Literacy, Enlightenment. Only buy Military when others force it upon you.</para></entry><entry id="ahciv-newbieadvice-StrategyForNewPlayers-conclusion"><title>New Players Advice: Strategy For New Players: Conclusion</title><heading>New Players Advice: Strategy For New Players by Edward "Edge" Montgomery</heading><para>Conclusion</para><para>I hope this helps new players get more enjoyment out of their first game. It is a lot of information, but then, this is a long game. If you are going to spend that many hours playing it, spending a few more minutes preparing, and having a reference available, might be worth it. Enjoy!</para><para>Acknowledgments</para><para>Special thanks to Steve Kishi, Michael Gacsaly, Clint Boswell, David Dill, Eben Sprinsock, Jim Lindsay, Carl Langford and Greg Williamson for their contributions to our joint understanding of this game.</para><para>Thanks also to Jennifer and Bruce for helping to make the "Advanced" in Civilization such a good game!</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers"><title>New Players Advice: Strategy For Experienced Players</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Suggestions for Players with a bit of experience playing Advanced Civilization</para><para>by Edward (Edge) Montgomery with contributions from Phillip Van Aken</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-Introduction"><title>New Players Advice: Strategy For Experienced Players: Introduction</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Introduction</para><para>This is a companion to Suggestions for Players new to Advanced Civilization. New players in any game typically concentrate on making legal moves, and avoiding obvious mistakes. After a game or two, a player has enough familiarity with the game to benefit from a more detailed examination of the possibilities. The subjects herein are in roughly increasing order of complexity.</para><para>In the course of this article, I use the masculine form of pronouns, for convenience. Please view them as gender-neutral.</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-invadingbabylon"><title>New Players Advice: Strategy For Experienced Players: Invading Babylon</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Invading Babylon by water</para><para>Note that you can build a boat in Armenia, and ship farmers past the city in Nineveh to Elam. If any survive, drop into Babylonia, and wait for a Flood. The threat of this move should impel the Babylonian to occupy Armenia if possible.</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-wastelandcities"><title>New Players Advice: Strategy For Experienced Players: Wasteland Cities</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Wasteland Cities</para><para>Since they cost so much to replace, wasteland cities should be positioned to minimize the chance of loss during calamities. Some calamities are unavoidable, of course. For those, argue that "we are all better off with a larger map", as wasteland cities ease the pressure everyone feels for city sites. That might work on a neighbor. Otherwise, threaten reprisals, whine, etc.</para><para>But some calamities are avoidable with careful planning. Consider Earthquake, Barbarian Hordes, and Piracy. Try to place your wasteland cities not adjacent to opposing cities, not near your own start area, not in the start area of another, and inland. Once you get Engineering you can drop the first concern, of course.</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-targetingfarmers"><title>New Players Advice: Strategy For Experienced Players: Targeting Farmers</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Targeting Farmers</para><para>Always keep a close count on the city support your neighbors need. If they optimize too closely, make them pay. Move the border towards them. They are low on farmers, and (now) further away.</para><para>Some cultures have vulnerable city sites, because they have trouble getting enough farmers near them. Iberia has a severe problem in this regard. Thrace has trouble with this, too. It is usually better to attack these vulnerable, coastal farmers first. With control of those coasts, several cities become indefensible.</para><para>Egypt is vulnerable to a similar problem. Kill all of its coastal farmers, and it cannot mount an offensive in response. Plus, it has trouble defending the Nile delta.</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-crackingcities"><title>New Players Advice: Strategy For Experienced Players: Cracking Cities</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Cracking Cities</para><para>It is often a good idea to crack a city using 11 tokens (plus or minus any Engineering differential), to be able to build a city of your own on that site immediately. This presumes that the site in question is on a border defensible by both parties, so that you both want it.</para><para>It is very tough to crack a city unless you move after the owner. Failing that, it is best if your opponent is short on farmers to support cities. You can of course induce such a shortage by killing as many farmers as you can that are near the city you want. Then, even if you fail to take it this turn, he may lack the farmers to defend it next turn.</para><para>If you can't wait, attack with an 11 stack, as above. Then your opponent has to pay 6 farmers to kill 11 (which is better than 2 to kill 7), or 2 to kill 1 and prevent your building a city. If you've got Architecture, this choice get tougher, as it costs 5 to stop the city rebuild.</para><para>It is most sweet to crack a city when the owner has no tokens left in stock. If you get this chance, DON'T attack any of those farmers. That way, when the city dies, no defenders appear. This leaves you with enough tokens remaining to rebuild the city that turn.</para><para>Conversely, if you see someone doing this, you can interfere with his plan by killing a couple of the farmers of the culture being attacked, to put them into stock as defenders.</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-calamities"><title>New Players Advice: Strategy For Experienced Players: Calamities</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Calamities</para><para>You should always play with the Stoic option, to have every calamity take effect. Otherwise, a player who gets a bad non-tradable (Civil War) will collect as many other calamities as possible, and hope to get lucky. Yuck.</para><para>Encouraging Calamities</para><para>If you are the smallest player, consider hoarding Oil and Grain, to increase the frequency at which Civil War appears. Similar strategies can work nicely if you are well-defended against a particular calamity, and others are not.</para><para>If you are in Egypt, you want Mining. If you have got Mining, you want to collect 6s (Bronze and Silver.) If you are collecting 6s, you will want to get Medicine, because you know a lot of Epidemics are coming.</para><para>Counting; Ducking Calamities</para><para>Okay, this is a controversial topic. The reason for the controversy: counting is unfair, and boring. Many players don't bother, so this gives an "unfair" advantage to those who do.</para><para>But if you play the game as written, it makes a lot of sense to count the cards in the trade stacks. Knowing where the non-tradable calamities are can affect city building. It can make sense to forego a city build if that means you miss drawing Flood and Epidemic as Babylon. Just because you stacked 6 high doesn't mean you have to build the city. This phase is resolved in AST order, so the later cultures have an advantage. This should give them a substantial benefit in calamity avoidance. Civil War is particularly devastating on the last turn of the game; being less subject to it gives a culture a much better chance of winning.</para><para>You can play with honorable opponents, and agree not to count.</para><para>You can maintain a public count, so at least everyone has the same information. Try this sometime. It is shocking how often it makes sense to duck building a city! And it adds some excitement to a phase which is normally dull, if everyone can see what is coming.</para><para>House rules abound to avoid this. A common one is shuffling 3 cards in with the non-tradables as they are put on the bottom. This is imperfect, and increases the rate at which calamities appear.</para><para>One variant I like (suggested by Shadow, in a thread on rec.games.board) is to shuffle all trade cards as they are drawn. That is, determine how many 7s (say) are being drawn by all players combined. Draw that many, shuffle them, hand them out. To cut down on errors, I find it works best to put all the drawn cards in rows (for players) and columns (value of trade card), and draw them all before anyone picks them up. Gives you a chance to catch the inevitable mistakes before the cards are examined by anyone.</para><para>Dirty Tricks - dumping tradable calamities</para><para>If you want to aim a particular calamity at a particular player, listen to what he is accumulating, and make sure to have one. Also try to make sure he doesn't run out of things you want. "I've got a silver, and I want a wine for it. I'll get back to you." When your victim is all out of other things, make the trade and include your gift. When your victims catch on to this ploy, an amusing variation is to pretend to be willing to make such a trade, then don't. Leaves him holding the gift he saved for you. (I learned both of these the hard way! Thank you so much, Greg W.)</para><para>Sometimes it makes sense to work a double trade, when exchanging a large number of cards. That is, two prearranged trades in a row with the same player. This works nicely if you've got 2 calamities to dump. Drop the little one into the first trade. Your erstwhile friend is saving a gift for the second trade, since he doesn't want to include it in the first one and then get it back. He frowns, shrugs, and concludes the deal, sending back a calamity. You hand over the bigger one of yours.</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-managingcalamities"><title>New Players Advice: Strategy For Experienced Players: Managing Calamities</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Managing Calamities</para><para>You must learn how to deal with calamities. Saving a few farmers a turn adds up to a big advantage. Know which calamities will hurt you badly, and which won't. You'll have to make quick decisions during trading, so this needs to be second nature.</para><para>Vulnerability varies based on your board position. Know how many extra farmers you have for city support. Know if you have big or small city sites that you can afford to reduce. Know if your neighbors are being hit hard this turn, too. Know how many cities you need to advance this turn.</para><para>Volcano:</para><para>whatever.</para><para>Earthquake:</para><para>Don't build wasteland cities next to opponents cities.</para><para>Treachery:</para><para>Don't take a city you can't defend, it could cost you a card. Unless you're sure you can lose it in a later calamity, of course. But some cultures have cities that are hard to retake. Like, Thebes, if there is a city in Buhen. Aim at a player who is unlikely to be able to afford the troops to crack the city next turn, due to heavy losses this turn.</para><para>Famine:</para><para>Pick on the leaders, and Babylon, with secondary damage. If there is a Civil War this turn, see if the victim of it will make a deal where you give him maximum secondary damage (for a price). This is good for the victim (assuming he's big enough for the Civil War to hurt, and smaller than double the number of tokens being selected) as you are in effect killing bad guys in his midst. You might also be able to use the secondary damage to manipulate who is the recipient of the Civil War. This can have profound political impact. Weaken a neighbor, or draw a neighbor into a foreign war, ...</para><para>Superstition:</para><para>As Famine, though less so, regarding impact on Civil War. A player with Civil War (and not Enlightenment) will often ask to trade for Superstition. Players with Enlightenment can sometimes trade away a calamity to take Superstition, such as Barbarian Hordes to Crete.</para><para>Civil War:</para><para>Potentially, getting this card can cost you the game. Early or late, it really cuts down on your build momentum. If you count the trade cards in no other stack, you should count the 4s, and adjust your city builds to avoid the Civil War. Of course, if you are small enough, no worries. Buy Drama +ACY-amp; Poetry and Music as soon as you can.</para><para>Once you have got a Civil War (and are big enough to care), there is still some wiggle room. Try to trade for Superstition, and cut a deal with anyone suffering Famine. Better dead than an enemy in your midst, and better to lose farmers than cities. Farmers can leave, and ususally will, if there are no cities to defend. Try to trade Epidemic to the player who is going to be the recipient. Risky, but if it works, the losses should come from your area. Encourage a victim ofFamine to use those losses to manipulate who the Civil War recipient will be (such as the victim of Epidemic). Often, players are happy to balance out losses in this way. Volunteer to take a Treachery. Losing a single city (hopefully, of your choice, in a deal) to a different player than the recipient is better than losing everything to one opponent. If you are dealt Treachery, keep it. Reduction is your friend.</para><para>Whatever you do, do not eat any tradable calamities that hit after Civil War. A one-two punch can really be devastating. Stop trading once you have arranged the calamities to your liking. Do not worry about making money the turn you draw Civil War.</para><para>Hang onto defensible border cities. Keep wasteland cities if you can. Try to deal with the recipient - it isn't always wonderful to get extra units elsewhere. Watch out for picking all cities, then having the recipient do the same, so you are left with a choice between a faction of cities and a faction of farmers. Know what your recipient needs, and factor that into your picks.</para><para>As Iberia (with 8 cities), I once cut a deal with Illyria to take and keep forever 4 wasteland cities of mine (2 on our German border, 2 in Britain). I was set up to build more cities (Agriculture, Architecture, Coinage), and had space to do so. This deal stabilized our border, and bought me a friend. It made the map bigger for him, so he had less incentive to attack me for city squares. I had no reason to break the deal, and did not. I recovered fully from the Civil War in 2 turns.</para><para>This calamity is going to hurt, but with very careful management, it can be mitigated. (Except on the last turn (see comments about card counting, above).)</para><para>Slave Revolt:</para><para>If there is an Epidemic, flip all but one token (revolting slaves) in each farmer stack. You want to lose rebels to sickness, not the farmers supporting your cities. So the one that survives the Epidemic better be loyal.</para><para>Flood:</para><para>By the time it hits, there isn't much left to do. In combination with other calamities, be sure to leave at least 1 unit to be wiped out by the Flood, or you will lose another city.</para><para>Barbarian Hordes:</para><para>If you end up in someone else's starting area, that player can trade for the Hordes intentionally, to hurt you. Try to sell this card to Crete if that makes sense. But first be sure you know how much it will hurt you. If the Horde will hit big areas, one city that is easy to rebuild, and you have Metalworking, don't sweat it.</para><para>Epidemic:</para><para>Until players get Medicine, the secondary damage can have a big impact. Use it wisely. Dumping on someone hurting (like a player who just ate a Civil War) can remove one opponent from the running. Taking someone out is always worth it. (This assumes group dynamics which tolerate putting a friend in a losing position for many hours.) Always take your losses from stacks taller than 2 first (new players miss this) to optimize population growth next year. If you are losing more cities to bigger calamities, leave the cities with bigger population limits to be reduced. Epidemic doesn't care about the population limit. If you are losing cities to Piracy, leave the ones you want to lose standing, and infect the ones you want to keep.</para><para>Civil Disorder:</para><para>Like Epidemic, in regards to Piracy.</para><para>Iconoclasm and Heresy:</para><para>nothing unique.</para><para>Piracy:</para><para>As noted above, if you are taking other losses this round, it can make sense to destroy a city to save it. Pirate cities are expensive to kill and rebuild. For your secondary damage, you can pick cities near your borders. That neighbor will then have other things to do with extra troops than leaning on you. You can pick cities which are hard to rebuild. Or you can pick cities which are, or should be, disputed, to encourage conflict among others.</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-metagame"><title>New Players Advice: Strategy For Experienced Players: Metagame</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Meta-game : Comments by Benjamin Foy in rec.games.board 15 Dec 1998</para><para>To consistently win Advanced Civilization in all groups you must "read" the group. There are two philosophies of play in Advanced Civilization. One is the "balance of power" philosophy. The other is the "perfect civilization" philosophy. If most the players are playing "balance of power" then playing a "perfect civilization" is disastrous because you will be a leader (i.e. targetous maximus). If most players are playing "perfect civilization" then playing "balance of power" will be disastrous because you will fall too far behind the pack.</para><para>Getting complete sets is important if you are playing the "perfect civilization" strategy but is bad in a "balance of power" group.</para><para>Note: that the last turn or two of a "balance of power" game turns into a "perfect civilization" game. Players, that didn't previously want to be in the lead, all of a sudden start playing to be in the lead. And the last turn or two of a "perfect civilization" game turns into a "balance of power" game. Players are not concerned anymore about their long term position and start trying to pull down the leaders.</para><para>An expert has to play both styles well.</para></entry><entry id="ahciv-newbieadvice-StrategyForExperiencedPlayers-conclusion"><title>New Players Advice: Strategy For Experienced Players: Conclusion</title><heading>New Players Advice: Strategy For Experienced Players by Edward "Edge" Montgomery</heading><para>Conclusion</para><para>Once you have got all this down, many people believe that Advanced Civilization comes down to a trading game. That is, the best trader wins. There is a lot of truth to that, but being the best trader requires split-second assessment of many factors, not just the value of the sets being acquired.Recovery from calamities is also a critical skill.</para><para>Then, of course, once you get really good, you encounter the problem of trade embargoes. The worst part is, group dynamics are such that once an embargo is in place, it is usually kept for too long, that is, until the target has no hope of winning. While this appears to offer a disincentive to master the tactics of this game, let me offer the following thoughts on how to deal with embargoes:</para><para>1. Do not play with people who impose them (Well, one can dream).</para><para>2. Most gamers abhor the idea of handicaps (unless playing Go). Try to shame your opponents into avoiding an embargo.</para><para>3. Attack cities under construction (as the cheapest way to hurt someone). Crack cities. Do whatever you have to, until he breaks. Once one member of the coalition starts trading with you, it should crumble.</para><para>As to balance of power, and the meta-game, well, you are on your own there!</para><para>Acknowledgments</para><para>Special thanks to Steve Kishi, Michael Gacsaly, Clint Boswell, David Dill, Eben Sprinsock, Jim Lindsay, Carl Langford and Greg Williamson for their contributions to our joint understanding of this game.</para><para>Thanks also to Jennifer and Bruce for helping to make the "Advanced" in Civilization such a good game!</para><para>Edward "Edge" Montgomery</para></entry><entry id="ahciv-pdfs"><title>Rules: PDFs</title><heading>Downloadable PDFs</heading></entry><entry id="ahciv-overview-introduction"><title>Rules: Overview: Introduction</title><heading>Introduction to Game</heading><para>1. INTRODUCTION</para><para>1.1 ADVANCED CIVILIZATION is a game of skill for two to eight players which covers the development of ancient civilizations from the invention of agriculture to the emergence of Rome as the dominant Mediterranean power - a span of almost 8,000 years. Each player leads a nation of peoples over a mapboard of the Mediterranean and Near East as they attempt to carve a niche for themselves and their culture.</para><para>1.2 Although battles and territorial strategy are important, ADVANCED CIVILIZATION is not a war game because it is not won by battle or conquest. Instead, the object of play is to gain a level of overall advancement involving cultural, economic, political and religious factors. Conflicts which do arise result from rivalries and shortages of land rather than attempts to eliminate other players. Nomads, farmers, warriors, merchants, artisans, priests and citizens all have an essential part to play in the development of each nation's civilization. The player who most effectively balances these various outlooks will achieve the best balance and win the game.</para><para>1.3 A game of ADVANCED CIVILIZATION can take up to ten or twelve hours to complete. When this much time is not available, players should play to a fixed time limit (see 34.1 B, below).</para></entry><entry id="ahciv-overview-description"><title>Rules: Overview: Description of Play</title><heading>Description of Play</heading><para>2. DESCRIPTION OF PLAY</para><para>2.1 The object of ADVANCED CIVILIZATION is to acquire the greatest number of victory points (35). The winner will not necessarily be the first player to reach the end of the Archaeological Succession Track (A.S.T.); or the player with the greatest number of civilization card points, although these are important factors in determining the winner. Civilization cards are acquired by a step-by-step process that mirrors the actual development of civilizations.</para><para>2.2 Occupancy of areas on the board are indicated by tokens, which represent groups of peoples, and cities. At the start of the game, each nation begins with a single token in one of its start areas. Each turn, each player increases his population by adding one token to each area containing a single token and two tokens to each area containing two or more tokens.</para><para>2.3 Each player may then move his tokens to new areas by land or by boarding ships and moving by sea into other land areas. Players generally move their tokens into areas of the board which are fertile and defensible. This movement represents the travels of nomadic tribes and their search for a suitable homeland.</para><para>2.4 After movement, conflict is resolved in land areas which contain surplus population. As the population of the hoard reaches its limit, conflict becomes more common as border wars help to establish the boundaries of each nation. The scope of expansion is often limited by the loss of tokens in contested areas.</para><para>2.5 After conflict is resolved, cities may be constructed in areas which contain enough tokens. City construction is a more productive way of absorbing population pressures than is territorial expansion, for while cities require an agricultural hinterland, they are better able to resist attack and generate revenue through taxes which may be used to establish a central fund for the benefit of the whole state. The payment of taxes is represented by the transfer of tokens from stock into treasury. Players must strive to maintain a balance between rural and urban populations.</para><para>2.6 Each turn, players collect one trade card for each city they, have on the board. Most trade cards are commodities, but some are calamities which may affect one or more players. Trade cards, including some calamities, are then exchanged between players during the trading session, allowing players to build up sets of commodity cards. Once all calamities are resolved, these commodity card sets and tokens in treasury may be exchanged for civilization cards.</para><para>2.7 Cities are thus essential to provide the wealth needed to advance a civilization, but a nation which fails to augment this wealth by trade will be surpassed by others with a more energetic outlook. However, trade is not without its hazards in the form of calamities which can have a disastrous effect on people who have failed to evolve a balanced culture. Such calamities may also indirectly provide the impetus from which a well-organized society can rise in new ways and achieve still further greatness. Even so, the best calamities are those which happen to other nations.</para><para>2.8 Wealth from trade can be utilized to advance various aspects of a nation's civilization, which in turn aids its further progress. Civilization cards confer special abilities and immunities upon their holders, and also provide players with the bulk of the points they need to progress along the Archaeological Succession Track and win. The speed and efficiency with which a nation is able to develop these various aspects of civilization will determine its chances for success and victory in the game. Strategic planning is essential, as certain civilization cards are expensive and to purchase them a player will normally accumulate credits from a series of less expensive cards. For example, the cost of Democracy (200) can he reduced by 45 points with the possession of Drama and Poetry, Architecture, and Literacy.</para></entry><entry id="ahciv-overview-gamecomponents"><title>Rules: Overview: Game Components</title><heading>Game Components</heading><para>II. GAME COMPONENTS</para><para>3. COMPONENTS</para><para>3.1 The game consists of the following components:</para><para>A. A mapboard made up of four panels. The Italian start areas are on the western-most panel, and the Babylonian start areas are on the easternmost panel. The Western Expansion Map panel may also be used, but is not essential to play of the game.</para><para>B. Nine sets of playing pieces.</para><para>C. Set of 24 civilization cards (eight of each type).</para><para>D. Deck of 114 commodity cards (plus spare blank cards). Seventy commodity cards are included in ADVANCED CIVILIZATION.</para><para>E. Deck of 12 calamity cards. Eight calamity cards are included in ADVANCED CIVILIZATION.</para><para>F. Archaeological Succession Card (consisting of the Archaeological Succession Track, the Census Track and the Trade Card Stacks).</para><para>G. Eight Player Mats.</para><para>H. Place Cards.</para><para>I. Rulebook and Gamer's Guide.</para><para>J. Summary of Calamity Effects.</para><para>K. Civilization Card Credit Table, printed on the back of the rulebook.</para><para>3.2 ADVANCED CIVILIZATION is played using the original mapboard, player mats, place cards, and some of the trade cards, from the original CIVILIZATION game, as well as the new civilization, commodity and calamity cards, and rules contained in this ADVANCED CIVILIZATION expansion kit. Players may wish to photocopy the new sequence of play (page 7) to add to their player mats.</para><para>3.3 ADVANCED CIVILIZATION does not use dice.</para><para>4. THE MAPBOARD</para><para>4.1 The mapboard consists of four panels which form a stylized map of the ancient civilized world from Italy to the Persian Gulf. A fifth panel, the Western Extension Mapboard, may also be used, although it is not essential to the play of ADVANCED CIVILIZATION. The map has been divided into areas for purposes of population and movement. These areas contain significant features central to the play of the game.</para><para>4.2 Areas:</para><para>4.21 Land areas consist of any area bounded by white lines which contains various green or brown-colored territory. Several islands within one area are considered to constitute one island for rule purposes.</para><para>4.22 Water areas consist of any area containing blue. Areas which contain both green or brown territory and blue are considered to be both land and water areas.</para><para>4.23 Open sea areas are water areas which contain only blue territory.</para><para>4.24 Coastal areas are areas which contain both land and ocean (nonlake) water.</para><para>4.3 Boundaries:</para><para>4.31 Land boundaries are indicated by a white line dividing two land areas.</para><para>4.32 Water boundaries are indicated by a white line dividing two water areas, including lakes.</para><para>4.33 A boundary which crosses both land and water is considered to be both a land and water boundary. Where rules refer only to land or water boundaries, the terms all-land and all-water boundaries are used.</para><para>4.4 Geographical features:</para><para>4.41 Volcanoes are represented by white triangles. One of the volcanoes, in the Aegean, occupies one area. The other two volcanoes, in Sicily and Italy, straddle two areas.</para><para>4.42 Flood plains are represented by dark green coloring. Any area that contains such dark green coloring is considered to be on a flood plain.</para><para>4.43 City Sites are represented by small squares. Most city sites are black. White city sites are on flood plains and are vulnerable to floods.</para><para>4.5 Population limits of land areas are indicated by a number enclosed in a colored circle. These numbers indicate the maximum number of tokens that the area can accommodate. To ease identification, each value has its own color.</para><para>4.6 Start areas for each nation are indicated by a colored border. At the start of the game, players may only place their initial token in a start area with a border of the same color as their token. Crete's start areas are indicated by a yellow-green border around the island of Crete.</para><para>4.61 If the Western Extension Mapboard is used, the start areas on the western edge of the original mapboard are disregarded. The start areas for Africa and Italy are altered accordingly.</para><para>4.7 The map divider, represented by a dotted line in the middle panel of the mapboard, is used to divide the mapboard into smaller playing areas for games with less than six players.</para><para>4.8 All other map features are included for aesthetic purposes only and have no impact on play.</para><para>5. PLAYING PIECES</para><para>5.1 There are nine sets of playing pieces, each of which bears a distinctive national color. Each set contains 55 large square tokens, nine round cities, four rectangular ships, one small square census marker bearing a number and one small square succession marker.</para><para>5.2 Tokens are square, and are used to represent rural populations. When the term token is used, this does not include ships or cities.</para><para>5.3 Cities are round, and are used to represent urban populations.</para><para>5.4 Ships are rectangular, and are used only to move tokens across water areas.</para><para>5.5 Units is a term used to refer to tokens and cities, but not ships.</para><para>5.6 Unit points is a term used to refer to the value of tokens and cities, usually in the context of resolving calamities. Each city has a value of five unit points and each token has a value of one unit point.</para><para>6. CIVILIZATION CARDS</para><para>6.1 Civilization cards represent 24 important aspects of civilization. There are five groups of civilization cards, each identified by its own color and symbolic shape. Four cards belong to two groups. The groups are: Arts (blue - triangle), Crafts (orange square), Sciences (green circle), Civics (red - hexagon), and Religion (yellow -star).</para><para>6.2 Where the attributes of civilization cards create exceptions to a general rule, these exceptions are set out in italics. The attributes of the various civilization cards are summarized on their reverse side.</para><para>7. TRADE CARDS</para><para>7.1 There are two types of trade cards - commodity cards and calamity cards. The term trade card is used in the rules to refer to both commodity and calamity cards. Rules which refer specifically to commodity or calamity cards apply only to that type of card.</para><para>8. COMMODITY CARDS</para><para>8.1 There are 114 commodity cards. The following table sets out the value and number of each commodity: Value Commodity Number</para><para>1 Ochre 7</para><para>1 Hides 7</para><para>2 Iron* 8</para><para>2 Papyrus* 7</para><para>3 Salt 9</para><para>3 Timber* 8</para><para>4 Grain 8</para><para>4 oil* 7</para><para>5 Tecidos 7</para><para>5 Wine* 6</para><para>6 Bronze 6</para><para>6 Silver* 5</para><para>7 Spices* 6</para><para>7 Resin* 5</para><para>8 Gems* 5</para><para>8 Dye* 4</para><para>9 Gold* 5</para><para>9 Ivory* 4</para><para>* Use commodity cards provided with ADVANCED CIVILIZATION.</para><para>9. CALAMITY CARDS</para><para>9.1 There are 12 calamity cards. The following table sets out the trade card stack in which each calamity is placed and its trade status:</para><para>Trade Stack Calamity Trade Status</para><para>2 Volcano/Earthquake* Non-tradable</para><para>2 Treachery* Tradable</para><para>3 Famine* Non-tradable</para><para>3 Superstition* Tradable</para><para>4 Civil War* Non-tradable</para><para>4 Slave Revolt* Tradable</para><para>5 Flood* Non-tradable</para><para>5 Barbarian Hordes* Tradable</para><para>6 Epidemic Tradable</para><para>7 Civil Disorder Tradable</para><para>8 Iconoclasm and Heresy Tradable</para><para>9 Piracy Tradable</para><para>* Use calamity cards supplied with ADVANCED CIVILIZATION.</para><para>10. ARCHAEOLOGICAL SUCCESSION CARD</para><para>10.1 The Archaeological Succession Card is divided into three sections: the Archaeological Succession Table (A.S.T.), the Trade Card Stacks and the Census Track.</para><para>10.2 The Archaeological Succession Table (A.S.T.) contains a horizontal track for each nation. Each player's succession marker moves along his nation's track from left to right. There are a total of sixteen spaces on each track, including the start arrow and the finish square.</para><para>10.21 The A.S.T. is divided into five regions (called epochs) by shading: the Stone Age, Early Bronze Age, Late Bronze Age, Early Iron Age, and Late Iron Age. In the last epoch, each space contains a point value. Such spaces may not be entered unless the player in question has acquired the indicated number of points (33.25). Not all nations enter the same epochs at the same time.</para><para>10.3 Trade Card Stacks are used to hold the various trade cards during play. There are nine stacks, one for each level of trade card.</para><para>10.4 The Census Track is used to hold each nation's census marker. After population expansion has occurred, players determine how many of their tokens are on the board and their census markers are moved to the appropriate number on the Census Track.</para><para>11. PLAYER MATS</para><para>11.1 Player mats are used by players to hold all tokens, cities and ships not currently in play on the board. These are referred to as stock and are kept in the stock area of the Player Mat. When tokens, cities and ships are removed from the board they are placed in stock and may be returned to play at a later time. No playing piece is ever permanently removed from the game.</para><para>11.2 When tokens are placed in the treasury area of the Player Mat they become a currency which may be used to purchase civilization cards. It is important not to mix tokens in stock with tokens in treasury, as they serve separate functions. To maintain this distinction, tokens placed in treasury should be inverted. The sequence of play followed each turn does not correspond exactly to that printed on the Player Mats - see 18.</para><para>12. PLACE CARDS</para><para>12.1 The place cards are used at the start of the game to determine the order in which players select their nations. They have no other purpose and are put aside once the game begins.</para><para>13. CALAMITY EFFECTS SUMMARY</para><para>13.1 This sheet sets out the effects of each calamity. The Calamity Effects Summary is printed separately for ease of reference.</para><para>14. CIVILIZATION CARD CREDIT AND GAME RECORD SHEET</para><para>14.1 The Civilization Card Credit Table saves a great deal of time by allowing players to quickly calculate the credits they have accumulated towards the purchase of additional civilization cards.</para><para>14.2 The Game Record Chart provides a convenient way for players to record their civilization card purchases and keep a running total of their civilization card points. Players must keep a running total of their civilization card values and reveal this total when asked by another player. Players may wish to record the number of the turn in which they acquired their civilization cards for future reference.</para><para>14.3 These player aids are printed on the back of the rulebook. Players should photocopy the Civilization Card Credit Table and Game Record Chart and keep an adequate supply on hand.</para></entry><entry id="ahciv-setup"><title>Rules: SetUp</title><heading>Description of Game Set Up</heading><para>III. GETTING STARTED</para><para>15. SETTING UP THE GAME</para><para>15.1 Lay out the mapboard and the Archaeological Succession Card. All players place a Player Mat in front of them.</para><para>15.2 Sort out the civilization cards by type and put them to one side in an easily accessible location. Sort the commodity cards by number, shuffle each stack, then count out a number of commodity cards from each of the second to ninth stacks equivalent to the number of players. These are put to one side. Each of the eight tradable calamity cards is then shuffled in with the remaining commodity cards of the same numeric value (i.e. Treachery is shuffled in with Iron and Papyrus, Superstition with Salt and Timber, and so on), and the commodity cards which were put to one side are now placed on top of their trade card stacks. This ensures that no player will draw a tradable calamity until play is well underway. The four non-tradable calamity cards are placed at the bottom of the stack of trade cards corresponding to their numeric value. The first stack does not get a calamity.</para><para>15.3 The numbered place cards are shuffled and one is dealt to each player. One place card is used for each player to determine the order in which nations are selected by the players. In sequence, each player selects one of the nine nations to play, takes the set of playing pieces for that nation and places one token in any one of his nation's start areas</para><para>(4.6). There is a choice of starting areas for every nation except Thrace, which has only one start area.</para><para>15.31 Even with eight players, one nation will not be in play. Units belonging to a nation which is not in play are used for the Barbarian Hordes and Piracy calamities. Otherwise these extra units are not used and are put aside.</para><para>15.4 Players place their succession markers on their nation's start arrow on the A.S.T. and their census markers on the Census Track beside the A.S.T. Play may now begin.</para><para>15.5 Late arrivals:</para><para>15.51 Players who wish to join a game once it is in progress may do so by selecting an unused nation and waiting for a Civil War.</para><para>15.52 Once a Civil War occurs, the new player will be the beneficiary, as he will have the most units in stock (30.411). In addition to whatever cities and tokens it acquires as a result of the Civil War, the new nation also acquires, at no cost, the same civilization cards as are held by the Civil War victim, and places his marker on the same A.S.T. position as the Civil War victim. The Civil War victim retains his civilization cards. This assumption of the civilization cards and A.S.T. position by the beneficiary of a Civil War only occurs when a new player is entering the game.</para><para>15.6 Early departures:</para><para>15.61 If a player must leave a game while it is still in progress, his units remain, inert, on the mapboard until eliminated by other players. The inert nation does not move, its population does not increase, and its cities do not require support. Such a nation may not be selected as a secondary victim of calamities.</para><para>15.62 When a player leaves the game, his nation retains, at random, one trade card for each city it has on the mapboard. Excess trade cards are returned to the appropriate trade card stacks. When a city belonging to the inert nation is eliminated, the attacking player draws one of the trade cards retained by that nation and pillages the city (24.5).</para><para>15.63 An inert nation retains its civilization cards. Their attributes are taken into account when resolving attacks against the inert nation's units.</para><para>16. THE NUMBER OF PLAYERS</para><para>16.1 ADVANCED CIVILIZATION may be played by between two and eight players. Depending on the number of players, the playing area, number of tokens per player and certain rules are different, as set out below. Unless otherwise specified, all other rules remain in effect.</para><para>16.11 When a game is played on only a portion of the mapboard, land areas which are only partially on the mapboard may be used if their population limit is printed on a panel which is in play. A playable land area which normally contains a city site is considered not to have a city site if the site is printed on a panel which is not in play.</para><para>16.12 Nations whose start areas are on a panel which is not in play may not be selected. If the western-most panel is not in play, the start areas for Africa and Italy are changed accordingly.</para><para>16.2 Eight players - All four panels of the mapboard are used. If the Western Extension Mapboard is available, it is used as well. Each player uses 47 tokens.</para><para>16.3 Seven players - All four panels of the mapboard are used. If the Western Extension Mapboard is available, it is used as well. Each player uses 55 tokens.</para><para>16.4 Six players - All four panels of the mapboard are used. If the Western Extension Mapboard is available, players may choose not to use the eastern-most panel of the mapboard. Each player uses 55 tokens.</para><para>16.5 Five players - Three panels of the mapboard are used. Players may play without both the western-most and eastern-most panels, or, if the Western Extension Mapboard is available, the two most western panels or the two most eastern panels. Each player uses 47 tokens.</para><para>16.6 Four players - Only the three eastern panels of the mapboard are used, and the dotted map dividing line marks the western edge of the board. Open sea areas containing the dividing line may be used. Only four nations (Egypt, Babylon, Assyria and Asia) are available for play. If the Western Expansion Mapboard is available, the western portion of the mapboard can be used, with five nations (Italy, Africa, Illyria, Thrace and Crete) being available for play. In either case, each player uses 55 tokens.</para><para>16.7 Three players - Only the three middle panels of the mapboard are used, and the dotted map dividing line marks the eastern edge of the board. Open sea areas containing the dividing line may be used. Only five nations (Italy, Africa, Illyria, Thrace and Crete) are available for play. Each player uses 47 tokens.</para><para>16.8 Two players - Only the three middle panels of the mapboard are used, and the dotted map dividing line marks the eastern edge of the board. Open sea areas containing the dividing line may be used. City sites on islands are disregarded - 12 tokens are required to build a city on an island. Only four nations (Italy, Africa, Illyria and Thrace) are available for play. Each player uses 55</para></entry><entry id="ahciv-turns"><title>Rules: Game Turns and Sequence of Play</title><heading>Description of Game Turns and Sequence of Play</heading><para>IV. TURN BY TURN PROCEDURE</para><para>17. THE GAME TURN</para><para>17.1 Each ADVANCED CIVILIZATION game turn is divided into a number of distinct activities, referred to as phases. During each phase, players perform the indicated activity simultaneously or, if necessary, in a prescribed order. When all phases have been completed, the turn is finished and a new turn begins.</para><para>17.2 To speed play, in many phases all players may carry out the required activity simultaneously, as their actions will have no effect on other players. However, situations often arise in which the actions of other players are of crucial importance in determining a player's actions. Players may insist at any time that activities in a particular phase be carried out in the proper order.</para><para>17.3 The order of player activity during various phases is determined according to various criteria, as detailed in the rules applying to each phase. These criteria are summarized in the sequence of play.</para><para>17.4 A.S.T. order is used to resolve all ties between the nations except conflict. A.S.T. order corresponds to the list of nations on the A.S.T. Africa is first, Italy second, and so on down to Egypt.</para><para>18. SEQUENCE OF PLAY</para><para>18.1 During each turn, the following sequence of play is used:</para><para>Activity Conditions</para><para>-Collect Taxes [19] Only if cities exist (A.S.T. order)</para><para>---(possible city revolts)</para><para>-Population expansion [20] Always (A.S.T. order)</para><para>-Census [21] Always</para><para>-Ship construction and maintenance [22] If desired (census order)</para><para>-Movement [23] Always (census order)</para><para>-Conflict [24] If necessary (simultaneous, unless otherwise desired)</para><para>-City construction [25] If appropriate (A.S.T. order)</para><para>-Remove surplus population If necessary (A.S.T. order) ---(check for city support)</para><para>-Trade card acquisition [27] If cities exist (fewest cities goes first) ---(purchase Gold/Ivory)</para><para>-Trade [28] At least three trade cards required (simultaneous)</para><para>-Resolve calamities [29] If appropriate (in ascending order) ---(Monotheism conversion) ---(check for city support)</para><para>-Acquisition of civilization cards [31] If appropriate (A.S.T. order) ---(return surplus trade cards)</para><para>-Movement of succession markers on A.S.T. [33] Always</para><para>18.2 There are 13 phases in a turn. During the early stages of the game, each turn will consist of only a few of the 13 phases. Phases in which no activity takes place are simply disregarded.</para><para>18.3 The principal activity of a phase may sometimes require secondary actions to be taken. These secondary actions are shown in parentheses in the activity section of the sequence of play.</para></entry><entry id="ahciv-taxation"><title>Rules: Taxation Phase</title><heading>Description of Taxation phase(1)</heading><para>19. TAXATION</para><para>19.1 Every player must transfer two tokens from stock to treasury for every city he has on the board. This is the only way tokens are moved into treasury, other than pillage (24.52).</para><para>19.2 Players who hold Coinage may vary their taxation rate by increasing it to three tokens per city or decreasing it to one token per city. The same tax must be levied on each city in a given round. A taxation rate may be set which causes the revolt of some cities.</para><para>19.3 Revolts</para><para>19.31 Revolts occur when a player does not have sufficient tokens in his stock to pay the required taxes. Once the shortfall is determined, the excess cities revolt. Revolts are resolved only after all other players have paid their taxes.</para><para>19.32 The player with the most units in stock (cities count for five each, tokens count for one each) is the beneficiary of the revolt and chooses which cities revolt and replaces them with his own cities. He may take over only that number of cities for which the original owners are unable to pay their taxes. If the beneficiary does not have enough cities in stock to take over all cities in revolt, the player with the next largest number of units in stock takes over the remainder and so on, until all cities in revolt have been replaced. The unpaid taxes are not paid by the new owners.</para><para>19.33 In the rare case where no player can take over remaining revolting cities, they are eliminated instead.</para><para>19.34 Cities belonging to players who hold Democracy never revolt due to taxes.</para></entry><entry id="ahciv-population"><title>Rules: Population Phase</title><heading>Description of Population phase(2)</heading><para>POPULATION EXPANSION</para><para>20.1 Each player adds one token to every area which contains one of his tokens and two tokens to every area which already contains two or more of his tokens. Tokens are never added to areas with cities. Tokens may be added to an area in excess of its population limit.</para><para>20.2 If a player does not have sufficient tokens in stock to complete his population expansion, he divides what tokens he has in stock among the eligible areas as he wishes, but otherwise population expansion is automatic and may not be voluntarily curtailed.</para><para>20.3 Population is increased in A.S.T. order. If population increases are automatic or do not affect other players, this activity may be carried out simultaneously.</para></entry><entry id="ahciv-census"><title>Rules: Census Phase</title><heading>Description of Census phase(3)</heading><para>CENSUS 21.1 Each player counts the number of tokens he has on the board. Cities and ships are not counted. Except for players who hold Military, the player with the most tokens will build ships first and move first in the movement phase, followed by the other players in order of decreasing token strength.</para><para>21.2 Each player's census marker is placed on the Census Track on the space which corresponds to the player's population. A record is now available for the order of movement. To resolve ties, the number on the census marker indicates that nation's position in the A.S.T. order.</para></entry><entry id="ahciv-ship"><title>Rules: Ship Construction Phase</title><heading>Description of Ship Construction phase(4)</heading><para>SHIP CONSTRUCTION</para><para>22.1 Players build and maintain ships in census order. Building a ship costs two tokens. This may be paid either from treasury, by a levy of the player's tokens from the area in which the ship is being constructed or by a combination of the two.</para><para>22.11 Players who hold Military always build and maintain ships after players who do not hold Military. The order of ship construction as between those players who hold Military is determined normally, according to census order.</para><para>22.2 A ship financed completely from treasury may be placed in any area containing at least one of the player's units. A ship built totally or partially by levy must be placed in the area being levied. All tokens spent on ships are returned to stock.</para><para>22.3 Ships already in play must be maintained at a cost of one token per turn from treasury or by a levy of one token from the area that the ship occupies. Ships which are not maintained are immediately returned to stock. A player may remove a ship from the board by not paying maintenance and build it in a different area in the same phase.</para><para>22.4 A player may not have more than four ships in play at one time.</para></entry><entry id="ahciv-move"><title>Rules: Movement Phase</title><heading>Description of Movement phase(5)</heading><para>MOVEMENT</para><para>23.1 Once ship building is completed, players may move some, all, or none of their tokens and ships. Cities may not be moved. A player may not move another player's units.</para><para>23.2 Players move in census order, the player with the greatest number of tokens moving first.</para><para>23.21 Players who hold Military always move after players who do not hold Military. The order of movement between those players who hold Military is determined normally, according to census order.</para><para>23.22 Barbarians, which periodically appear on the board as a calamity, move only during the calamity phase in which they appear.</para><para>23.3 Tokens may be moved either across one land boundary into an adjacent land area or onto a ship currently occupying the same area. Tokens may not move across both land and water in the same turn.</para><para>23.31 Players who hold Roadbuilding may move their tokens through one land area into a second land area in the same movement phase. The first area entered may not contain units belonging to another player, Barbarians or a Pirate city. Roadbuilding may not be used to move tokens through a land area then on board a ship.</para><para>23.4 Any number of tokens, belonging to any number of players, may be moved into the same area. Tokens may be moved into an area containing a city. Tokens may be moved into an area in excess of the area's population limit, although this may result in the later elimination of excess tokens.</para><para>23.5 Movement of ships</para><para>23.51 A ship may carry as many as five tokens at one time. Only tokens which have not been moved overland in the current movement phase may embark onto and move with a ship.</para><para>23.52 Ships may only move across water boundaries. A ship may move into up to four water areas in the same movement phase. Players may not move their ships into open sea areas (4.23) unless they hold Astronomy. Ships may travel in any water area, including lakes, but may not cross all-land boundaries.</para><para>23.53 Players who hold Cloth Making may move their ships into one extra area during each movement phase.</para><para>23.54 Players who hold Astronomy may move their ships into open sea areas.</para><para>23.55 Ships may end their movement in any water area they can reach, other than an open sea area, regardless of whose ships or tokens also occupy the area.</para><para>23.56 A ship may take part in any number of embarkations and debarkations of tokens during the same movement phase, and may retrace all or part of its route subject only to the limitation on the number of areas entered. A ship may thus ferry two loads of tokens across a narrow strait or lake, or pick up and set down tokens at different areas along its voyage. Tokens must be embarked and debarked during the same movement phase. A token may not remain aboard a ship at the end of a movement phase. A token may not travel on more than one ship in the same movement phase.</para><para>23.57 In Greece, some areas have two distinct coastlines. Ships may enter such areas from either side, but must leave from the same side. Ships may not cross directly from one coastline to another.</para></entry><entry id="ahciv-conflict"><title>Rules: Conflict Phase</title><heading>Description of Conflict phase(6)</heading><para>CONFLICT</para><para>24.1 Conflict occurs when the tokens of two or more nations occupy the same area and the total number of tokens in the area is greater than the population limit of the area. An area which contains a city is considered to be fully populated. If the population limit of an area containing tokens belonging to two or more different nations is not exceeded, the tokens will co-exist without conflict.</para><para>24.11 Conflicts may occur between tokens, between tokens and cities, and between tokens and cities defended by tokens. All conflicts occur in land areas. Ships are never involved in conflicts, even if they have transported tokens to battle. Ships cannot be captured or eliminated by conflict.</para><para>24.12 Tokens and cities eliminated as a result of conflict are returned to stock.</para><para>24.2 Conflict Between Tokens</para><para>24.21 Players remove one token at a time alternately until only one player's tokens remain in the area or the population level is no longer exceeded. A conflict may thus end in co-existence. The player with the fewest number of tokens removes first.</para><para>24.22 If both players have an equal number of tokens in the area, they remove their tokens simultaneously. As a result, an even number of tokens will be present at all stages so that an area which can support only one token will end up depopulated.</para><para>24.23 If more than two players are involved in a conflict, tokens are removed in ascending order of strength. Two or more players may still be required to remove tokens simultaneously.</para><para>24.24 Players who hold Metalworking remove their tokens after players who do not hold Metalworking, regardless of the number of their tokens as compared to other players. Conflict between players who both hold Metalworking is resolved normally.</para><para>24.3 Conflicts Between Tokens and Cities</para><para>24.31 Cities remain standing unless attacked by seven or more tokens belonging to the same nation. If fewer than seven tokens attack a city, they are simply removed without affecting the attacked city.</para><para>24.32 If a city is attacked by the required number of tokens, the defender replaces the city with six tokens and the resulting conflict between the attacking and defending tokens is resolved. If the defending player has fewer than six tokens in stock he replaces the attacked city with what tokens he has and combat is resolved normally. Players are entitled to resolve any other conflicts involving their tokens before resolving attacks on their cities, so their cities may be replaced by the maximum number of tokens allowed.</para><para>24.33 Two or more players may not combine to attack a city. If two players have tokens in an area containing a city belonging to a third player, they battle among themselves until only one player's tokens remain. If sufficient tokens survive, the survivor may then attack the city.</para><para>24.34 When a Pirate city is attacked by a player, the Pirate city is replaced by unused tokens solely for the purpose of resolving combat. If any such tokens survive the resulting combat, they are removed from the board.</para><para>24.35 Players who hold Engineering require only six tokens to attack a city. The defending city is replaced by five tokens. Eight tokens are required to attack a city belonging to a player who holds Engineering. The city is replaced by seven tokens. If both the attacker and defender hold Engineering, the effects of Engineering cancel.</para><para>24.4 Conflicts Between Tokens and Cities Defended By Tokens</para><para>24.41 Conflict between tokens is resolved before attacks on cities. Tokens defending a city must be eliminated before the city is attacked. The city may only be attacked if a sufficient number of attacking tokens survive the initial conflict between tokens.</para><para>24.5 Consequences of City Elimination</para><para>24.51 Drawing a trade card: When a city is attacked and eliminated by a player, the attacking player immediately draws, at random, one of the victim's trade cards and retains it for his own use. If the victim has no trade cards, no such draw occurs.</para><para>24.52 Pillage: In addition to drawing a trade card from the victim, a player who successfully attacks a city may transfer up to three tokens from his stock to his treasury, to reflect pillage of the destroyed city. The attacker may choose to transfer fewer than three tokens if he wishes. The number of tokens which may be pillaged may not exceed the number of tokens in the attacker's stock, and can never exceed three tokens per city. The victim's treasury and stock are unaffected by pillage.</para><para>24.53 No trade card is drawn nor does pillage occur when a city is converted by Monotheism, captured by Pirates, eliminated by Barbarians or lost as a result of any other calamity or a tax revolt. A trade card is drawn and pillage occurs only when one player eliminates another player's city by direct attack. A player who attacks and eliminates a Pirate city may pillage it.</para></entry><entry id="ahciv-city"><title>Rules: City Construction Phase</title><heading>Description of City Construction phase(7)</heading><para>CITY CONSTRUCTION 25.1 City construction takes place after all conflict is resolved. A city may be built in any land area. Each land area may contain only one city. No player may have more than nine cities on the board at any one time.</para><para>25.2 A player with six or more tokens in an area containing a city site may build a city in that area by replacing the tokens with a city. In areas which do not contain a city site, at least twelve tokens are needed to build a city. Tokens used to construct cities are returned to stock.</para><para>25.3 Players who hold Architecture may use tokens from their treasury to assist in the building of one city each turn. At least half of the tokens used must consist of onboard tokens, but the remainder tray consist of tokens taken from treasury. Architecture may not be used to construct cities in areas which contain tokens belonging to another player or Barbarians.</para></entry><entry id="ahciv-surplus"><title>Rules: Removal of Surplus Population Phase</title><heading>Description of REMOVAL OF SURPLUS POPULATION phase(8)</heading><para>REMOVAL OF SURPLUS POPULATION</para><para>26.1 After city construction is completed, all surplus population is removed to stock. Areas with cities may not also contain tokens, and areas without cities may not contain more tokens than allowed by their population limits.</para><para>26.11 The population limit in areas containing only tokens belonging to a player who holds Agriculture is increased by one. This effect is limited to areas which do not contain other tokens. Agriculture has no effect in areas where tokens are co-existing or during confict.</para><para>26.2 Ships do not count towards population limits. Any number of ships may exist in the same area. For example, if three ships and three tokens are in an area with a population limit of two, one token must be removed to stock but the ships may remain without penalty.</para><para>26.3 Checking for city support</para><para>26.31 After all surplus population has been removed, each player checks for city support. Each player must have two tokens on the board for every city in play. These tokens represent the agricultural support needed to maintain the urban populations. Players who do not have enough tokens on the board to support their cities must reduce their cities, one at a time, until there are enough tokens to support the remaining cities.</para><para>26.32 Players who must reduce unsupported cities may select which cities are to be reduced first, subject only to the requirement that newly constructed cities must be reduced before cities which were built or acquired in a previous turn.</para><para>26.4 City reduction</para><para>26.41 Cities are reduced by removing them from play and replacing them with the maximum number of tokens allowed by the area's population limit. These added token(s) can immediately be used as support for other cities vulnerable to reduction. If, when attempting to reduce a city, players find that they do not have enough tokens in stock to meet the population limit, they replace their city with the tokens they have in stock. If other cities are still unsupported, they are eliminated.</para><para>26.5 City support is checked only at two critical points in each turn: after the removal of surplus population, and after the resolution of calamities. These two points are indicated in the Sequence of Play. City support is not checked at any other time, other than when resolving Slave Revolt (30.42).</para><para>26.6 When city reduction is required as a result of calamities, the procedure set out above is followed.</para></entry><entry id="ahciv-cards"><title>Rules: Acquisition of Trade Cards Phase</title><heading>Description of ACQUISITION OF TRADE CARDS phase(9)</heading><para>ACQUISITION OF TRADE CARDS</para><para>27.1 Players draw one trade card from as many trade card stacks as they have cities on the board. The player with the fewest number of cities on the board draws his trade cards first, followed by the player with the next fewest number of cities, and so on, until all players have drawn their trade cards.</para><para>27.2 Trade cards are always collected by the same method. One card is drawn from each stack, progressing from the first stack, until the player has drawn from the same number of stacks as he has cities on the board. A player with three cities in play thus draws one trade card from each of the first three stacks, and cannot draw a trade card from the fourth or any higher trade card stack until he has more than three cities in play.</para><para>27.21 If a stack is empty, a player is not entitled to replace the lost card with one from another stack. The player must simply forego drawing a trade card from that particular stack.</para><para>27.3 Players may not disclose what trade cards they have drawn as they may have acquired a calamity card which they may be able to trade to another player. Calamity cards which may not be traded (Volcano/Earthquake, Famine, Civil War and Flood) must be retained by the player who drew them until all trading is complete.</para><para>27.4 Trade cards must be held in secret. While in a player's hands, trade cards are the only one of his items which are not open to inspection by other players.</para><para>27.5 Buying Gold, Ivory or Piracy</para><para>27.51 A player, regardless of the number of cities he has on the board, may buy one or more trade cards from the ninth (Gold/Ivory) stack at a cost of 18 tokens from treasury per card. The spent tokens are returned to stock. Trade cards are purchased from the ninth stack immediately after the purchasing player collects his trade cards, before any other players collect their trade cards.</para></entry><entry id="ahciv-trade"><title>Rules: Trade Phase</title><heading>Description of TRADE phase(10)</heading><para>TRADE</para><para>28.1 Players trade to build up sets of the same commodities, as sets are more valuable than individual commodity cards. Trade is open to all players. Offers may be suspended, altered or withdrawn in open negotiation between players, but once trade cards have changed hands, a deal is complete and cannot be revoked.</para><para>28.2 Trade is carried on by a system of barter involving only trade cards. Trade deals may not include treasury or civilization cards. Any one trade deal may involve only two players.</para><para>28.3 Each trade must involve at least three trade cards on each side. A player with fewer than three trade cards may not trade. When negotiating a trade, each player must honestly inform the other of the number of trade cards he wishes to trade and at least two of the trade cards involved in the trade. This information must be correct - the remaining card or cards need not be specified and may consist of any commodity or tradable calamity card(s), regardless of what was said to the other player. A player may not show his trade cards to another player during negotiations, nor may a player inform other players of the details of a trade after it is completed.</para><para>EXAMPLE: A player, wishing to acquire grain, announces 'I want grain -I'll trade salt for grain.' He agrees with a prospective trading partner that he will trade three cards, including two salt, for a grain, an iron and two unknown cards. He guarantees that the other player will receive two salt cards. An assurance that the third card is also a salt does not guarantee that the third card traded will not be a different commodity, or possibly a tradable calamity card. Similarly, our player can only be sure that he will receive one grain, one iron and two other cards. He has no way of knowing what the other cards will be until he receives them, although meaningless assurances can be given by his trading partner.</para><para>28.4 Limiting the trading phase</para><para>28.41 Trading is permitted to continue until all players have completed all the deals they wish to make. It is strongly recommended, though, that a time limit of not more than five minutes be imposed upon the trading phase.</para><para>28.5 Commodity Card Sets</para><para>28.51 When a player holds more than one commodity card of the same type, the value of the combination is increased according to the following formula: square the number of cards held, then multiply the result by the value of the commodity. For example, three grain cards (each worth four) have a value of 3 x 3 x 4 = 36, rather than 4 + 4 + 4 = 12.</para><para>28.52 The values of the cards when collected in sets is printed on each commodity card. Different commodities, even of the same value, may not be combined in sets.</para><para>28.53 Mining increases the value of Iron, Bronze, Silver, Gems or Cold by one card. This effect only applies once each turn. For example, if a player holding Mining uses three Bronze cards to purchase a civilization card, he could use Mining to increase the value of the set from 54 to 96 (the value of four Bronze cards), but could not also use Mining to increase the value of a set of Gems cards in the same turn. Mining may not be used to increase the value of a set of commodity cards beyond the limit printed on the commodity card itself.</para></entry><entry id="ahciv-calamity"><title>Rules: Resolution of Calamities Phase</title><heading>RESOLUTION OF CALAMITIES phase(11)</heading><para>RESOLUTION OF CALAMITIES</para><para>29.1 All calamities are resolved immediately after trading ends, before the acquisition of civilization cards.</para><para>29.2 Non-tradable calamity cards must be retained by the players who drew them until the end of trading. Such calamities are resolved against the drawing player once trading is completed.</para><para>29.3 Tradable calamity cards are also not revealed when drawn. A player who draws a tradable calamity card may trade it to another player. A player who receives such a calamity card in trade may in turn trade it to another player, and so on, until the trading session ends. There is no limit to the number of times a tradable calamity card may be traded. At the end of the trading session, all calamity cards are revealed by the players who hold them.</para><para>29.4 A player who drew a tradable calamity card need not have traded it, but such cards cannot be held for future turns. Subject to 29.5, all calamities take effect on the turn in which they are drawn. If a player retains a tradable calamity card, he becomes the primary victim of the calamity, just as though the card had been traded to him. When a player retains a tradable calamity which calls for secondary victims (Epidemic, Iconoclasm and Heresy, and Piracy), any other eligible player may be named as a secondary victim.</para><para>29.5 No player may be the primary victim of more than two calamities in the same turn. If a player receives more than two calamities in the same turn, his calamities are shuffled together, and two are drawn at random. The remaining calamities received by that player are disregarded and are returned to the appropriate stack of trade cards. There is no restriction on the infliction of secondary effects of calamities.</para><para>29.6 Calamities are resolved in ascending order, starting with Volcanic Eruption/Earthquake and ending with Piracy. Non-tradable calamities are resolved before tradable calamities of the same numeric value (i.e. the order of resolution is Volcanic Eruption, Treachery, Famine, Superstition, etc.).</para><para>29.61 The player who holds a calamity card at the end of the trading session is the primary victim of that calamity. In many cases, other players must be selected by the primary victim as secondary victims. The player who traded a tradable calamity card to the primary victim may not be selected as a secondary victim.</para><para>EXAMPLE: Crete draws Epidemic, and trades it to Egypt. At the end of the trading session, Egypt loses 16 unit points, and Crete is immune from the secondary effects of the Epidemic, as the player who traded it to Egypt. Had Crete not traded Epidemic, it would have been the primary victim, and all other players would be potential secondary victims.</para><para>29.62 When resolving calamities, cities are worth up to five unit points and tokens are worth one unit point. If a city is reduced, surviving tokens are not counted towards the resolution of the calamity.</para><para>EXAMPLE: Africa must remove ten unit points because of Famine. It could remove two cities, ten tokens, or any combination thereof. If the African player decided to reduce a city, leaving two tokens in its place, this would count as three unit points.</para><para>29.63 Players must fulfill their losses from calamities by the exact amount required, if possible. If unable to do so, a player may exceed the amount required, but only by as small an amount as is necessary.</para><para>29.64 Whenever a calamity requires that the primary victim direct effects against other players, the primary victim must do so.</para><para>29.65 Barbarian tokens and Pirate cities are never affected by calamities.</para><para>29.7 After all calamities are resolved, they are put to one side. After civilization cards are purchased, tradable calamity cards are shuffled together with returned trade cards of the same value and returned, face down, to the bottom of the appropriate stack of trade cards. Non-tradable calamity cards are then placed at the bottom of the appropriate stack of trade cards.</para><para>29.8 Once all calamities are resolved, players must again check for city support as explained above (26.3).</para></entry><entry id="ahciv-calamityeffects"><title>Rules: Description of Calamity Effects</title><heading>RESOLUTION OF CALAMITIES EFFECTS phase(12)</heading><para>CALAMITIES</para><para>30.1 The effects of the various calamities are set out below. The calamities are listed in the order in which they are resolved. Thus Volcano/Earthquake and Treachery are placed in the second trade stack, Famine and Superstition in the third trade stack, and so on. There are no calamities associated with the first trade card stack. These effects are reprinted in the Summary of Calamity Effects.</para><para>30.2 Second level calamities</para><para>30.21 Volcanic Eruption or Earthquake</para><para>30.211 If the primary victim has any cities in an area touched by a volcano, the volcano erupts and eliminates all units, regardless of ownership, in the areas touched by the volcano. If the primary victim has cities in areas touched by more than one volcano, the site of the eruption is that which causes the greatest total damage to the primary victim and any secondary victims. In the event of a tie, the primary victim selects the location of the eruption.</para><para>30.212 If the primary victim has no cities in an area touched by a volcano, one of his cities is destroyed by earthquake. One city belonging to another player is reduced. This second city must be in an area adjacent to the destroyed city, even across water. As above, the site of the earthquake is that which causes the greatest total damage.</para><para>30.213 If the primary victim holds Engineering, an earthquake reduces, rather than destroys, his city. A player who holds Engineering may not be selected as a secondary victim of an Earthquake. Engineering has no effect on Volcanoes.</para><para>Traiz</para><para>30.221 One city belonging to the primary victim is replaced by one city belonging to the player who traded him the card. If the trading player has no available cities, the victim's city is eliminated. The player trading the card selects the city.</para><para>30.222 If Treachery is drawn by a player and not traded, one city belonging to that player is reduced. As no one traded the card to the primary victim, no other player benefits from the primary victim's misfortune.</para><para>30.3 Third level calamities</para><para>30.31 Famine</para><para>30.311 The primary victim loses ten unit points himself, and must instruct other players to remove 20 unit points, no more than eight of which may come from any one player. The primary victim decides how many unit points are lost by each of the secondary victims, but the secondary victims decide which units to remove.</para><para>30.312 Players who hold Pottery may reduce their losses by four unit points for each Grain trade card held. Grain cards used for this purpose are not discarded, but must be placed face up in front of the player until the end of the turn and may not be used to acquire civilization cards until the following turn.</para><para>30.32 Superstition</para><para>30.321 Three cities belonging to the primary victim are reduced. The primary victim chooses which cities.</para><para>30.322 If the primary victim has Mysticism, two cities are reduced; if the primary victim holds Deism, one city is reduced; if the primary victim holds Enlightenment, there is no effect. These effects are not cumulative. The governing effect is that of the highest level Religion card held.</para><para>30.4 Fourth level calamities</para><para>30.41 Civil War</para><para>30.411 The primary victim's nation is divided into two factions. The player with the most unit points in stock is the beneficiary of the Civil War. This determination is made by counting tokens in stock (one each) and cities in stock (five each). If the primary victim has the most units in stock there is no Civil War.</para><para>30.412 The composition of the first faction is decided by both the primary victim and the beneficiary as follows:</para><para>30.4121 The primary victim begins by selecting 15 unit points.</para><para>30.4122 If the primary victim holds Music he selects an additional five unit points. If the primary victim holds Drama and Poetry he selects an additional five unit points. If the primary victim holds Democracy he selects an additional ten unit points. The effects of Music, Drama and Poetry, and Democracy are cumulative.</para><para>30.4123 After the primary victim completes his selection, the beneficiary selects an additional 20 unit points belonging to the primary victim to complete the first faction.</para><para>30.4124 If the primary victim holds Philosophy, the first faction is automatically comprised of 15 units chosen by the beneficiary, regardless of any other civilization cards held by the primary victim.</para><para>30.413 Whatever remains constitutes the second faction. If there is no second faction there is no Civil War.</para><para>30.414 If the primary victim holds Military, five unit points are removed from each faction to reflect the increased destructiveness of the Civil War. The required units are removed after factions are selected. Each player must, if possible, remove the required units from areas adjacent to the other faction.</para><para>30.415 The primary victim then decides whether he will continue to play the units of the first or second faction. The primary victim retains his stock, ships, treasury, civilization cards, and position on the A.S.T. The beneficiary annexes whichever faction is not retained by the primary victim by replacing the units involved with his own. If he runs out of units, the remainder are taken over by the next player with the most units in stock, and so on.</para><para>30.42 Slave Revolt</para><para>30.421 Fifteen tokens belonging to the primary victim may not be used to support his cities. This effect is resolved immediately. After the end of the current calamity phase, the tokens again function normally.</para><para>30.422 Cities are reduced one at a time, with the newly available tokens being eligible to provide support for the victim's remaining cities (see 26.6). If the primary victim has less than fifteen tokens on the board, only those tokens are affected by Slave Revolt. Tokens placed on the board after the resulting reduction of the primary victim's cities may always be used for city support.</para><para>30.423 If the primary victim holds Mining, an additional five tokens may not be used for city support. If the primary victim holds Enlightenment, the number of tokens which may not be used for city support is reduced by five. If a player holds both Mining and Enlightenment, the effects cancel.</para><para>30.5 Fifth level calamities</para><para>30.51 Flood</para><para>30.511 If the primary victim has units on a flood plain (4.42), he loses a maximum of 17 unit points from that flood plain. Cities are vulnerable to flood if they have been built in areas with no city site or a city shown as a white square. Cities on black city sites are safe.</para><para>30.512 Ten unit points on the same flood plain belonging to one or more secondary victims are also removed. The primary victim divides the ten unit point loss among the secondary victims as he chooses, but the secondary victims themselves choose which units are to be lost. If the number of units on the affected flood plain belonging to other players totals ten unit points or less, all those other players automatically become secondary victims and all their units are eliminated.</para><para>30.513 If the primary victim has units on more than one flood plain, the flood occurs on the flood plain containing the greatest number of his unit points. In the event of tie, the primary victim selects the location of the flood.</para><para>30.514 If the primary victim has no units in a flood plain, one of his coastal cities is eliminated. The primary victim chooses the city. If the primary victim has no coastal cities, he is unaffected by the flood.</para><para>30.515 A player who holds Engineering who has units on a flood plain loses a maximum of seven unit points from flood, whether as a primary or secondary victim. If a primary victim who holds Engineering has no units on a flood plain, one of his coastal cities is reduced rather than eliminated.</para><para>30.52 Barbarian Hordes</para><para>30.521 Initial placement</para><para>30.5211 Fifteen tokens belonging to one of the nations which did not start the game are placed in one of the primary victim's start areas. These Barbarian tokens are placed in the start area which causes the greatest damage to the primary victim. If the primary victim does not have units in any of his start areas, the Barbarians are initially placed in an empty start area. They may be placed in an area which contains units belonging to a player other than the primary victim only if no other area is available.</para><para>30.5212 Immediately after initial placement, conflict is resolved between the newly placed Barbarians and any units, including those of nations other than the primary victim, in the area occupied by the Barbarians.</para><para>30.523 Continued movement</para><para>30.5231 Once conflict arising out of their initial placement is resolved, all surviving Barbarians in excess of the population limit of the area of initial placement move to the adjacent area which will result in the greatest damage to the primary victim. Conflict is again resolved.</para><para>30.5232 This process is repeated until there are no surplus Barbarian tokens. At the end of the calamity phase, surviving Barbarian tokens may not exceed the population limits of the areas they occupy.</para><para>30.5233 Barbarians always move as a unit, other than when they leave tokens in areas they have already occupied. Barbarians may move across water boundaries, but not across open sea areas.</para><para>30.5234 The movement of Barbarians is governed by the principle that they always move into the area which causes the greatest immediate damage to the primary victim. No calculation is made as to whether the overall damage to the primary victim would be greater if the Barbarians went into one area as opposed to another, as the determination of greatest damage is made for each Barbarian movement in turn.</para><para>30.5235 All movement and conflict involving Barbarians is completed during the calamity phase, prior to the resolution of any other calamities. Once the Barbarians have stopped moving, they remain on the board until eliminated by other players. Barbarians do not increase their population and may not be selected as secondary victims of calamities.</para><para>30.524 Conflict with other nations</para><para>30.5241 Barbarians must enter areas occupied solely by cities or tokens belonging to the primary victim, provided they can inflict damage on the primary victim by entering such areas. If they are unable to move into such an area, they may enter empty areas or areas occupied by units belonging to other nations in order to reach the nearest area in which they can inflict damage on the primary victim.</para><para>30.5242 If Barbarians enter areas containing units belonging to nations other than the primary victim, they engage in conflict with those units. Barbarians do not attack their own tokens, and thus may pass through areas they have already occupied with no ill effects. It is possible that a primary victim who has no units near his starting areas might not suffer any ill effects from this calamity, as the Barbarians might exhaust themselves ravaging and occupying areas while trying to reach the nearest vulnerable primary victim units.</para><para>30.525 Resolving ties</para><para>30.5251 If Barbarians have a choice of areas to enter, the player who traded the calamity to the primary victim selects the area. If the calamity was not traded, such decisions are made by the player with the most units in stock at the time the calamity is resolved.</para><para>30.5252 Barbarian tokens do not benefit from any of the attributes of their controlling player.</para><para>30.526 If Barbarians eliminate a city, no trade card is drawn from the victim.</para><para>30.527 Crete may not be the primary victim of Barbarian Hordes.</para><para>30.6 Sixth level calamities</para><para>30.61 Epidemic</para><para>30.611 The primary victim loses 16 unit points. The primary victim must also order other players to lose 25 unit points of their choice, no more than 10 of which may come from any one player. The player who traded Epidemic to the primary victim may not be selected as a secondary victim.</para><para>30.612 A nation removing tokens as a result of an Epidemic must leave at least one token in each affected area. Cities which are eliminated by an Epidemic are replaced by at least one token, so cities account for a maximum of four unit points when calculating losses from this calamity.</para><para>30.613 If a primary victim of Epidemic holds Medicine, his losses are reduced by eight unit points. If a secondary victim of Epidemic holds Medicine, his losses are reduced by five unit points.</para><para>30.614 A player who holds Roadbuilding loses an additional five unit points to Epidemic, both as a primary and a secondary victim.</para><para>30.615 The effects of 30.613 - 30.614 are cumulative.</para><para>30.7 Seventh level calamities</para><para>30.71 Civil Disorder</para><para>30.711 All but three of the primary victim's cities are reduced. The primary victim chooses which cities are reduced.</para><para>30.712 The number of the primary victim's cities reduced is decreased by one for each of the following civilization cards held: Music, Drama and Poetry, Law and Democracy.</para><para>30.713 The number of the primary victim's cities reduced is increased by one if the primary victim holds Military.</para><para>30.714 The number of the primary victim's cities reduced is increased by one if the primary victim holds Roadbuilding.</para><para>30.715 The effects of 30.712 - 30.714 are cumulative.</para><para>30.8 Eighth level calamities</para><para>30.81 Iconoclasm and Heresy</para><para>30.811 Four of the primary victim's cities are reduced. The primary victim chooses which cities are reduced.</para><para>30.812 If the primary victim holds Law, the number of cities reduced is decreased by one.</para><para>30.813 If the primary victim holds Philosophy, the number of cities reduced is decreased by one.</para><para>30.814 If the primary victim holds Theology, the number of cities reduced is decreased by three.</para><para>30.815 If the primary victim holds Monotheism, the number of cities reduced is increased by one.</para><para>30.816 If the primary victim holds Roadbuilding, the number of cities reduced is increased by one.</para><para>30.817 The effects of 30.812 - 30.816 are cumulative.</para><para>30.818 The primary victim must also order the reduction of a total of two cities belonging to other players. The player who traded Iconoclasm and Heresy to the primary victim may not be selected as a secondary victim.</para><para>30.819 A secondary victim who holds Philosophy may not lose more than one city as a result of the primary victim's order. A player who holds Theology cannot be named as a secondary victim.</para><para>30.9 Ninth level calamities</para><para>30.91 Piracy</para><para>30.911 The primary victim loses two coastal cities. The player trading the card selects the cities. These cities are replaced by two pirate cities belonging to one of the nations which did not start the game (for convenience, use the same units as for Barbarian Hordes).</para><para>30.912 Two coastal cities belonging to two other players are similarly replaced by pirate cities, even if the primary victim had fewer than two coastal cities and was thus not himself fully affected. The primary victim selects these cities. The secondary victims may each lose only one city. The player who traded Piracy to the primary victim may not be selected as a secondary victim.</para><para>30.913 Pirate cities do not require city support, and remain on the board until attacked and destroyed. When a pirate city is attacked, it is replaced by unused tokens solely for the purpose of resolving combat. After combat is resolved, any surviving pirate tokens are eliminated. When a pirate city is destroyed, the attacker may pillage the city.</para></entry><entry id="ahciv-civycards"><title>Rules: Acquisition of Civilization Cards Phase</title><heading>ACQUISITION OF CIVILIZATION CARDS phase(12)</heading><para>ACQUISITION OF CIVILIZATION CARDS</para><para>31.1 Each player has the option of acquiring one or more civilization cards by turning in commodity cards and treasury tokens and applying credits from previously purchased civilization cards. The value of each civilization card is printed in large type at the bottom center of the civilization card.</para><para>31.12 Civilization cards are acquired in A.S.T. order. This allows certain players to see which civilization cards other players are acquiring before deciding on their own acquisitions. Because there is no limit to the number of each type of civilization card, it often may be possible to waive this rule so that all players acquire civilization cards simultaneously.</para><para>31.2 The purchase cost of civilization cards must be met by a combination of the following:</para><para>31.3 Commodity Cards</para><para>31.31 The value of commodity card sets when acquiring civilization cards is calculated as set out in 28.51.</para><para>31.4 Tokens</para><para>31.41 Tokens from treasury may be used to acquire civilization cards, but a player may not intentionally spend more treasury tokens than required.</para><para>31.3 Credits</para><para>31.51 Most civilization cards provide credits towards other cards of the same group (group credits), as well as special credits towards certain other civilization cards.</para><para>31.52 A summary of credits is printed on the Civilization Card Credits table. By highlighting across the table when a civilization card is acquired, a player can read down the appropriate column to quickly total the credits amassed for a particular civilization card.</para><para>31.53 Credits may not be used in the same turn in which they are acquired. A player must wait until the next turn to use credits from newly acquired civilization cards. The simplest way to enforce this rule is for players who purchase more than one civilization card to collect them at the same time.</para><para>31.54 A credit from a civilization card which is already owned by a player may be applied towards the purchase of more than one additional civilization card, but the credit may only be applied once to each new card. For example, a player holding Astronomy, which gives a 20 point credit towards all other sciences, may apply the 20 point credit to the purchase of both Coinage and Medicine in the same turn, but the credit from Astronomy may only be applied once to each new card.</para><para>31.55 Four civilization cards (Engineering, Mathematics, Literacy and Mysticism) belong to two groups. These are printed with both group colors along the top. These cards receive all the advantages of both groups. For example, a player wishing to acquire Engineering receives credits from his orange craft cards and his green science cards. Conversely, a player who already holds Engineering may use both the craft and science credit associated with Engineering when acquiring other civilization cards.</para><para>31.551 A civilization card with two colors counts for two groups when determining whether the entry conditions for certain epochs are met (33.23).</para><para>31.56 A player must use a credit if it applies to a civilization card he is purchasing. He cannot choose to ignore the credit in order to spend treasury tokens.</para><para>31.57 If a player has sufficient credits to acquire a civilization card without any expenditure of commodity cards or treasury tokens, he may acquire that civilization card at no cost.</para><para>31.58 No "change" is given if the value of commodity cards and credits exceeds the value of the civilization cards being purchased. Any excess is lost.</para><para>EXAMPLE: A player holds Mysticism (acquired in a previous round), six trade cards (three Grain, two Papyrus, and one Hides), and ten tokens in treasury. He wishes to acquire the Music card (value 60). Consulting the Civilization Card Credits table, our player sees that Mysticism provides five points in credit; the trade cards have a value of 45 (36 for the Grain, eight for the Papyrus and one for the Hide); and the treasury holds ten tokens. The total value is 60 points (five in credits + 45 in trade cards + 10 in treasury) - just enough to acquire Music.</para><para>31.6 Restrictions</para><para>31.61 A player may acquire one, and only one, of each of the 24 civilization cards. A player may not hold more than one of each type of civilization card.</para><para>31.62 Certain civilization cards may only be acquired if a player already acquired another civilization card in a previous turn. Engineering is required for Roadbuilding and Mining; Law is required for Democracy and Philosophy; Enlightenment is required for Monotheism and Theology.</para><para>31.63 Once acquired, civilization cards may not be discarded or traded.</para><para>31.7 Returning Excess Commodity Cards</para><para>31.71 After completing purchases of civilization cards, players may retain up to eight commodity cards in their hands for the next turn. Players may not conceal the number of commodity cards they retain. Any excess commodity cards of the player's choice must be surrendered, displayed, shuffled together with commodity cards used to acquire civilization cards and with calamities which take place in the same turn, then placed, face down, at the bottom of the appropriate trade card stack.</para><para>31.72 Tradable calamity cards may not be retained or surrendered. If a tradable calamity is not traded and resolved against another player, it is resolved against the player who drew it.</para><para>31.8 Restacking Returned Trade Cards</para><para>31.81 Once all players have acquired civilization cards, all commodity cards used for that purpose, excess commodity cards and any tradable calamity cards which were drawn in that turn are shuffled together and placed, face down, at the bottom of the appropriate trade card stack.</para><para>31.82 Any non-tradable calamity cards which were drawn that turn are then placed at the bottom of the appropriate trade card stack.</para></entry><entry id="ahciv-civycardeffects"><title>Rules: Civilization Cards Attributes</title><heading>CIVILIZATION CARD ATTRIBUTES</heading><para>CIVILIZATION CARD ATTRIBUTES</para><para>32.1 The groups, cost, attributes and credits associated with the various civilization cards are described below. Details of how civilization cards affect calamities are found in the rules relating to the calamity. The credits given by each civilization card towards the purchase of additional civilization cards are also set out in the Civilization Card Credit table, printed on the back of the rulebook.</para><para>32.2 Crafts</para><para>32.21 Pottery (Craft - 45)</para><para>32.211 The effects of Famine are reduced if the affected player holds Pottery and one or more Grain cards (30.312).</para><para>32.212 Pottery provides a credit of 10 points to all other Craft cards, Democracy and Monotheism.</para><para>32.22 Cloth Making (Craft - 45)</para><para>32.221 Ships may move an extra area - five areas instead of four.</para><para>32.222 Cloth Making provides a 10 point credit to all other Craft cards, Democracy and Monotheism.</para><para>32.23 Metalworking (Craft - 80)</para><para>32.231 In conflicts, a player with metalworking always removes his token after all other players without metalworking have removed theirs, even though the other player(s) may have larger forces. Among players who hold Metalworking there is no effect.</para><para>32.232 Metalworking provides a credit of 10 points to all other Craft cards, Democracy and Monotheism, and 20 points to Military.</para><para>32.24 Agriculture (Craft - 110)</para><para>32.241 The population limit in areas occupied solely by tokens belonging to a player who holds Agriculture is increased by one. Thus an area which normally has a population limit of two can support three tokens. This effect increases the number of tokens substituted for reduced cities by one, but does not apply during conflicts or in areas which contain tokens belonging to other nations.</para><para>32.242 Agriculture provides a credit of 10 points to all other Craft cards, Democracy and Monotheism.</para><para>32.25 Roadbuilding (Craft - 140)</para><para>32.251 Players who hold Roadbuilding may move their tokens through one land area into a second land area in the same movement phase. The first area entered may not contain units belonging to another player, Barbarians or a Pirate city. Roadbuilding may not be used to move tokens through a land area and then on board a ship.</para><para>32.252 Roadbuilding aggravates the effects of Epidemic (30.614), Civil Disorder (30.714) and Iconoclasm and Heresy (30.816).</para><para>32.253 Roadbuilding may only be acquired by a player who has Engineering.</para><para>32.254 Roadbuilding provides a credit of 10 points to all other Craft cards, Democracy and Monotheism.</para><para>32.26 Mining (Craft - 180)</para><para>32.261 Mining allows the holder to increase the value of any set of Iron, Bronze, Silver, Gems or Gold by one card when acquiring civilization cards or when evaluating his hand for A.S.T. or victory condition purposes. Mining may not be used to increase the value of a set of commodity cards beyond the limit printed on the commodity card itself. This ability may only be used once per turn.</para><para>EXAMPLE: A player holds Mining. If he turns in three Iron cards, their value is calculated as though there were four Iron cards (32 rather than 18). If two Gems cards were turned in, they would be worth 72 rather than 32, but the Mining card could not be used to increase both Iron and Gems in the same turn, nor could it be used to increase the value of retained commodity cards later in the same turn if already used when acquiring civilization cards.</para><para>32.262 Mining aggravates the effects of a Slave Revolt (30.423).</para><para>32.263 Mining may only be acquired by a player who has Engineering.</para><para>32.264 Mining provides a credit of 10 points to all other Craft cards, Democracy and Monotheism.</para><para>32.3 Crafts/Sciences</para><para>32.31 Engineering (Craft/Science- 140)</para><para>32.311 Players who hold Engineering require only six tokens to attack a city. The defending city is replaced by five tokens. Eight tokens are required to attack a city belonging to a player who holds Engineering. The city is replaced by seven tokens. If both the attacker and defender hold Engineering, the effects of Engineering cancel.</para><para>32.312 Engineering reduces the effects of Earthquake (30.213) and Flood (30.515).</para><para>32.313 A player must hold Engineering before he acquires either Mining or Roadbuilding.</para><para>32.314 Engineering provides a credit of 10 points to all other Craft cards, Democracy and Monotheism; and 20 points to all other Science cards, Philosophy and Theology.</para><para>32.4 Sciences</para><para>32.41 Astronomy (Science - 80)</para><para>32.411 Ships belonging to a player who holds Astronomy may cross open seas.</para><para>32.412 Astronomy provides a 20 point credit to all other Science cards, Philosophy and Theology.</para><para>32.42 Coinage (Science - 110)</para><para>32.421 Players who hold Coinage may vary their taxation rate by increasing it to three tokens per city or decreasing it to one token per city. The same tax must be levied on each city in a given round. A taxation rate may be set which causes the revolt of some cities.</para><para>32.422 Coinage provides a credit of 20 points to all other Science cards, Philosophy and Theology.</para><para>32.43 Medicine (Science - 140)</para><para>32.431 Medicine reduces the effect of Epidemic (30.613).</para><para>32.432 Medicine provides a credit of 20 points to all other Science cards, Philosophy and Theology.</para><para>32.5 Science/Arts</para><para>32.54 Mathematics (Science/Arts - 230)</para><para>32.541 Mathematics provides a credit of 20 points to all other Science cards, 5 points to all other Arts cards and Law, 10 points to Enlightenment and 25 points to Philosophy and Theology.</para><para>32.6 Arts</para><para>32.61 Drama and Poetry (Arts - 60)</para><para>32.611 Drama and Poetry reduces the effects of Civil War (30.4122) and Civil Disorder (30.712).</para><para>32.612 Drama and Poetry provides a credit of 5 points towards Mathematics, Music, Architecture, Law and Mysticism, 10 points towards Democracy and Enlightenment, and 20 points towards Literacy.</para><para>32.62 Music (Arts - 60)</para><para>32.621 Music reduces the effects of Civil War (30.4122) and Civil Disorder (30.712).</para><para>32.622 Music provides a credit of 5 points towards Drama and Poetry, Architecture, Literacy, Law and Mysticism, 10 points towards Democracy and Enlightenment, and 20 points towards Mathematics and Philosophy.</para><para>32.63 Architecture (Arts - 120)</para><para>32.631 Players who hold Architecture may use tokens from their treasury to assist in the building of one city each turn. At least half of the tokens used must consist of on-board tokens, but the remainder may consist of tokens taken from treasury. Architecture may not be used to construct cities in areas which contain tokens belonging to another player or Barbarians.</para><para>32.632 Architecture provides a credit of 5 points towards all other Arts cards, 10 points to Democracy and Enlightenment, and 15 points to Law.</para><para>32.7 Arts/Civics</para><para>32.71 Literacy (Arts/Civic - 110)</para><para>32.711 Literacy provides a credit of 5 points to all other Arts cards, 10 points to Enlightenment and 25 points to Law, Democracy and Philosophy.</para><para>32.8 Civics</para><para>32.81 Law (Civic - 170)</para><para>32.811 Law reduces the effects of Civil Disorder (30.712) and Iconoclasm and Heresy (30.812).</para><para>32.812 A player must hold Law before he acquires either Democracy or Philosophy.</para><para>32.82 Democracy (Civic - 200)</para><para>32.821 A player who holds Democracy is immune from tax revolts.</para><para>32.822 Democracy reduces the effects of Civil War (30.4122) and Civil Disorder (30.712).</para><para>32.823 Democracy may only be acquired by a player who holds Law.</para><para>32.83 Military (Civic - 180)</para><para>32.831 Players who hold Military always move after players who do not hold Military. The order of movement as between those players who hold Military is determined normally, according to census order. Military has a similar effect on the order of ship construction.</para><para>32.832 If a player holding Military has a Civil War, both factions lose 5 unit points after the Civil War is resolved (30.414).</para><para>32.833 Military aggravates the effects of Civil Disorder (30.713).</para><para>32.84 Philosophy (Civic - 240)</para><para>32.841 Philosophy alters the effects of Civil War (not necessarily for the better 30.4124) and reduces the effects of Iconoclasm and Heresy (30.813, 30.819).</para><para>32.842 Philosophy may only be acquired by a player who holds Law.</para><para>32.9 Religion</para><para>32.91 Mysticism (Religion/Arts - 50)</para><para>32.911 Mysticism reduces the effects of Superstition (30.322).</para><para>32.912 Mysticism provides a credit of 5 points to all other Arts cards and 15 points to all other Religion cards.</para><para>32.92 Deism (Religion - 80)</para><para>32.921 Deism reduces the effects of Superstition (30.322).</para><para>32.922 Deism provides a credit of 15 points to Enlightenment, Monotheism and Theology.</para><para>32.93 Enlightenment (Religion - 150)</para><para>32.931 Enlightenment nullifies the effects of Superstition (30.222), and reduces the effects of Slave Revolt (30.423).</para><para>32.932 A player must hold Enlightenment before he acquires either Monotheism or Theology.</para><para>32.933 Enlightenment provides a credit of 15 points to Monotheism and Theology.</para><para>32.94 Monotheism (Religion - 220)</para><para>32.941 At the end of the calamity phase, prior to the city support check and the acquisition of civilization cards, a player holding Monotheism may convert the occupants of any one area adjacent by land to an area containing his own units by replacing the units in that area with his own units. An area containing either a city or one or more tokens may be taken over in this manner, being replaced by a city or tokens, respectively.</para><para>32.942 If the player holding Monotheism does not have sufficient units in stock to replace units in a target area, he may not convert that area. The area must be adjacent by land to an area containing the player's own units, and may not be occupied by units belonging to another player who also has Monotheism or Theology. Barbarian tokens and Pirate cities may not be converted by Monotheism.</para><para>32.943 Monotheism aggravates the effects of Iconoclasm and Heresy (30.815).</para><para>32.944 Monotheism may only be acquired by a player who holds Enlightenment.</para><para>32.95 Theology (Religion - 250)</para><para>32.951 Theology reduces the effects of Iconoclasm and Heresy (30.814, 30.819).</para><para>32.952 A player who holds Theology is not affected by Monotheism.</para><para>32.953 Theology may only be acquired by a player who holds Enlightenment.</para></entry><entry id="ahciv-ast"><title>Rules: Movement of Markers on the Archeological Succession Table (A.S.T.)</title><heading>Movement of Markers on the Archeological Succession Table (A.S.T.)</heading><para>MOVEMENT OF MARKERS ON THE A.S.T.</para><para>33.1 At the end of each turn, each player's marker is moved one space to the right along the A.S.T. In some situations, a marker may not move forward or may even be moved backward one space.</para><para>33.11 A player's marker may not enter a new epoch unless the epoch entry requirements are met.</para><para>33.2 Epoch Entry Requirements:</para><para>33.21 Stone Age - none.</para><para>33.22 Early Bronze Age - two cities in play.</para><para>33.23 Late Bronze Age - three cities in play and ownership of at least three groups of civilization cards (i.e., three of the five colors must be present). Remember that some cards belong to and count as two groups.</para><para>33.24 Early Iron Age - four cities in play and ownership of at least nine civilization cards, including civilization cards from all five groups (i.e. all five colors must be present).</para><para>33.25 Late Iron Age - five cities in play. Each space in the Late Iron Age contains a point value. To enter such a space, the value of a player's civilization cards must at least equal the value printed in the space. Commodity cards and treasury are not counted.</para><para>33.3 If a player has fewer cities in play than the number required to enter an epoch, his marker is frozen on the A.S.T. and may not advance further in that epoch until he has again constructed the required number of cities. This determination is made at the time markers are moved along the A.S.T.</para><para>33.4 If a player ends a round with no cities in play, his marker moves backwards on the A.S.T. at the rate of one space per turn, unless that player is in the Stone Age, which has no city.</para></entry><entry id="ahciv-winning"><title>Rules: Winning the Game</title><heading>WINNING THE GAME</heading><para>WINNING THE GAME</para><para>34. THE END OF THE GAME</para><para>34.1 The game ends when either of the following conditions is met:</para><para>A. At least one player moves his marker onto a finish square on the A.S.T. The move into the finish square counts as the last step along the A.S.T. The player who first reaches a finish square on the A.S.T. does not necessarily win the game.</para><para>B. A predetermined time limit is reached.</para><para>34.2 Because of the length of time required to move to the end of the A.S.T., games will often end when a time limit is reached. In the interest of fairness, this time limit should be set before the game starts. Players must complete the final turn before determining the winner.</para><para>35. VICTORY DETERMINATION</para><para>35.1 The winner is determined by adding the value of the following:</para><para>A. Civilization cards (the total face value).</para><para>B. Commodity cards (the total value of sets plus the face value of individual cards).</para><para>C. Treasury (the number of tokens in Treasury).</para><para>D. A.S.T. position (100 points for each space).</para><para>E. Cities (50 points for each city on the board).</para><para>35.2 The player with the highest point value is the winner. This will not necessarily be the player with the most valuable civilization cards or the player who is furthest along the A.S.T., although both are an important source of points. If two or more players have the same number of points, the game is a tie.</para></entry><entry id="ahciv-guide"><title>Rules: A Guide for CIVILIZATION Players</title><heading>A Guide for CIVILIZATION Players</heading><para>A Guide for CIVILIZATION Players</para><para>The following article is directed at those who are familiar with CIVILIZATION It explains the main differences between CIVILIZATION and ADVANCED CIVILIZATION, and is intended to ease the transition from the old game to the new. The organization format of the ADVANCED CIVILIZATION rules has been used, as it essentially follows the sequence of play for each game turn.</para><para>The Components</para><para>ADVANCED CIVILIZATION uses the CIVILIZATION mapboard, including, if available, the Western Expansion Mapboard. Similarly, the nine sets of players tokens from the original game are used. Many of the other game components have been redone, although their general design and intent is unchanged.</para><para>Eight new civilization cards have been added, and all the civilization cards have been reprinted, with their attributes appearing on the back of each card. The sixteen civilization cards from the original game are used in ADVANCED CIVILIZATION although some costs, credits and groupings have been changed.</para><para>There are also four new calamity cards, to be used with the eight calamities from the original game.</para><para>The four redbacked calamities have been reprinted with brown backs.</para><para>This gives a total of 24 civilization cards and 12 calamities.</para><para>The total number of commodity cards has been increased from 66 to 114. Players who have used the expansion trade cards will be familiar with timber, oil, wine, silver, resin, dye and ivory. In ADVANCED CIVILIZATION the number of each commodity is generally greater, in part to balance the new calamities.</para><para>One important new component is the Civilization Card Credit Sheet, which is meant to be photocopied and used by players during every game. This handy table shows the credits given by each civilization card, as well as the cost and prerequisites, if any, of each civilization card. A player can thus see at a glance the credits he has amassed towards the purchase of new civilization cards. Space is also provided so players can keep track of the civilization cards they have acquired and their cumulativepoint totals, which are so important for A.S.T. advancement.</para><para>Finally, the attributes of the various civilization cards and the effects of calamities are set out on separate player aids for easy reference.</para><para>Starting the game</para><para>Few changes have been made in setting up the game, other than in the preparation of the trade card stacks. Simply put, the tradable calamities are shuffled into the bottom portion of each trade card stack, so they won't be drawn right away. At least as many commodity cards as there are players are placed at the top of each stack. Nontradable calamities are placed at the bottom of each stack. This method has generally met with approval, although there are many optional rules permitting different approaches to calamities (see "Season to Taste", p.46).</para><para>The Sequence of Play</para><para>The overall sequence of play is unchanged from CIVILIZATION, except that calamities are resolved before the acquisition of civilization cards. This prevents players from purchasing a civilization card in order to reduce or avoid the effects of a yet to be resolved calamity.</para><para>The sequence of play, and the important changes in play during each phase, are set out below.</para><para>Taxation</para><para>Cities belonging to players who hold Democracy never revolt. This change is not particularly significant, as city revolt is rare in any case.</para><para>Population Expansion</para><para>Here there are no changes. Population expansion occurs in A.S.T. order if any player wishes, although it will usually take place simultaneously in order to speed play, especially when players have enough tokens in stock to allow for maximum expansion.</para><para>Census</para><para>No changes.</para><para>Ship Construction</para><para>Players now build ships in census order, so that the largest nations build their ships first. This makes ship construction consistent with movement. Players with Military build their ships last.</para><para>Movement</para><para>Movement still occurs in census order, although players who hold Military move after players who do not. Census order applies as between all players who hold Military.</para><para>Players who hold Roadbuilding may move their tokens through two land areas, provided the first area does not contain units belonging to anyone else.</para><para>Conflict</para><para>City surrender has been abolished. If the defender does not have the normal six tokens to substitute for a city, he uses what tokens he has and combat is resolved normally.</para><para>A significant change involves the pillaging of destroyed cities. A player who eliminates a city in combat may pillage it by transferring up to three tokens from stock to treasury. The defender's treasury is unaffected, as he has already lost the city. In addition, the attacker draws one commodity card from the defender's hand and retains it for his own use.</para><para>These changes not only make aggression profitable in some circumstances, but add an element of uncertainty in the handling of trade cards. A player who tries to corner a market by holding a large number of valuable commodity cards for a turn may find his precious hoard under attack from jealous neighbors. These changes do not make war itself profitable, but the occasional raid, especially if the victim can not or does not retaliate, can be quite rewarding.</para><para>Engineering now aids in the attack, as well as the defense, of cities. A player who holds Engineering may attack a city with only six tokens, while if the defender holds Engineering eight tokens are required. If both players hold Engineering, the effects cancel.</para><para>City Construction</para><para>Players who hold Architecture may use tokens from treasury to assist in the construction of one city each turn. At least half the cost of construction must be paid with onboard tokens.</para><para>Removal of Surplus Population</para><para>No changes.</para><para>Reduction of Unsupported Cities</para><para>No changes.</para><para>Acquisition of Trade Cards</para><para>Here there are no changes, although the increased number of trade cards makes for greater variety in this phase.</para><para>Trading</para><para>The rules for trading have been simplified and improved. Each player involved in a trade must trade at least three cards, truthfully stating the number of cards traded. In addition, each player must honestly name two of the trade cards being traded. There is no requirement to state the total point value of the cards being traded.</para><para>This means that in every trade two cards from each player will be known, although at least one card will be unknown. This change not only makes trading simpler and faster, it encourages the trading of calamities. At the same time, a player who risks getting a calamity can be certain of getting something of value.</para><para>Another major change in trading involves tradable calamities. No calamities are revealed until trading has concluded, and thus the eight tradable calamities may be traded repeatedly until the trading session ends. Whoever holds a calamity at that time becomes its primary victim. This change makes every trade exciting and dangerous.</para><para>Resolving Calamities</para><para>Again, it is important to note the change in the sequence of play. Calamities are resolved before the acquisition of civilization cards.</para><para>At the end of each trading session, all calamity cards are revealed and acted upon. Calamities may not be discarded or held for the next turn. A player who failed to trade a tradable calamity card himself becomes the primary victim of the calamity.</para><para>The only exception to these Draconian rules is that a player may not be the primary victim of more than two calamities. The two which take effect are selected randomly. Stoics may play without this rule. Calamities are still resolved in ascending order, after which they are put to one side until shuffled back into their trade card stacks.</para><para>There are four new calamities: Treachery, Superstition, Slave Revolt and Barbarian Hordes. In addition, changes have been made in the other eight calamities. These are examined in greater detail later.</para><para>Acquisition of Civilization Cards</para><para>Apart from various changes in credits, civilization cards are acquired as before. A very important change is that there is no limit to the number of civilization cards a player may acquire, nor is there a limit to the number of each type of civilization card. A player may thus acquire all 24 civilization cards, and in fact it is theoretically possible for every player to acquire every civilization card. Because of this change, the order in which civilization cards are acquired is usually not important. If a player wishes to see what a neighbor acquires before making his own civilization cards purchases, A.S.T. order is used.</para><para>Once civilization cards have been acquired, all commodity cards used to pay for civilization cards, excess commodity cards and tradable calamities are shuffled together and returned to the bottom of their respective trade cards stacks. Non-tradable calamities are then returned to the bottom of the appropriate trade card stacks.</para><para>A.S.T. movement</para><para>Movement along the A.S.T. takes place as before, but the requirements for the various epochs have been changed.</para><para>Two cities are required to enter the Early Bronze Age.</para><para>Three cities and civilization cards in three of the five groups are required to enter the Late Bronze Age.</para><para>Four cities and nine civilization cards, including one card from each of the five groups, are required to enter the Early Iron Age.</para><para>Five cities and a specific number of points in civilization cards, depending on the nation, are required to enter the Late Iron Age.</para><para>Each square in the Late Iron Age has a point value. To advance further in that epoch, a nation must have that point value in civilization cards.</para><para>Another change in the A.S.T. is that a nation which has entered an epoch, but no longer can meet the entry requirements, remains frozen on the A.S.T. Since civilization cards, once acquired, can never be lost, this rule only applies to the city requirements. It gives players an opportunity to catch up to the leader, as well as justly causing difficulties for nations which barely meet the city requirements when entering a new epoch.</para><para>Victory Determination</para><para>In contrast to the original game, ADVANCED CIVILIZATION can be played to a time limit. This time limit, which can be anywhere from three to seven or eight hours, should be set before the game begins. This allows a game to be completed within a set time, without the nagging feeling that the best was yet to come. This rule change is probably the one most appreciated by people who do not play the game. This improvement is a result of a new formula for determining the winner of the game. The winner is determined by adding the following values once play is completed:</para><para>1. Civilization cards values</para><para>2. Commodity cards</para><para>3. Tokens in treasury</para><para>4. A.S.T. position (100 points per square)</para><para>5. Cities in play (50 points per city)</para><para>Calamities</para><para>This article would not be complete without a more detailed discussion of the new calamities and civilization cards. With twelve calamities, ADVANCED CIVILIZA77ON can be brutal at times, but the challenge of guiding a nation through dark ages makes the game a true test of leadership and resilience. Because many of the original calamities have been modified, it is worth looking at all twelve calamities.</para><para>Volcano/Earthquake.</para><para>This calamity is more or less the same, although the location selected by the victim must maximize the total damage. Engineering is powerless against volcanoes, but reduces the effects of earthquakes.</para><para>Treachery</para><para>The primary victim loses one city to the player who traded him the card. If Treachery is not traded, the player who drew it has one city reduced.</para><para>Famine</para><para>The primary victim loses ten unit points, and must instruct other players to lose 20 unit points, no more than eight of which may come from any one player. With Pottery, each Grain card held by a victim reduces the effect of Famine by four unit points, although Grain cards used for this purpose may not be used to acquire civilization cards until the following turn.</para><para>Superstition</para><para>The primary victim has three cities reduced. The effects of Superstition are reduced by Mysticism, Deism and Enlightenment.</para><para>Civil War</para><para>Civil War is still potentially the most devastating calamity, but victims now have some chance of control over its effects. As before, the victim's nation is divided into two factions. Normally the first faction will consist of 35 unit points, although this is increased by five for each of Drama and Poetry and Music, and increased by ten if Democracy is held. A nation with all three civilization cards would thus retain 50 unit points, making the civil war bearable.</para><para>Philosophy still ensures the loss of at least 15 unit points, while Military has the effect of eliminating five unit points from both factions once the civil war is resolved.</para><para>Another very important change is that the beneficiary of the civil war is now the nation with the most units in stock. This seemingly small change has a tremendous positive effect on play, because the nation which needs help the most usually benefits. This means that no player is ever completely out of the running.</para><para>Slave Revolt</para><para>Fifteen tokens belonging to the primary victim may not be used for city support until the following turn. This number is increased by five by Mining and decreased by five by Enlightenment.</para><para>Flood</para><para>If the primary victim has units on a flood plain, the effects are unchanged. If the primary victim has no units on a flood plain, one of his coastal cities is eliminated. If the primary victim holds Engineering, the coastal city is reduced rather than eliminated.</para><para>Barbarian Hordes</para><para>Once you've played a game with this calamity, you'll wonder how you ever played without it. Fifteen Barbarian tokens begin in one of the primary victim's starting areas, and flow through the richest areas of his empire until they comply with population limits. The Barbarians then remain in the areas they have occupied until attacked and eliminated. Crete, which has no start areas on the edge of the board, is immune from this calamity.</para><para>Optional rules allow the number of Barbarians to be increased. Use at your own risk.</para><para>Epidemic</para><para>Epidemic is essentially unchanged. Medicine reduces the primary victim's losses from 16 to eight unit points, and reduces secondary victims' losses by five unit points. Roadbuilding increases losses by both primary and secondary victims by five units points. As with Famine, the secondary effects are not optional - the primary victim must designate secondary victims until the epidemic has run its course.</para><para>Civil Disorder</para><para>All but three of the primary victim's cities are reduced. Possession of each of Drama and Poetry, Music, Law and Democracy saves one city, but Military and Roadbuilding each cost an additional city.</para><para>Iconoclasm and Heresy</para><para>Here the calamity is the same, although the effects of civilization cards on its effects are different. The primary victim has four cities reduced, but saves one city for each of Law and Philosophy, and three cities for Theology. One additional city is reduced for each of Monotheism and Roadbuilding. Two cities are lost by secondary victims, with Philosophy and Theology providing protection for secondary victims.</para><para>Piracy</para><para>Piracy has been completely revamped. The primary victim replaces two of his coastal cities with pirate cities, which remain on the board until attacked and destroyed. The primary victim selects two secondary victims, each of whom has one coastal city replaced by a pirate city. As usual, the player who traded the calamity to the primary victim may not be selected as a secondary victim. Ships play no part in the resolution of Piracy.</para><para>Civilization cards</para><para>An entire new category of civilization cards has been added to the game, with a corresponding increase in the possibilities open to the players. The Religion category consists of Mysticism (also an Arts), Deism, Enlightenment, Monotheism and Theology.</para><para>In addition, there are two new Crafts cards (Roadbuilding and Mining), one new Science/Arts card (Mathematics) and one new Civic (Military). This gives a total of 24 civilization cards, four of which belong to two groups (Engineering: Crafts/Science; Mathematics: Science/Arts; Literacy: Arts/Civic; Mysticism: Religion/Arts). The eight new civilization cards are worth a closer examination, as are a few familiar cards with different attributes. The civilization cards are analyzed in detail elsewhere in this publication.</para><para>Mysticism (Religion/Arts - 50)</para><para>Mysticism reduces the effects of Superstition, and otherwise is valuable for its credits and because it belongs to two groups.</para><para>Deism (Religion - 80)</para><para>Deism saves two cities from Superstition.</para><para>Enlightenment (Religion - 150)</para><para>Enlightenment completely nullifies the effects of Superstition, and reduces the effects of Slave Revolt. In addition, it is a prerequisite for both Monotheism and Theology, and therefore its acquisition always is a cause for comment and concern.</para><para>Monotheism (Religion - 220)</para><para>Monotheism is expensive and aggravates Iconoclasm and Heresy, but has a unique property which inspires dread out of proportion to its real value. The holder may convert one area each turn, by replacing the units in the area with his own. Players with Monotheism or Theology are immune from such conversion.</para><para>Because only one area may be converted each turn, the effects of Monotheism are not as drastic as they may seem. Even so, when several players have Monotheism near the end of the game, it is unpleasant to be one of the few nations open to conversion.</para><para>Theology (Religion - 250)</para><para>The most expensive of the new Religion cards, Theology is benign and protects its holder against both Monotheism and Iconoclasm and Heresy.</para><para>Roadbuilding (Craft - 140)</para><para>Roadbuilding allows land movement through two areas, provided the first does not contain enemy units. Roadbuilding aggravates the effects of Epidemic, Civil Disorder and Iconoclasm and Heresy, but provides enormous flexibility during play- Engineering is required for the acquisition of Roadbuilding.</para><para>Mining (Craft - 180)</para><para>Mining allows the holder to increase the value of it set of Iron, Bronze, Silver, Gems or Gold by one card. Four Bronze are thus treated as five when used for the acquisition of civilization cards. This ability may only be used once cach turn, but Mining still pays its way, especially if acquired early. Engineering is required for the acquisition of Mining.</para><para>Mathematics (Science/Arts - 230)</para><para>Mathematics doesn't do anything, but it provides a useful outlet for the credits accumulated by a scientific and artistic civilization.</para><para>Military (Civic - 180)</para><para>Military allows tile holder to build ships and move after other players. This attribute is extremely powerful, as it lets a large nation wage war effectively or embark upon unanswer able raids for pillage and trade cards. In theory, it is also useful for defense.</para><para>Even so, Military is very expensive because there are almost no credits available towards its purchase, and also because it provides no credits to other cards.</para><para>Architecture (Arts - 120)</para><para>Architecture is virtually a new card. It belongs to only one group, is more expensive and has a powerful attribute: the construction of cities using tokens from treasury, as described above.</para><para>The Effects of the New Civilization Cards</para><para>The civilizations which are possible in the game are now more diverse and complex than was ever the case in CIVILIZATION. The personalities of the players and the requirements of the various nations ensure unique patterns of development for each culture.</para><para>This would not have been possible without the introduction of the new Religion category, together with the creation of several higher level Crafts and Science cards. While it is theoretically possible for a player to acquire every civilization card, most games will end long before this happens. When the victor is determined, each civilization will be different. In the meantime, players have the satisfaction of creating something original, rather than marching down a predetermined path.</para><para>Conclusion</para><para>Few players who play ADVANCED CIVILIZATION will ever go back to the original game. The overall effect of the rule changes is to make ADVANCED CIVILIZATION more challenging and interesting, although no more difficult, to play.</para><para>The increased number of calamities make them a constant threat to every nation's civilization. Far from introducing more luck into the game, the new calamities force players to be more attentive to external dangers, and the skilful player will always "somehow" be lucky when it comes to calamity effects. The balancing effects of Civil War, one of the best new rules, ensure that no nation is ever really out of the game because of calamities.</para><para>The new rules relating to city elimination make aggression more profitable, without turning ADVANCED CIVILIZATION into a wargame. Aggression is now a more reasonable policy, and this forces players to pay attention to threats from other nations. Again, the overall effect of the changes is to make the players aware of just how many things the ancients had to worry about.</para><para>Finally, the new method of victory determination allows games to be played in a reasonable time, which means that relatives and friends who previously couldn't afford to spend twelve or fourteen hours playing a game can now be enticed into an afternoon of ADVANCED CIVILIZATION. This is one of the great attractions of ADVANCED CIVILIZAT70N - because it is not a wargame and every player engages in a creative activity, it is suitable for a much wider range of players. It is, in fact, the epitome of a "social game", so much so that true enthusiasts sometimes find that they don't really care whether or not they win the game.</para><para>On the other hand, the sense of history generated by ADVANCED CIVILIZATION can be so great that players find themselves identifying with the nations to an alarming degree. In the games I have played, passions have been aroused, tensions have been high and holy wars of revenge have been launched. Only a truly classic game can bring out the best (and worst) in people.</para><para>In short, there is something for everyone. Both "nongamers" and hard-core wargamers can enjoy themselves. Every player's personality will be reflected in his or her civilization. You will always have fun playing ADVANCED CIVILIZATION but of course whether your nation develops an advanced civilization is another question.</para><para>Putting It All Together</para><para>The ADVANCED CIVILIZATION expansion kit consists of the following components:</para><para>1. 24 civilization cards, eight of each type.</para><para>2. A deck of 80 trade cards, as follows: eight Iron, seven Papyrus, eight Timber, seven Oil, six Wine, five Silver, six Spices, five Resin, five Gems, four Dye, five Gold, four Ivory, one each of Volcano/Earthquake, Treachery, Famine, Superstition, Civil War, Slave Revolt, Flood, Barbarian Hordes, and two blanks.</para><para>3. An Archaeological Succession Card.</para><para>4. Summary of Calamity Effects.</para><para>5. Rulebook and Gamer's Guide.</para><para>The ADVANCED CIVILIZATION expansion kit must be used with a CIVILIZATION game. The mapboard, playing pieces, player mats and place cards from the original game are used.</para><para>In addition, the Ochre, Hides, Salt, Grain, Cloth and Bronze commodity cards from CIVILIZATION are used, together with the Epidemic, Civil Disorder, Iconoclasm and Heresy and Piracy calamity cards. The remaining trade cards from the original game, including the four redbacked calamities, are not used in ADVANCED CIVILIZATION</para><para>In short, the expansion kit is combined with the original CIVILIZATION game to create ADVANCED CIVILIZATION. Virtually all components which have changed have been redone, but the original mapboard and units are still used, and for this reason it was decided not to simply issue ADVANCED CIVILIZATION as a complete, but more expensive, game. The expansion trade card deck, which introduced a number of new commodities, has been incorporated into ADVANCED CIVILIZATION and is thus no longer required.</para><para>The Western Expansion Mapboard, on the other hand, is not included in the ADVANCED CIVILIZATION expansion kit. The Western Expansion Mapboard is not strictly necessary for ADVANCED CIVILIZATION but it is highly recommended and can be purchased separately from Avalon Hill.</para></entry><entry id="ahciv-exp-pdfs"><title>Civ Expansion: PDFs</title><heading>Downloadable PDFs</heading></entry><entry id="ahciv-exp-overview"><title>Civ Expansion: Overview</title><heading>Introduction</heading><para>CIVILIZATION: The Expansion Project is a game of skill for five to eighteen players covering the development of ancient civilizations from the invention of agriculture to the emergence of Rome as the dominant Mediterranean power - a span of almost 8,000 years. Each player leads a civilization over a mapboard that stretches from the Mediterranean Sea to India as they attempt to carve a niche for themselves and their culture.</para><para>Although battles and territorial strategy are important, CIVILIZATION: The Expansion Project is not a war game because it is not won by battle or conquest. Instead, the objective of play is to gain a level of overall advancement involving cultural, economic, political and religious factors. Conflicts that do arise result from rivalries and shortages of land rather than from attempts to eliminate other players. Nomads, farmers, warriors, merchants, artisans, priests and citizens all have an essential part to play in the development of every civilization. The player who most effectively balances these various outlooks will achieve the best balance and win the game.</para><para>A full game of CIVILIZATION: The Expansion Project can take from ten to eighteen hours to complete in person. When this much time is not available, players should play to a fixed time limit (see 30.1 B, below), possibly in combination with one of the options for playing a shorter game found in the Optional Rulebook. Some scenarios from the Scenario Handbook may also require less time.</para></entry><entry id="ahciv-exp-description-of-play"><title>Civ Expansion: Description of Play</title><heading>Description of Play</heading><para>The objective of CIVILIZATION: The Expansion Project is to acquire the greatest number of victory points (32). The winner will not necessarily be the first player to reach the end of the Archaeological Succession Table (A.S.T.) or the player with the greatest number of civilization advancements, although these are important factors in determining the winner. Civilization advancements are acquired in a step-by-step process that mirrors the actual development of the civilizations.</para><para>Occupancy of areas on the board are indicated with tokens, which represent groups of people, and cities. At the start of the game, each civilization begins with a single token in its starting area. Each turn, each player increases his population by adding one token to each area containing a single token and two tokens to each area containing two or more tokens.</para><para>Each player may then move his tokens to new areas by land or by boarding ships and moving by sea into other land areas. Players generally move their tokens into areas of the board that are fertile and defensible. This movement represents the travels of nomadic tribes and their search for suitable homeland.</para><para>After movement, conflict is resolved in land areas containing surplus population. As population of the board reaches its limit, conflict becomes more common as border wars help to establish the boundaries of each civilization. The scope of expansion is often limited by the loss of tokens in contested areas.</para><para>After conflict is resolved, cities may be constructed in areas that contain enough tokens. City construction is a more productive way of absorbing population pressures than is territorial expansion, for while cities require an agricultural hinterland, they are better able to resist attack and generate revenue through taxes that may be used to establish a central fund for the benefit of the whole state. The transfer of tokens from stock into treasury represents the payment of taxes. Players must strive to maintain a balance between rural and urban populations.</para><para>Each turn, players collect one trade card for each city they have on the board. Most trade cards are commodities, but some are calamities that may affect one or more players. Trade cards,including some calamities, are then exchanged between players during the trading session, allowing players to build up sets of commodity cards. Once all calamities are resolved, these commodity card sets and tokens in treasury may be exchanged for civilization advancements.</para><para>Cities are thus essential to provide the wealth needed to advance a civilization, but others with a more energetic outlook will surpass a civilization that fails to augment this wealth by trade. However, trade is not without its hazards in the form of calamities that can have a disastrous effect on people who have failed to evolve a balanced culture. Such calamities may also indirectly provide the impetus from which a well-organized society can rise in new ways and achieve still further greatness. Even so, the best calamities are those that happen to other civilizations.</para><para/></entry><entry id="ahciv-exp-game-components"><title>Civ Expansion: Game Components</title><heading>Game Components</heading><heading>6. Credit Tokens</heading><heading>7. Quick Charts</heading><heading>8.2.2 Cards used in 5-11 player games</heading><heading>8.2.3 Cards used in 12-18 player games</heading><para>1.1 The game consists of the following components:</para><para>A. Core Rulebook (this book) and Scenario Handbook.</para><para>B. The mapboard covering the Mediterranean Sea to India.</para><para>C. Eighteen player mats.</para><para>D. Eighteen sets of playing pieces, plus an extra set for barbarian tokens and pirate cities.</para><para>E. Eighteen sets of civilization advancement cards.</para><para>F. Five sets of credit tokens, to represent credits earned purchasing prior civilization advancements.</para><para>G. Eighteen civilization advancements quick charts.</para><para>H. Eighteen civilization advancements credit quick charts.</para><para>I. Deck of 286 commodity cards.</para><para>J. Deck of 48 calamity cards.</para><para>K. Eighteen calamity quick charts.</para><para>The mapboard contains a map that represents the ancient civilized world from Spain to India and also holds a number of charts and tables including the A.S.T. (Archaeological Succession Table). The actual map has been divided into areas for purposes of population and movement. These areas contain significant features central to the play of the game, while the tables off to the sides help players keep track of their progress.</para><para>2.2.1 All green and brown-colored territory indicates land. All areas containing land are called land areas. White lines on green and brown-colored territory are called land borders.</para><para>2.2.2 All blue-colored territory indicates water. All areas containing water are called water areas. White lines on blue-colored territory are called water borders.</para><para>2.2.3 All areas containing only water are called open sea areas.</para><para>2.2.4 Most water areas also contains land, and are thus also land areas. Those that can trace a path strictly over water to an open sea area are called coastal areas.</para><para>2.2.5 Two areas sharing a border is considered adjacent to each other. If they share a land border, they are adjacent by land, and if they share a water border they are adjacent by water.</para><para>2.2.6 The map areas containing the A.S.T. and the trade card stacks are not in play. Areas adjacent to these areas are considered to be adjacent to the map edge.</para><para>2.2.7 All areas containing tokens belonging to a specific civilization are considered to be within that civilization. An area can be within more than one civilization.</para><para>2.2.8 All areas adjacent to an area within a specific civilization are considered to be adjacent to that civilizati</para><para>2.2.9 Two civilizations are considered adjacent to each other if they have units in the same area, or in two different areas adjacent to each other.</para><para>2.3.1 Volcanoes are represented by white triangles. A volcano may be located in a single area or may straddle two areas.</para><para>2.3.2 Flood plains are represented by dark green coloring. Any area that contains such dark green coloring is considered to be on a flood plain.</para><para>2.3.3 City sites are represented by small squares. Most city sites are black. White city sites are on flood plains and are vulnerable to floods. Black city sites are not affected by flood, even if they are in dark green flood plains. Units in such an area would be vulnerable to flood, however.</para><para>2.4.1 A number enclosed in a colored circle indicates the population limits of land areas. These numbers indicate the maximum number of tokens that the area can accommodate. To ease identification, each value has its own color.</para><para>2.4.2 All other map features are included for aesthetic purposes only and have no impact on play.</para><para>2.5.1 The Archaeological Succession Table (A.S.T.) contains a horizontal track for each civilization. Each player's succession marker moves along his civilization's track from left to right. There are a total of sixteen spaces on each track, including the finish square.</para><para>2.5.2 The A.S.T. is divided into five epochs by shading. The five epochs are the stone age, the early bronze age, the late bronze age, the early iron age, and the late iron age. Not all civilizations enter the same epoch at the same time.</para><para>2.6.1 The census track is used to hold each civilization's census marker. After population expansion has occurred, players determine how many of their tokens are on the board and their census markers are moved to the appropriate number on the census track.</para><para>2.6.2 Trade card stacks are used to hold the various trade cards during play. There are two blocks of trade card stacks, used when the trade cards are split between The East and The West. Each block consists of nine stacks, one for each level of trade cards. The number of players will determine how many trade cards are in play (see 10.3).</para><para>3.1 There are eighteen sets of playing pieces, each with a distinctive color. Each set contains 55 square tokens, nine round cities, four rectangular ships, one small square census marker bearing a number, and one small square succession marker. The extra white set of playing pieces only contains square tokens and round cities and is used to represent barbarians and pirates.</para><para>3.2 Tokens are square, and are used to represent rural populations. When the term token is used, this does not include ships or cities.</para><para>3.3 Cities are round, and are used to represent urban populations.</para><para>3.4 Ships are rectangular, and are used to move tokens across water areas as well as fight battles (with the Naval Warfare advancement).</para><para>3.5 "Units" is a term used to refer to tokens and cities, but not ships.</para><para>3.6 "Unit points" is a term used to refer to the value of tokens and cities, usually in the context of resolving calamities. Each city has a value of five unit points and each token has a value of one unit point.</para><para>4.1 All tokens, cities and ships not currently in play on the board are held on the player mat. These are referred to as stock and are kept in the stock area of the player mat. When tokens, cities and ships are removed from the board they are placed in stock and may be returned to play at a later time. No playing piece is ever permanently removed from the game.</para><para>4.2 When tokens are placed in the treasury area of the player mat they become a currency that may be used to purchase civilization advancements, trade cards and, in some cases, mitigate the effects of calamities. It is important not to mix tokens in stock with tokens in treasury, as they serve separate functions. To maintain this distinction, tokens placed in treasury should be inverted.</para><para>5.1 Civilization advancements represent 51 important aspects of civilization. There are five groups of civilization advancements, each identified by its own color and symbolic shape. Some advancements belong to two groups. The groups are: art (blue-triangle), civic (red-hexagon), craft (orange-square), religion (yellow-star), and science (green-circle).</para><para>5.2 The attributes of the various civilization advancements are summarized on the civilization advancement cards. They contains no new information and is presented for ease of reference.</para><para>6.1 Credit tokens come in five different sets, one each for the five groups of civilization advancements (i.e. art, civic, craft, religion, and science). Each of these colored tokens come in denominations of 5, 10, 20 and 40.</para><para>6.2 As players acquire civilization advancements they will permanently acquire these credit tokens applying them to all future civilization advancements purchases of the appropriate group.</para><para>7.1 The calamity quick charts sets out the effects of each calamity. They contains no new information and are printed separately for ease of reference only.</para><para>7.2 The civilization advancements quick charts allows players to quickly compare the benefits and drawbacks of the different civilization advancements. They contains no new information and are printed separately for ease of reference only.</para><para>7.3 The civilization advancements credit quick charts allows players to easily see the credits granted by various civilization advancements. They contains no new information and are printed separately for ease of reference only.</para><para>8.1 There are two types of trade cards - commodity cards and calamity cards. The term trade card is used in the rules to refer to both commodity and calamity cards. Rules that refer specifically to commodity or calamity cards apply only to that type of card.</para><para>8.2.1 There are 286 commodity cards. The cards in each deck (number of each card is in parentheses)</para><para>Clay(7), Ochre(7), Hides(7), Flax(7), Bone(8)</para><para>Iron(8), Papyri(7), Stone(7), Furs(8), Wax(8)</para><para>Fish(8), Fruit(9), Salt(9), Timber(8), Ceramics(8)</para><para>Oil(8), Wool(7), Cotton(7), Sugar(8), Grain(8)</para><para>Wine(6), Textiles(7), Livestock(7), Lacquer(6), Glass(6)</para><para>Copper(6), Tin(5), Silver(5), Bronze(6), Lead(6)</para><para>Resin(5), Incense(6), Spice(6), Jade(5), Herbs(6)</para><para>Gemstones(5), Marble(4), Dye(4), Tea(5), Obsidian(4)</para><para>Gold(5), Ivory(4), Silk(4), Pearls(5), Amber(4)</para><para>The following cards are used when playing with 5-11 players. Cards with an * are only used in games with 8-11 players:</para><para>Clay, Hides, Bone*</para><para>Iron, Stone, Wax*</para><para>Fish, Salt, Ceramics*</para><para>Oil, Cotton, Grain*</para><para>Wine, Livestock, Glass*</para><para>Copper, Silver, Lead*</para><para>Resin, Spice, Herbs*</para><para>Gemstones, Dye, Obsidian*</para><para>Gold, Silk, Amber*</para><para>The following cards are used in 12-18 player games. Cards designated "East" are used by players on the eastern end of the map. "West" cards are for players in the west. Cards marked "S" are used only in games of 15-18 and are divided evenly between the East and West decks.</para><para>W: Clay, Ochre; E: Hides, Flax; S: Bone</para><para>W: Iron, Papyri; E: Stone, Furs; S: Wax</para><para>W: Fish, Fruit; E: Salt, Timber; S: Ceramics</para><para>W: Oil, Wool; E: Cotton, Sugar; S: Grain</para><para>W: Wine, Textiles; E: Livestock, Lacquer; S: Glass</para><para>W: Copper, Tin; E: Silver, Bronze; S: Lead</para><para>W: Resin, Incense; E: Spice, Jade; S: Herbs</para><para>W: Gemstones, Marble; E: Dye, Tea; S: Obsidian</para><para>W: Gold, Ivory; E: Silk, Pearls; S: Amber</para><para>8.3.1 There are 24 different calamity cards, two of each for a total of 48 cards. The duplicate calamity cards are used when playing with twelve or more players. The following table sets out the trade card stack in which each calamity is placed as well as its severity and trade status:</para><para>Volcanic Eruption or Earthquake Major Non-tradable</para><para>Treachery Major Tradable</para><para>Squandered Wealth Minor Tradable</para><para>Famine Major Non-tradable</para><para>Superstition Major Tradable</para><para>Tempest Minor Tradable</para><para>Civil War Major Non-tradable</para><para>Slave Revolt Major Tradable</para><para>City in Flames Minor Tradable</para><para>Flood Major Non-tradable</para><para>Barbarian Hordes Major Tradable</para><para>City Riots Minor Tradable</para><para>Cyclone Major Non-tradable</para><para>Epidemic Major Tradable</para><para>Coastal Migration Minor Tradable</para><para>Corruption Major Non-tradable</para><para>Civil Disorder Major Tradable</para><para>Tribal Conflict Minor Tradable</para><para>Tyranny Major Non-tradable</para><para/><para>Minor Uprising Minor Tradable</para><para>Regression Major Non-tradable</para><para>Piracy Major Tradable</para><para>Banditry Minor Tradable</para></entry><entry id="ahciv-exp-Getting-Started"><title>Civ Expansion: Setup</title><heading>9. The Number of Players</heading><para>9.1 CIVILIZATION: The Expansion Project may be played by between five and eighteen players. Some alternative maps may support a different number of players.</para><para>9.2 If you are eighteen players, use all civilizations and the entire map. You can skip the rest of this section and continue directly with Setting up the Game (10).</para><para>9.3 If you are less than eighteen players you must first decide what civilizations are going to be in play. Select the same amount of civilizations as you are players. You should always select civilizations whose starting locations are close to each other (you can not leave gaps). No civilization should be in play unless it has at least two direct neighbors. The civilizations may border over water, but not over open sea areas or zero population areas. The Scenario Handbook contains a list of suggestions. Try to reach a consensus on which civilizations to use before proceeding. If a consensus is not possible, a majority decision or a GM decree (if your game has a GM) is acceptable.</para><para>9.4 Next you have to determine the playable area of the map. This is done by removing any area that is associated with a civilization not in play. See the Scenario Handbook for listings of associated areas. An area is removed from play by covering the population limit and making it impassable. If an area is associated with more than one civilization, remove it if at least one associated civilization is not in play.</para><para>9.5 You may not move tokens into, nor build cities in, areas not in play. Ships may move through areas not in play, even carrying tokens, but may not unload any tokens, nor end their turn, there. You may use removed areas when tracing a path over water, but not when tracing a path over land. For all other purposes, including Barbarian Hordes, areas adjacent to areas removed from play are considered to be adjacent to the map edge.</para><para>9.6 If you are twelve players or more you'll need to divide the civilizations in play into two trade card blocks. The easternmost half constitutes The East, and the westernmost half constitutes The West. If you are an odd number of players, the middle civilization belongs to the trade card block it would have belonged to in an eighteen players game.</para><para>10.1 Begin by laying out the mapboard. If you are less than eighteen players, cover some areas, as described above.</para><para>10.2 Sort out the civilization advancements by type and put them to one side in an easily accessible location together with the credit tokens. Alternatively you can give one set of civilization advancements to each player, in which case each player must honestly keep track of which he has purchased and which he has not, and show anyone who asks.</para><para>10.3 Sort out the trade cards into their respective holding stacks.</para><para>10.3.1 When playing with 5-7 players, only one trade card block is in use. It consists of all the commodities not marked with an * in the 5-11 player table in the (8.2.2), as well as one set of the major (tradable and non-tradable) calamities (8.3.1).</para><para>10.3.2 When playing with 8-11 players, only one trade card block is in use. It consists of all the commodities listed in (8.2.2), as well as one set of the major (tradable and non-tradable) and minor calamities (8.3.1).</para><para>10.3.3 When playing with 12-14 players, two trade card blocks are in use. The West consists of all commodities marked with a W listed in (8.2.3), as well as one set of the major (tradable and non-tradable) calamities (8.3.1). The East consist of all commodities maked with an E listed in (8.2.3), as well as one set of the major (tradable and non-tradable) calamities (8.3.1).</para><para>10.3.4 When playing with 15-18 players, two trade card blocks are in use. The West consists of all commodities marked with a W listed in (8.2.3), and half of the cards marked with an S, as well as one set of the major (tradable and non-tradable) and minor calamities (8.3.1). The East consist of all commodities marked with E, and half of the cards marked with an S listed in (8.2.3), as well as one set of the major (tradable and non-tradable) and minor calamities (8.3.1).</para><para>10.3.5 For each trade card block in play, sort the commodity cards by number, shuffle each stack, and then count out a number of commodity cards from each of the second to ninth stacks equivalent to the number of players in that block. These are put to one side. Each of the eight major tradable calamity cards, and the eight minor calamity cards, if they are in play, are then shuffled in with the remaining commodity cards of the appropriate stack, and the commodity cards that were put to one side are now placed on top of their trade card stacks. This ensures that no player will draw a tradable calamity until play is well underway. The eight non-tradable calamity cards are then placed at the bottom of the appropriate stack. The first stack does not get any calamities.</para><para>10.4 Each player randomly draws one of the available civilizations to play and takes the player mat and set of playing pieces belonging to that civilization. Players may exchange civilizations if both players agree.</para><para>10.5 All player then places one token in the starting area of his civilization, and places the remaining 54 tokens, as well as all nine cities and all four ships, in the stock area of the player mat. Starting areas are indicated on the map and listed in the Scenario Handbook. Players also place their succession marker on their civilization's start arrow on the A.S.T. and their census marker on the census track. Play may now begin.</para></entry><entry id="ahciv-exp-turn-procedure"><title>Civ Expansion: Turn-By-Turn Procedure</title><heading>III. Turn-By-Turn Procedure</heading><para>11.1 Each turn in a game of CIVILIZATION: The Expansion Project is divided into a number of distinct activities, referred to as phases. When all phases have been completed, the turn is finished and a new turn begins.</para><para>11.2 To speed play, in many phases all or some of the players may carry out the required activity simultaneously, as their actions will have no effect on other players. However, situations often arise in that the actions of other players are of crucial importance in determining a player's actions. Players may insist at any time that activities in a particular phase are carried out in the proper order.</para><para>11.3 The order of player activity during various phases is determined according to various criteria, as detailed in the rules applying to each phase. These criteria are summarized in the sequence of play.</para><para>11.4 A.S.T. order is used to resolve all ties between the civilizations except conflict and winning the game. A.S.T. order corresponds to the list of civilizations on the A.S.T. The Scenario Handbook also lists all civilizations in A.S.T. order.</para><para>12.1 During each turn, the following sequence of play is used:</para><para>Tax Collection (possibly city revolts) If cities exist A.S.T. order</para><para>Population Expansion Always A.S.T. order</para><para>Census Always Simultaneous</para><para>Ship Construction and Maintenance If desired Census order</para><para>Movement Always Census order</para><para>Conflict If necessary Simultaneous</para><para>City Construction If desired A.S.T. order</para><para>Removal of Surplus Population If necessary A.S.T. order</para><para>City Support Check If cities exist A.S.T. order</para><para>Trade Cards Acquisition If cities exist By ascending city count</para><para>Trade If possible and desired Simultaneous</para><para>Calamity Resolution If necessary In ascending order</para><para>Special Abilities Phase If desired A.S.T. order</para><para>City Support Check If cities exist A.S.T. order</para><para>Civilization Advancements Acquisition If desired A.S.T. order</para><para>Return of Excess Commodity Cards If necessary A.S.T. order</para><para>Movement of Succession Markers Always Simultaneous</para><para>12.2 There are seventeen phases in a turn. During the early stages of the game, each turn will consist of only a few phases. Phases in which no activity takes place are simply disregarded.</para></entry><entry id="ahciv-exp-phases-Taxes"><title>Civ Expansion: Taxes</title><heading>13. Tax Collection</heading><para>13.1 Every player must transfer two tokens from stock to treasury for every city he has on the board.</para><para>13.2 Varying Taxation</para><para>13.2.1 Players holding Monarchy (30.32) may increase their taxation rate by one token per city.</para><para>13.2.2 Players holding Coinage (30.10) may vary their taxation rate by increasing it by one token per city or decreasing it by one token per city.</para><para>13.2.3 Civilization advancements that effect taxation can be used cumulatively (e.g. Monarch + Coinage can yield a taxation rate of four tokens per city). These effects do not need to be used or may be used selectively (e.g. Coinage can be used to lower the taxation rate to one token per city, while Monarchy is not used) provided that the same tax be levied on each city in a given round. A taxation rate may be set that causes some cities to revolt.</para><para>13.3 Tax Revolts</para><para>13.3.1 Tax revolts occur when a player does not have sufficient tokens in his stock to pay the required taxes. After paying his entire stock in taxes, the cities that couldn't pay their full taxes revolt. Tax revolts are resolved only after all other players have paid their taxes.</para><para>13.3.2 In AST order, check for players that are in Tax Revolt.</para><para>13.3.3 Get stock counts from all players. This is done once, before anyone loses any cities (in the event of multiple tax revolts) The player with the most unit points in stock who is not the player with revolting cities is the beneficiary of the tax revolt. In case of tie, use AST order.</para><para>13.3.4 The beneficiary then take over the amount of cities for which the original owners are unable to pay their taxes. If the beneficiary does not have enough cities in stock to take over all cities in revolt, the player with the next largest number of unit points in stock takes over the remainder (use AST to break ties) and so on, until all cities in revolt have been replaced. The new owners do not pay the unpaid taxes.</para><para>13.3.5 In the rare case where no player can take over remaining revolting cities, they are eliminated instead.</para><para>13.3.6 Cities belonging to players holding Democracy (30.13) are never subject to tax revolts.</para></entry><entry id="ahciv-exp-phases-population"><title>Civ Expansion: Population Expansion</title><heading>14. Population Expansion</heading><para>14.1 Each player adds one token to every area that contains one of his tokens and two tokens to every area that already contains two or more of his tokens. Tokens may be added to an area in excess of its population limit.</para><para>14.2 If a player does not have sufficient tokens in stock to complete his population expansion, he divides what tokens he has in stock among the eligible areas as he wishes, but otherwise population expansion is automatic and may not be voluntarily curtailed.</para><para>14.3 Population is increased in A.S.T. order. If population increases are automatic or do not affect other players, this activity may be carried out simultaneously.</para></entry><entry id="ahciv-exp-phases-census"><title>Civ Expansion: Census</title><heading>15. Census</heading><para>15.1 Each player counts the number of tokens he has on the board. Cities and ships are not counted.</para><para>15.2 Each player's census marker is placed on the census track on the space that corresponds to the player's population. A record is now available for the order of movement. To resolve ties, the number on the census marker indicates that civilization's position in the A.S.T. order.</para></entry><entry id="ahciv-exp-phases-ships"><title>Civ Expansion: Ship Construction</title><heading>16. Ship Construction and Maintenance</heading><para>16.1 Players build and maintain ships in descending census order.</para><para>16.1.1 Players holding Military (30.30) always build and maintain ships after players not holding Military. The order of ship construction and maintenance between players holding Military is determined normally, according to descending census order.</para><para>16.2 Building a ship costs two tokens. This may be paid for either from the treasury, by a levy of the player's tokens from the area that the ship is being constructed in, or by a combination of the two.</para><para>16.2.1 A ship financed completely from treasury may be placed in any water area containing at least one of the player's units. A ship built totally or partially by levy must be placed in the water area being levied. All tokens spent on ships are returned to stock.</para><para>16.3 Ships already in play must be maintained at a cost of one token per turn from treasury or by a levy of one token from the area that the ship occupies. Ships that are not maintained are immediately returned to stock. A player may remove a ship from the board by not paying maintenance and build it in a different area in the same phase.</para><para>16.4 A player may not have more than four ships in play at one time.</para></entry><entry id="ahciv-exp-phases-movement"><title>Civ Expansion: Movement</title><heading>17. Movement</heading><para>17.1 Once ship construction is completed, players may move some, all, or none of their tokens and ships. Cities may not be moved. A player may not move another player's tokens or ships.</para><para>17.2 Players move in descending census order.</para><para>17.2.1 Players holding Military (30.30) always move after players not holding Military. The order of movement between players holding Military is determined normally, according to descending census order.</para><para>17.2.2 Barbarians, which periodically appear on the board as a calamity, move only during the Calamity Resolution phase in which they appear.</para><para>17.3 Tokens may be moved either across a single land border, or on board a ship currently occupying the same area. Tokens may not both move across land and on board a ship in the same turn.</para><para>17.3.1 Players holding Roadbuilding (30.45) may move their tokens through one land area and then into a second land area in the same movement phase. The first area entered may not contain units belonging to another player, barbarians or a pirate city. Roadbuilding may not be used to move tokens through a land area then on board a ship.</para><para>17.4 Any number of tokens, belonging to any number of players, may be moved into the same area. Tokens may be moved into an area containing a city. Tokens may be moved into an area in excess of the area's population limit, although this may result in the later elimination of excess tokens.</para><para>17.4.1 Players not holding Diplomacy (30.15) or Military (30.30) may not attack a city belonging to a player holding Diplomacy. Attacking a city is defined as moving tokens into an area containing a city in enough force that conflict would occur.</para><para>17.4.2 Players not holding Cultural Ascendancy (30.11) or Advanced Military (30.2) may not attack any units belonging to a player holding Cultural Ascendancy. Attacking units is defined as moving tokens into an area containing units in enough force that conflict would occur.</para><para>17.5.1 Ships may only move across water borders. A ship may move into up to four water areas in the same movement phase.</para><para>17.5.1.1 Players holding Cloth Making (30.9) may move their ships into one extra area during each movement phase.</para><para>17.5.1.2 Only players holding Astronavigation (30.6) may move their ships into open sea areas (2.2.3).</para><para>17.5.1.3 Ships may end their movement in any water area they can reach, other than an open sea area, regardless of whose ships or tokens also occupy the area.</para><para>17.5.1.4 Some territories may have two distinct coastlines. Ships may enter a territory from either side, but must leave from that same side. Ships may not cross directly from one coastline to another.</para><para>17.5.2 A ship may carry as many as five tokens at one time. Only tokens that have not been moved over land in the current movement phase may embark onto and move with a ship.</para><para>17.5.2.1 A ship belonging to a player holding Naval Warfare (30.38) may carry one extra token at any time.</para><para>17.5.2.2 A ship may take part in any number of embarkations and debarkations of tokens during the same movement phase, and may retrace all or part of its route subject only to the limitation on the number of areas entered. A ship may thus ferry two loads of tokens across a narrow strait, or pick up and set down tokens at different areas along its voyage. Tokens must be embarked and debarked during the same movement phase. A token may not remain aboard a ship at the end of a movement phase. A token may not travel on more than one ship in the same movement phase.</para></entry><entry id="ahciv-exp-phases-conflict"><title>Civ Expansion: Conflict</title><heading>18. Conflict</heading><para>18.1 Conflict occurs when the tokens of two or more civilizations occupy the same area and the total number of tokens in the area is greater than the population limit of the area. Areas containing a city can not hold any tokens, unless the city owner holds Public Works (30.43), in which case the area can hold one token. If the population limit of an area containing tokens belonging to two or more different civilizations is not exceeded, the tokens will co-exist without conflict. This is the only time conflict occurs, except when a player is the primary victim of Barbarian Hordes (29.5.2.3.1).</para><para>18.1.1 Conflicts may occur between tokens, between tokens and cities, and between tokens and cities defended by tokens.</para><para>18.1.2 Tokens and cities eliminated as a result of conflict are returned to stock.</para><para>18.2.1 All players involved in a conflict between tokens remove one token at a time alternately until only one player's tokens remain in the area or the population limit of the area is no longer exceeded.</para><para>18.2.2 The players start to remove tokens in ascending order of the amount of tokens in the area in which the conflict occurs. If two or more players have an equal number of tokens in the area, they remove their tokens simultaneously.</para><para>18.2.3 Regardless of the number of their tokens in the area, all players holding Iron Working (30.21) or Metalworking (30.29) remove their first token from the area after all players not holding Metalworking have removed their first token. Players with Iron Working remove their units after all players without Iron Working.</para><para>18.2.3.1 Example: In a conflict involving 4 players, all with equal population, where:</para><para>A has both Iron Working and Metal Working</para><para>B has Iron Working (but not Metal Working)</para><para>C has Metal Working (but not Iron Working)</para><para>D has neither Iron nor Metal Working</para><para>The removal order will be</para><para>D (since they have no advancements)</para><para>C (all players w/out Iron remove first)</para><para>B (players w/out Metal remove first, but AFTER the players w/out Iron)</para><para>A (last, since they have both)</para><para>18.2.4 Players holding Advanced Military (30.2) may, instead of removing tokens from the area in which the conflict occurs, remove tokens from an area adjacent by land. A player using Advanced Military to remove tokens from an adjacent area must leave at least one token in that area.</para><para>18.2.5 Players holding Naval Warfare (30.38) may, instead of removing tokens, remove ships from the area in which the conflict occurs.</para><para>18.3.1 Cities remain standing unless attacked by seven or more tokens belonging to the same civilization. If fewer than seven tokens attack a city, they are simply removed without affecting the attacked city.</para><para>18.3.2 If the required number of tokens attack a city, the defender replaces the city with six tokens and the resulting conflict between the attacking and defending tokens is resolved. If the defending player has fewer than six tokens in stock he replaces the attacked city with what tokens he has and combat is resolved normally. Players are entitled to resolve any other conflicts involving their tokens before resolving attacks on their cities, so that the maximum number of tokens may replace their cities.</para><para>18.3.3 Two or more players may not combine to attack a city. If two players have tokens in an area containing a city belonging to a third player, they battle among themselves until only one player's tokens remain. If sufficient tokens survive, the survivor may then attack the city.</para><para>18.3.4 When a player attacks a pirate city, the pirate city is replaced by white tokens solely for the purpose of resolving combat. If any such tokens survive the resulting combat, they are removed from the board.</para><para>18.3.5 Players holding Engineering (30.18) require only six tokens to attack a city. The defending city is replaced by five tokens. Eight tokens are required to attack a city belonging to a player holding Engineering. The city is replaced by seven tokens. If both the attacker and defender hold Engineering, the effects of Engineering cancel each other.</para><para>18.4.1 Conflict between tokens is resolved before attacks on cities. Tokens defending a city must be eliminated before the city is attacked. The city may only be attacked if a sufficient number of attacking tokens survive the initial conflict between tokens.</para><para>18.5.1 When a city is attacked and eliminated by a player, the attacking player immediately draws, at random, one of the victim's trade cards and retains it for his own use. If the victim has no trade cards, no such draw occurs.</para><para>18.5.2 In addition to drawing a trade card from the victim, a player who successfully attacks a city may transfer up to three tokens from his stock to his treasury, to reflect pillage of the destroyed city. The attacker may choose to transfer fewer than three tokens if he wishes. The number of tokens that may be pillaged may not exceed the number of tokens in the attacker's stock, and can never exceed three tokens per city. The victim's treasury and stock are unaffected by pillage.</para><para>18.5.3 No trade card is drawn nor does pillage occur when a city is converted by Monotheism (25.4), annexed by Politics (25.5), or destroyed by Fundamentalism (25.3). Also, no trade card is drawn nor does pillage occur when a city is eliminated by barbarians or lost as a result of any other calamity or a tax revolt.</para><para>18.5.4 A player who attacks and eliminates a pirate city may pillage it.</para></entry><entry id="ahciv-exp-phases-city-construction"><title>Civ Expansion: City Construction</title><heading>19. City Construction</heading><para>19.1 City construction takes place after all conflict is resolved. A city may be built in any land area except those marked with a population limit of zero. Each land area may contain only one city. No player may have more than nine cities on the board at any one time.</para><para>19.2 A player with six or more tokens in an area containing a city site (2.3.3) may build a city in that area by replacing all the tokens with a city. In areas that do not contain a city site, at least twelve tokens are needed to build a city. Cities can not be constructed in areas containing tokens belonging to another player or barbarians. Tokens used to construct cities are returned to stock.</para><para>19.3 Players holding Architecture (30.5) can use tokens from their treasury to assist in the building of one city each turn. Half (roundup) of the tokens used must consist of onboard tokens, but the remainder may consist of tokens taken from treasury.</para><para>19.4 Players holding Public Works (30.43) increases the cost of building a city by one token.</para><para>19.5 Players holding Urbanism (30.52) may, when building a city in an area without a city site, use up to four tokens residing in areas adjacent by land to the area in which the city is to be built. These tokens are returned to stock. There is no limit to how many cities a player can build using Urbanism, provided they have a sufficient number of tokens on the board.</para></entry><entry id="ahciv-exp-phases-surplus-population"><title>Civ Expansion: Removal of Surplus Population</title><heading>20. Removal of Surplus Population</heading><para>20.1 After city construction is completed, all surplus population is removed to stock. Areas containing a city may not also contain tokens unless the city owner holds Public Works (30.43), and areas not containing a city may not contain more tokens than allowed by their population limits. This is the only time excess tokens are removed, except when a player holding Agriculture is the primary victim of Famine (29.3.1.4). Excess tokens that violate the population limit must wait to be removed during this phase.</para><para>20.1.1 Areas containing a city may contain one token if the city owner holds Public Works (30.43).</para><para>20.1.2 The population limit in areas containing only tokens belonging to a player holding Agriculture (30.3) or Irrigation (30.22) are increased by one. Agriculture Irrigation have no effect in areas where tokens are coexisting or during conflict.</para><para>20.2 Ships do not count towards population limits. Any number of ships may exist in the same area.</para></entry><entry id="ahciv-exp-phases-city-support"><title>Civ Expansion: City Support Check</title><heading>21. City Support Check</heading><para>21.1 After all surplus population has been removed, each player checks for city support. Each player must have two tokens on the board for every city in play. These tokens represent the agricultural support needed to maintain the urban populations. Players who do not have enough tokens on the board to support their cities must reduce their cities, one at a time, until there are enough tokens to support the remaining cities.</para><para>21.1.1 Players holding Cultural Ascendancy (30.11) have the number of required tokens needed to support a city increased by one.</para><para>21.1.2 Players who must reduce unsupported cities may select the cities that are to be reduced first, subject only to the requirement that cities constructed the same turn must be reduced before cities that were built or acquired in a previous turn.</para><para>21.2.1 Cities are reduced by replacing them with the maximum number of tokens allowed by the area's population limit. These added token(s) can immediately be used as support for other cities vulnerable to reduction. If, when attempting to reduce a city, players find that they do not have enough tokens in stock to meet the population limit, they replace their city with the tokens they have in stock. If other cities are still unsupported, they are eliminated.</para><para>21.2.2 When city reduction is required as a result of calamities, the procedure set out above is followed.</para><para>21.3 City support is checked only at two critical points in each turn - after the Removal of Surplus Population phase (20) and after the Special Abilities Phase (25). These two points are indicated in the Sequence of Play. City support is not checked at any other time, other than when resolving Slave Revolt (29.4.2).</para></entry><entry id="ahciv-exp-phases-trade-card-acquisition"><title>Civ Expansion: Trade Card Acquisition</title><heading>22. Trade Cards Acquisition</heading><heading>22.5 Buying Trade Cards</heading><para>22.1 Players draw one trade card from as many trade card stacks as they have cities on the board. The player with the fewest number of cities on the board draws his trade cards first, followed by the player with the next fewest number of cities, and so on, until all players have drawn their trade cards.</para><para>22.1.2 When the separate trade card blocks The East and The West are in play, the western civilizations draw cards from The West and the eastern civilizations draw from the The East. A western civilization will only draw cards from The West, never from The East, and an eastern civilization will only draw cards from The East, never from The West. They may, of course, still receive them in trades.</para><para>22.2 Trade cards are always collected by the same method. One card is drawn from each stack, progressing from the first stack, until the player has drawn from the same number of stacks as he has cities on the board. A player with three cities in play thus draws one trade card from each of the first three stacks, and cannot draw a trade card from the fourth or any higher trade card stack until he has more than three cities in play.</para><para>22.2.1 If a stack is empty, a player is not entitled to replace the lost card with one from another stack. The player must simply forgo drawing a trade card from that particular stack.</para><para>22.3 Players may not disclose what trade cards they have drawn as they may have acquired a calamity card that they may be able to trade to another player. The player who drew calamity cards that may not be traded (Volcanic Eruption or Earthquake, Famine, Civil War, Flood, Cyclone, Corruption, Tyranny and Regression) must retain them until all trading is complete; they may not be traded.</para><para>22.4 Trade cards must be held in secret. While in a player's hands, trade cards are the only items that are not open to inspection by other players.</para><para>22.5.1 Any player may purchase extra trade cards by "spending" tokens in the treasury immediately after all players have acquired their normal trade cards. Purchases are done in the same order and from the same stacks as normal acquisition of trade cards. The spent tokens are returned to stock. Players may not purchase from an empty stack.</para><para>22.5.2 A player may buy one or more trade cards from the ninth level stack at a cost of eighteen treasury tokens per card. No specific civilization advancement is required to do this.</para><para>22.5.3 A player holding Rhetoric (30.44) may buy one or more trade cards from the third level stack at a cost of nine treasury tokens per card.</para><para>22.5.4 A player holding Cartography (30.8) may buy one or more trade cards from the second level stack at a cost of seven treasury tokens per card and one or more trade cards from the seventh level stack at a cost of fifteen treasury tokens per card.</para><para>22.5.5 A player holding Mining (30.31) may buy one or more trade cards from the sixth level stack at a cost of thirteen treasury tokens per card and one or more trade cards from the eighth level stack at a cost of sixteen treasury tokens per card.</para></entry><entry id="ahciv-exp-phases-trading"><title>Civ Expansion: Trading</title><heading>23. Trade</heading><para>23.1 Players trade to build up sets of the same commodities, as sets are more valuable than individual commodity cards (see 26.3). Trade is open to all players. Offers may be suspended, altered or withdrawn in open negotiation between players, but once trade cards have changed hands, a deal cannot be revoked.</para><para>23.2 Trade is carried on by a system of barter involving only trade cards. Trade deals may not include treasury or civilization cards. Any one deal may involve only two players.</para><para>23.3 Each trade must involve at least three trade cards on each side. A player with fewer than three trade cards may not trade. When negotiating a trade each player must honestly inform the other of the number of trade cards he wishes to trade and the identity of the first two of the trade cards involved in the trade. This information must be correct - the remaining card or cards need not be specified and may consist of any commodity or tradable calamity card(s),regardless of what was said to the other player. A player may not show his trade cards to another player during negotiations, nor may a player inform other players of the details of a trade after it is completed.</para><para>23.4 Trading is permitted to continue until all players have completed all the deals they wish to make. It is strongly recommended, though, that a time limit of ten (for games with seven or fewer players) or fifteen (for games with eight or more players) minutes be imposed upon the trading phase. Shorter or longer limits are allowed, provided that all the players agree upon them.</para></entry><entry id="ahciv-exp-phases-calamities"><title>Civ Expansion: Calamity Resolution</title><heading>24. Calamity Resolution</heading><heading>24.7 Calamity Resolution Order</heading><para>24.1 The player holding a calamity card at the end of the trading session is the primary victim of that calamity.</para><para>24.1.1 In many cases, the calamity requires the primary victim to select other players as secondary victims. The primary victim can not forgo this, but the player who traded a tradable calamity card to the primary victim may not be selected as a secondary victim.</para><para>24.1.2 If a player who drew a tradable calamity card did not trade it he becomes the primary victim of the calamity and any other eligible player may be named as a secondary victim.</para><para>24.1.3 Barbarian tokens and pirate cities can not be selected as secondary victims, and are never affected by calamities.</para><para>24.2 No player may be the primary victim of more than two major and one minor calamities in the same turn. If a player receives more than two major calamities in the same turn he will first discard any duplicates. If he still has more than two his major calamities are shuffled together, and two are drawn at random. The remaining major calamities received by that player are disregarded and are returned to the appropriate stack of trade cards. The same process is then followed with minor calamities with only one minor calamity being selected. There is no restriction on the infliction of secondary effects of calamities.</para><para>24.3 When resolving calamities, keep in mind the rules for city reduction (21.2) and unit points (3.6). Cities may be reduced to "make change" into tokens when calamities request the removal of unit points. If a city is reduced, surviving tokens are not counted towards the resolution of the calamity.</para><para>24.4 When a calamity calls for the removal, reduction or elimination of a specified amount of tokens, cities or unit point, and a player do not have enough eligible tokens, cities or unit points to satisfy the requirement, he removes, reduces or eliminates all eligible tokens, cities or unit points instead.</para><para>24.5 Players must fulfill their losses from calamities by the exact amount required, if possible. If unable to do so, a player may exceed the amount required, but only by as small an amount as is necessary.</para><para>24.6 If a player holds more than one civilization advancement modifying the effects of a calamity, the modifications of the different civilization advancements always stack, unless explicitly stated otherwise.</para><para>24.7.1 Minor calamities are resolved first, before major calamities. Each player reveals these calamities simultaneously. These minor calamities should, for the most part, be resolved simultaneously. If any player objects to resolving them simultaneously the appropriate minor calamities must be resolved in ascending order (i.e. starting with Squandered Wealth and ending with Banditry) with ties broken by A.S.T. order.</para><para>24.7.2 Major calamities are then revealed and resolved in ascending order, starting with Volcanic Eruption or Earthquake and ending with Piracy. Non-tradable calamities are resolved before tradable calamities from the same trade stack (i.e., the order of resolution is Volcanic Eruption, Treachery, Famine, Superstition, etc.). If two players have the exact same major calamity ties are broken by A.S.T. order. Any player with a calamity due to be resolved later may resolve a major calamity simultaneously with another calamity provided his actions will have no effect on the other player's resolution. This type of simultaneous resolution is encouraged and will speed up the game.</para><para>24.8 After all calamities are resolved they are put to one side to later be restacked with the rest of the trade cards (27.3).</para></entry><entry id="ahciv-exp-phases-special-abilities"><title>Civ Expansion: Special Abilities</title><heading>25. Special Abilities Phase</heading><heading>25.2 Diaspora</heading><heading>25.3 Fundamentalism</heading><heading>25.4 Monotheism</heading><heading>25.5 Politics</heading><heading>25.6 Provincial Empire</heading><heading>25.7 Trade Empire</heading><heading>25.8 Universal Doctrine</heading><para>25.1 In this phase, each player may, if they so choose, use any special abilities granted by any civilization advancements they own.</para><para>25.1.1 These abilities are resolved in A.S.T. order. There is no limit to the amount of special abilities that can be resolved by any one player except as described on each civilization advancement. Each player may resolve these abilities in any order they choose, although they must all be resolved before the next player in A.S.T. order resolves theirs.</para><para>25.1.2 Once all players have used any special abilities they want to use, repeat the City Support Check phase (21).</para><para>25.2.1 A player holding Diaspora (30.14) may either build a city in, or populate up to the population limit, any completely empty area on the map, provided he could trace a path (however long) from an area with his units to the target area.</para><para>25.2.2 When tracing this path the player may not trace over land areas containing enemy units. Water and land components in the same area are considered two different areas for this purpose.</para><para>25.3.1 A player holding Fundamentalism (30.20) may destroy the occupants of any one area adjacent by land to his civilization by removing all tokens and cities in that area.</para><para>25.3.2 The area may not be occupied by units belonging to any player holding Fundamentalism or Philosophy (30.39). Barbarian tokens and pirate cities may not be destroyed by Fundamentalism.</para><para>25.4.1 A player holding Monotheism (30.33) may convert the occupants of any one area adjacent by land to his civilization by replacing the units in that area with his own units.</para><para>25.4.2 If the player does not have sufficient units in stock to replace units in a target area, he may not convert that area.</para><para>25.4.3 The area may not be occupied by units belonging to any player holding Monotheism or Theology (30.48). Barbarian tokens and pirate cities may not be converted by Monotheism.</para><para>25.5.1 A player holding Politics (30.40) may annex all occupants of any one area adjacent to his civilization by replacing the units in that area with tokens from his treasury. An area containing a city may be annexed in this manner, with the aggressor replacing the city with one from his stock while transferring five treasury tokens to stock.</para><para>25.5.2 If the player holding Politics does not have sufficient tokens in treasury or cities in stock to replace all the units in a target area, he may not annex that area.</para><para>25.5.3 The area may not be occupied by units belonging to any player holding Politics or Cultural Ascendancy (30.11). Barbarian tokens and pirate cities may not be annexed by Politics.</para><para>25.5.3 Instead of annexing territory a player may instead transfer up to 5 tokens from stock to his treasury.</para><para>25.6.1 A player holding Provincial Empire (30.42) may collect one commodity card with a face value of at least two (opponent's choice) from each adjacent civilization, unless that player holds Provincial Empire or Public Works (30.43).</para><para>25.6.2 The holder of Provincial Empire can only collect a maximum of five cards per round in this way.</para><para>25.7.1 A player holding Trade Empire (30.49) may pick any player not holding Trade Empire or Wonder of the World (30.53) and ask for a specific commodity card. If the player has this commodity card he must give it to the player.</para><para>25.7.2 If the player does not have this commodity the player holding Trade Empires may repeat the above step twice more asking for the same commodity from a different player each time.</para><para>25.7.3 Once the commodity is acquired or after he has asked three players he may not use this ability again this turn.</para><para>25.8.1 A player holding Universal Doctrine (30.51) may convert five unit points of barbarian tokens or pirate cities on the map and replace them with his own units, provided he could trace a path (however long) from an area with his units to the target area.</para><para>25.8.2 When tracing these paths the player may not trace over land areas containing enemy units. Water and land components in the same area are considered two different areas for this purpose.</para><para>25.8.3 If the player holding Universal Doctrine does not have sufficient units in stock to replace some units, he may not convert them. He does not need to be able to convert all of the tokens in an area to use this power (e.g. He may covert two out of the four barbarian tokens in an area).</para></entry><entry id="ahciv-exp-phases-advancements"><title>Civ Expansion: Civilization Advancements Acquisition</title><heading>26. Civilization Advancements Acquisition</heading><heading>26.3 Commodity Cards</heading><heading>26.4 Tokens</heading><heading>26.5 Credits</heading><heading>26.6 Restrictions</heading><heading>27. Return of Excess Commodity Cards</heading><heading>27.3 Restacking Returned Trade Cards</heading><para>26.1 Each player has the option of acquiring one or more civilization advancements by turning in commodity cards and treasury tokens and applying credits from previously purchased civilization advancements. The cost of each civilization advancement is printed in large type at the bottom of the civilization advancement card.</para><para>26.1.2 Civilization advancements are acquired in A.S.T. order. This allows certain players to see that civilization advancements other players are acquiring before deciding on their own acquisitions. To speed up the game, it is often possible to waive this rule so that all players acquire civilization cards simultaneously.</para><para>26.2 The purchase cost of civilization advancements must be met by a combination of the following:</para><para>26.3.1 A player purchasing civilization cards using more than one commodity card of the same type, the total value of the combination is increased according to the following formula: square the number of cards held, then multiply the result by the value of the commodity.</para><para>26.3.2 The values of these cards, when collected in sets, are printed on each commodity card. Different commodities, even of the same value, may not be combined in sets.</para><para>26.3.3 In a game with 12-15 players the face values of set redeemed in its non-native trade block is added to the set value. That is if an eastern player trades in three oil cards (each worth 4) it has a set value of 3 x 3 x 4+(3 x 4)=36+12=48, rather than 3 x 3 x 4 = 36, which is the value if a western player had traded in the same three cards. This means the set can be worth more than the maximum set value printed on the cards.</para><para>26.3.4 In a game with 16-18 players follow the procedure listed above for 12-15 player games except that shared commodities (those natively present in both the east and the west) do not get any bonus for being redeemed in different trade blocks in which they were drawn.</para><para>26.4.1 Tokens from treasury may be used to acquire civilization advancements, but a player may not intentionally spend more treasury tokens than required.</para><para>26.4.2 For players holding Mining (30.31) treasury tokens are worth two points when spending them to directly purchase Civilization advancements.</para><para>26.5.1 All civilization advancements provide credit tokens which, when shown upon purchase, gives discount on civilization advancements belonging to the appropriate field of study. Most civilization advancements also provide a one time direct bonus that applies to one specific civilization advancement.</para><para>26.5.2 A player may at any time exchange two or more credit tokens of one color to one or more credit token of the same color with the same total face value.</para><para>26.5.3 A summary of credits is printed on the civilization advancements credits quick charts. These charts contains no new information, but provides a handy summary of the information found below and on the cards themselves.</para><para>26.5.4 Credit tokens and direct discounts may not be used in the same turn in that they are acquired. A player must wait until the next turn to use credit tokens and direct discounts from newly acquired civilization advancements. The simplest way to enforce this rule is for players who purchase more than one civilization advancements to collect them at the same time.</para><para>26.5.5 Credit tokens owned by a player may be applied towards the purchase of more than one civilization advancement, but the credit may only be applied once to each new advancement.</para><para>26.5.6 Some civilization advancements belong to two fields of study. These are printed with both colors at the top of the advancement card. These advancements receive discount from the credit tokens for one, but not both of the colors. The color giving the largest discount is used. Specific bonuses are used independent of what color are giving the largest discount.</para><para>26.5.7 A player must use a credit if it applies to a civilization advancement he is purchasing. He cannot choose to ignore the credit in order to spend treasury tokens.</para><para>26.5.8 If a player has sufficient credits to acquire a civilization advancement without any expenditure of commodity cards or treasury tokens, he may acquire that civilization card at no cos</para><para>26.5.9 No "change" is given if the value of commodity cards and credits exceeds the value of the civilization advancements being purchased. Any excess is lost.</para><para>26.6.1 A player may acquire one, and only one, of each of the civilization advancements. A player may not hold more than one of each type of civilization advancements.</para><para>26.6.2 Once acquired, civilization advancements may not be discarded or traded.</para><para>26.6.3 Player held civilization advancement cards are available for others to view at all times and are not kept secret.</para><para>27.1 Players holding Trade Routes (30.50) may at this point exchange commodity cards for treasury tokens. For each face value point of a commodity card so exchanged the players must transfer two tokens from stock to treasury. If a player does not have enough tokens in stock he may not exchange that commodity card.</para><para>27.2 After acquiring civilization advancements and exchanging commodity cards for treasury tokens players may retain up to eight commodity cards in their hands for the next turn. Any excess commodity cards of the player's choice must be surrendered, displayed, shuffled together with commodity cards used to acquire civilization advancement and with calamities that took place in the same turn, then placed, face down, at the bottom of the appropriate trade card stack. Players may not conceal the number of commodity cards they retain.</para><para>27.2.1 Players holding Trade Routes (30.50) may retain one additional commodity card.</para><para>27.2.2 Players holding Diaspora (30.14) may only retain one less commodity card.</para><para>27.2.3 The effects of Trade Routes and Diaspora are cumulative.</para><para>27.3.1 Once all players have acquired civilization advancements, all commodity cards used for that purpose, all excess commodity cards and all tradable calamity cards that were drawn in that turn are shuffled together and placed, face down, at the bottom of the appropriate trade card stack.</para><para>27.3.2 Any non-tradable calamity cards that were drawn that turn are then placed at the bottom of the appropriate trade card stack.</para><para>27.3.3 When separate eastern and western stacks are in use, trade cards that were drawn from one trade card block are to be returned to the same block as they were drawn from, as indicated on the card.</para></entry><entry id="ahciv-exp-phases-movement-ast"><title>Civ Expansion: Movement on AST</title><heading>28. Movement of Succession Markers</heading><heading>28.2 Epoch Entry Requirements</heading><heading>28.3 Frozen A.S.T. Marker Situations</heading><heading>28.4 Backward A.S.T. Marker Movement Situations</heading><para>28.1 At the end of each turn, each player's marker is moved one space to the right along the A.S.T. In some situations, a marker may not move forward or may even be moved backward one space.</para><para>28.1.1 A player's marker may not enter a new epoch unless the epoch entry requirements are met.</para><para>28.2.1 Stone Age - none.</para><para>28.2.2 Early Bronze Age - two cities in play.</para><para>28.2.3 Late Bronze Age - three cities in play and ownership of three civilization advancements.</para><para>28.2.4 Early Iron Age - four cities in play and ownership of at least three civilization advancements each with a face value of at least 100.</para><para>28.2.5 Late Iron Age - five cities in play and ownership of at least three civilization advancements each with a face value of at least 200.</para><para>28.3.1 If a player has fewer cities in play than the number required to enter an epoch, his marker is frozen on the A.S.T. and may not advance further in that epoch until he has again constructed the required number of cities. This determination is made at the time markers are moved along the A.S.T.</para><para>28.4.1 If a player ends a round with no cities in play, his marker moves backwards on the A.S.T. at the rate of one space per turn, unless that player is in the Stone Age, which has no city requirement.</para><para>28.4.2 When a player resolves the calamity Regression (29.9.1) he immediately pushes himself down zero to two spaces on the A.S.T. This does not affect the Movement of Succession Markers phase.</para></entry><entry id="ahciv-exp-cards-calamities"><title>Civ Expansion: Calamities</title><heading>V. Card Specific Rules</heading><heading>29. Calamities</heading><heading>29.2 Second Level Calamities</heading><heading>29.3 Third Level Calamities</heading><heading>29.4 Fourth Level Calamities</heading><heading>29.5 Fifth Level Calamities</heading><heading>29.6 Sixth Level Calamities</heading><heading>29.7 Seventh Level Calamities</heading><heading>29.8 Eighth Level Calamities</heading><heading>29.9 Ninth Level Calamities</heading><para>29.1 The effects of the various calamities are set out below. The calamities are listed in the order of their trade stacks, with the non-tradable calamity first, followed by the tradable major calamity, followed by the minor calamity belonging to that trade stack. There are no calamities in the first trade card stack. These effects are summarized on the calamity quick charts.</para><para>29.2.1.1 If the primary victim has any cities in an area touched by a volcano (2.3.1), the volcano erupts and eliminates all units, irrespective of ownership, in the area or areas touched by the volcano. If the primary victim has cities in areas touched by more than one volcano, the site of the eruption is that that causes the greatest total damage to the primary victim and any secondary victims. In the event of a tie, the primary victim selects the location of the eruption.</para><para>29.2.1.2 If the primary victim has no cities in any area touched by a volcano, one of his cities is destroyed by an earthquake. One city belonging to another player is reduced. This second city must be in an area adjacent to the destroyed city. As above, the site of the earthquake is that that causes the greatest total damage, with the primary victim breaking any ties.</para><para>29.2.1.3 If the primary or secondary victim holds Urbanism (30.52) and does not hold Engineering (30.18) four unit points belonging to that player must be removed from any area or areas adjacent to any area or areas affected by the volcanic eruption (29.2.1.1) or earthquake (29.2.1.2).</para><para>29.2.1.4 If a primary victim of an earthquake (29.2.1.2) holds Engineering (30.18) the city is reduced rather than eliminated. If a volcanic eruption (29.2.1.1) eliminates a city, Engineering will have no effect on the elimination of the city.</para><para>29.2.1.5 No player holding Engineering (30.18) can be the secondary victim of an Earthquake.</para><para>In the event that there are multiple possible locations, the site of the earthquake is that which causes the greatest total damage.</para><para>29.2.1.6 Ships are not affected by Volcanoes or Earthquakes.</para><para>29.2.1.7 Central America map ONLY: if the primary victim has any cities in an area touched by a volcano (2.3.1), all volcanos on the map erupt and all units in any area touch by any volcano on the map are eliminated.</para><para>29.2.2.1 One city belonging to the victim is replaced by one city belonging to the player who traded him the card. If the trading player has no available cities, the victim's city is eliminated. The player trading the card selects the city.</para><para>29.2.2.2 If Treachery was drawn by the victim and not traded, one city belonging to that player is reduced.</para><para>29.2.2.3 If the victim holds Diplomacy (30.15) the number of cities replaced or reduced is increased by one.</para><para>29.2.3.1 The victim must return ten treasury tokens to stock.</para><para>29.3.1.1 The primary victim must remove ten unit points himself, and must instruct other players to remove a total of twenty unit points, no more than eight of which may come from any one player. The primary victim decides how many unit points are removed by each of the secondary victims, but the secondary victims decide what units to remove.</para><para>29.3.1.2 A primary or secondary victim holding Pottery (30.41) removes five less unit points.</para><para>29.3.1.3 A secondary victim holding Calendar (30.7) removes five less unit points.</para><para>29.3.1.4 A primary victim holding Agriculture (30.3) must also, immediately after the calamity has been resolved, remove the amount of tokens on the board that exceeds the printed population limit on the map (with no regard for Agriculture). This is a one-time penalty. Hence it is better to remove already temporarily overpopulated areas first when resolving the unit point loss.</para><para>29.3.1.5 Players having the Irrigation (30.22) advancement are not affected by this calamity.</para><para>29.3.2.1 Three cities belonging to the victim are reduced. The victim chooses which cities.</para><para>29.3.2.2 If the victims holds Mysticism (30.34), Deism (30.12), or Enlightenment (30.19) one less city is reduced for each of these advancements held.</para><para>29.3.2.3 If the victim holds Universal Doctrine (30.51) one additional city is reduced.</para><para>29.3.3.1 The victim must return all his ships to stock.</para><para>29.3.3.2 The victim must also return five treasury tokens to stock.</para><para>29.3.3.3 Players with the Astronavigation (30.6) advancement may retain two ships of their choice.</para><para>29.3.3.4 Players with the Cartography (30.8) advancement may retain two ships of their choice.</para><para>29.3.3.5 Players with the Masonry (30.24) advancement lose 2 fewer treasury counters to stock.</para><para>29.3.3.6 Players with the Engineering (30.18) advancement lose 3 fewer treasury counters to stock.</para><para>29.4.1.1 The victim's civilization is divided into two factions, one faction that will be controlled by the victim and the other that will be controlled by the beneficiary.</para><para>29.4.1.2 A player is eligible to become beneficiary if there is at most seven areas between an area containing units belonging to the victim and an area containing units belonging to the potential beneficiary. A player with no units on the board is automatically eligible.</para><para>29.8.1.2 Among the potential beneficiaries, the player with the most unit points in stock is the beneficiary of Civil War. If the victim has the most unit points in stock, or ties with a potential beneficiary for most unit points in stock, this calamity has no effect. If there is a tie between potential beneficiaries the victim decides who will be the beneficiary between the tied players.</para><para>29.4.1.3.1 The victim begins by selecting fifteen of his unit points.</para><para>29.4.1.3.2 A victim holding Music (30.35) or Drama and Poetry (30.16) selects an additional five unit points for each of these advancements held.</para><para>29.4.1.3.3 A victims holding Democracy (30.13) selects an additional ten unit points.</para><para>29.4.1.3.4 After the victim completes his selection, the beneficiary selects an additional 20 unit points belonging to the victim to complete the first faction.</para><para>29.4.1.3.5 If the victim holds Philosophy (30.39), the first faction is automatically comprised of fifteen unit points selected by the beneficiary, regardless of any other civilization advancements held by the victim.</para><para>29.4.1.4 Whatever remains constitutes the second faction. If there is no second faction this calamity has no effect.</para><para>29.4.1.5 The victim then decides whether he will continue to play the units of the first or second faction.</para><para>29.4.1.6 If the victim holds Military (30.30), Naval Warfare (30.38), or Advanced Military (30.2) five unit points are removed from each faction for each of these advancements held. The required units are removed after factions are selected by the owner of each faction. Each player must, if possible, remove the required unit points from areas within or adjacent to the other faction.</para><para>29.4.1.7 The beneficiary then annexes the faction the victim does not retain by replacing the units with his own. If he runs out of units, the remainder is taken over by the next player with the most unit points in stock, and so on. The victim retains his stock, ships, treasury, civilization advancements, and position on the A.S.T.</para><para>29.4.2.1 This calamity triggers an immediate city support check for the victim. Fifteen tokens may not be used to support his cities during this check. If the victim has less than fifteen tokens on the board, Slave Revolt affects all of these tokens.</para><para>29.4.2.2 If the victim holds Theocracy (30.47) or Mining (30.31) five additional tokens may not be used for city support for each of these advancements held.</para><para>29.4.2.3 The Mythology (30.35) and Enlightenment (30.19) advancements each allow five more population to be counted for city support.</para><para>29.4.2.4 Cities are reduced one at a time, with the newly available tokens being eligible to provide support for the victim's remaining cities.</para><para>29.4.3.1 One of the Primary Victims cities is destroyed by fire. The Primary Victim must remove one city of their choice and return it to stock.</para><para>29.4.3.2 There are no Secondary Victims for this calamity.</para><para>29.4.3.2 Either the Masonry (30.24) or Engineering (30.18) advancement causes the city to be reduced instead of destroyed.</para><para>29.4.3.2 The victim may, instead of eliminating the city, pay ten treasury tokens. If the victim does not have ten tokens in treasury, he must eliminate a city.</para><para>29.5.1.1 If the primary victim has vulnerable units on a flood plain (2.3.2), he must remove seventeen unit points from that flood plain. Cities are vulnerable to flood if they have been built in areas with no city site or a white city site. Cities on black city sites are safe. Tokens are always vulnerable to flood.</para><para>29.5.1.2 If the primary victim has vulnerable units on more than one flood plain, the flood occurs on the flood plain containing the greatest number of his vulnerable unit points. In the event of tie, the primary victim selects the location of the flood.</para><para>29.5.1.3 Ten vulnerable unit points on the same flood plain belonging to one or more secondary victims are also removed. The primary victim divides the ten unit point losses among the secondary victims as he chooses, but the secondary victims themselves choose which units to remove. If the number of vulnerable unit points on the affected flood plain belonging to other players totals ten or less, all those other players automatically become secondary victims and all their vulnerable units are eliminated.</para><para>29.5.1.4 If the primary victim has no vulnerable units on a flood plain, one of his coastal cities is eliminated. The primary victim chooses the city. If the primary victim has no coastal cities, he is unaffected by the flood.</para><para>29.5.1.5 A primary or secondary victim holding Engineering (30.18) removes a maximum of seven unit points from a flood plain. If a primary victim holding Engineering has no units on a flood plain, one of his coastal cities is reduced rather than eliminated.</para><para>29.5.2.1 The player who traded Barbarian Hordes to the victim is the controller of the barbarians. If Barbarian Hordes was drawn by the victim and not traded, the player with the least amount of cities (even if it is the victim) is the controller.</para><para>29.5.2.2 Barbarian Hordes consists of fifteen barbarian tokens.</para><para>29.5.2.2.1 If the victim holds Politics (30.40) or Provincial Empire (30.42) an additional five barbarian tokens are placed for each of these advancements held.</para><para>29.5.2.2.2 If the victim holds Monarchy (30.32), five less barbarian tokens are placed.</para><para>29.5.2.3 The barbarians invade any zero population area, any area adjacent to an empty zero population area, any area containing barbarian tokens, any area adjacent to an area containing only barbarian tokens, or any area adjacent to the map edge. If possible, the barbarians invade an area containing a city owned by the victim. If that's not possible, they invade an area containing tokens owned by the victim. If no legal area, as specified above, contains any cities or tokens owned by the victim, the remaining barbarians tokens are eliminated.</para><para>29.5.2.3.1 Immediately after invasion, conflict is resolved between the newly placed barbarians and any units, including those of civilizations other than the victim, in the area occupied by the barbarians.</para><para>29.5.2.3.2 Once conflict arising out of their initial placement is resolved, all surviving Barbarians in excess of the population limit of the area of initial placement move to the adjacent area which will result in the greatest damage to the primary victim. Conflict is again resolved.</para><para>29.5.2.3.3 This process is repeated until there are no surplus Barbarian tokens. At the end of the calamity phase, surviving Barbarian tokens may not exceed the population limits of the areas they occupy.</para><para>29.5.2.3.4 Barbarians always move as a unit, other than when they leave tokens in areas they have already occupied. Barbarians may move across water boundaries, but not across open sea areas.</para><para>29.5.2.3.5 The movement of Barbarians is governed by the principle that they always move into the area which causes the greatest immediate damage to the primary victim. No calculation is made as to whether the overall damage to the primary victim would be greater if the Barbarians went into one area as opposed to another, as the determination of greatest damage is made for each Barbarian movement in turn.Barbarians must enter areas occupied solely by cities or tokens belonging to the primary victim, provided they can inflict damage on the primary victim by entering such areas. If they are unable to move into such an area, they may enter empty areas or areas occupied by units belonging to other nations in order to reach the nearest area in which they can inflict damage on the primary victim.</para><para>29.5.2.3.6 The barbarian controller has sole authority as to which cities or units to attack, provided he follows the above rules.</para><para>29.5.2.3.7 Barbarian tokens do not benefit from any of the attributes of their controlling player.</para><para>29.5.2.3.8 If barbarians eliminate a city, no trade card is drawn from the victim, nor does pillage occur.</para><para>29.5.2.3.9 All movement involving Barbarians is completed during the Calamity Resolution phase, prior to the resolution of any other calamities. Once the Barbarians have stopped moving, they remain on the board until eliminated in combat. Barbarians do not increase their population and may not be selected as secondary victims of calamities.</para><para>29.5.3.1 The victim must reduce one city of his choice.</para><para>29.5.3.2 The victim must also return five treasury tokens to stock.</para><para>29.5.3.3 There are no Secondary Victims for this calamity.</para><para>29.5.3.4 When the Primary Victim has Law (30.23), the city is not reduced.</para><para>29.6.1.1 A Cyclone will occur in an open sea area and affect all adjacent coastal areas. The open sea area that will affect the most of the primary victim's cities must be chosen. The primary victim breaks any ties.</para><para>29.6.1.2 If the primary victim has no cities vulnerable to Cyclone, this calamity has no effect.</para><para>29.6.1.3 The primary victim must reduce three of his coastal cities exposed to the Cyclone. All other players must each reduce two of their coastal cities exposed to the Cyclone. All ships in coastal areas affected by the Cyclone are returned to stock.</para><para>29.6.1.4 A primary or secondary victim holding Masonry (30.26) reduces one less city.</para><para>29.6.1.5 A primary or secondary victim holding Engineering (30.18) reduces two fewer cities.</para><para>29.6.1.6 A primary or secondary victim holding Trade Empire (30.49) reduces one additional city.</para><para>29.6.2.1 The primary victim must remove sixteen unit points himself, and must instruct other players to remove a total of twenty five unit points, no more than ten of which may come from any one player. The primary victim decides how many unit points are removed by each of the secondary victims, but the secondary victims decide what units to remove. The player who traded Epidemic to the primary victim may not be selected as a secondary victim.</para><para>29.6.2.2 A primary or secondary victim removing tokens as a result of an Epidemic must leave at least one of his tokens in each affected area. Cities must be reduced to at least one token, not eliminated. If a victim can't remove enough unit points without removing his last token in an area, Epidemic affects all unit points but one of his tokens in every area.</para><para>29.6.2.3 A primary victim holding Medicine (30.28) or Anatomy (30.4) removes eight less unit points for each of these advancements held. A secondary victim holding Medicine or Anatomy removes five less unit points for each of these advancements held.</para><para>29.6.2.4 A primary or secondary victim holding Roadbuilding (30.45) or Trade Empire (30.49) removes additional five unit points for each of these advancements held.</para><para>29.6.3.1 The victim must remove five unit points from coastal areas.</para><para>29.6.3.2 All of the victim's ships are returned to stock.</para><para>29.6.3.3 This calamity has no effect on players with Diaspora (30.14) advancement.</para><para>29.6.3.4 There are no Secondary Victims for this calamity.</para><para>29.7.1.1 The must immediately discard ten points worth of commodity cards (face value, not set value) of his choice. These cards are shuffled back into the appropriate decks at the end of the Return of Excess Commodity Cards phase (27.3).</para><para>29.7.1.2 If the victim holds Coinage (30.10) five extra points of commodity cards are discarded.</para><para>29.7.1.3 If the victim holds Law (30.23) five less points of commodity cards are discarded.</para><para>29.7.2.1 All but three of the victim's cities are reduced. The victim chooses which cities are reduced.</para><para>29.7.2.2 If the victim holds Music (30.35), Drama and Poetry (30.16), Law (30.23), or Democracy (30.13) one less city is reduced for each of these advancements held.</para><para>29.7.2.3 If the victim holds Military (30.30), Naval Warfare (30.38), Roadbuilding (30.45) or Advanced Military (30.2) one additional city is reduced for each of these advancements held.</para><para>29.7.3.1 The victim must remove all tokens from two areas that are adjacent by land to each other. Both areas must contain at least one token belonging to the primary victim and must not contain a city. The victim chooses which two adjacent areas will be depopulated.</para><para>29.7.3.2 If no two such areas exist, then this calamity has no effect.</para><para>29.8.1.1 A player is eligible to become beneficiary if his civilization is adjacent by land to the victim's civilization. In case there would otherwise be no eligible players, a player is eligible if there is at most seven areas between an area containing units belonging to the victim and an area containing units belonging to him/her. A player with no units on the board is always eligible, and the victim is never eligible.</para><para>29.8.1.2 Among the potential beneficiaries, the player with the most unit points in stock is the beneficiary of Tyranny. If the victim has the most unit points in stock, or ties with a potential beneficiary for most unit points in stock, this calamity has no effect. If there is a tie between potential beneficiaries, AST order is used.</para><para>29.8.1.3 The beneficiary must then annex a number of the victim's unit points equal to twice the number of cities owned by the victim by replacing the units with tokens from stock. These unit points must be annexed from areas within or adjacent (by land or water) to the beneficiary's civilization, if possible. Each area is annexed in turn, with units previously annexed being used in this determination. An area may only be partially annexed if it is not possible to annex all units in that area, and even then the beneficiary must annex as many unit points in the area as possible.</para><para>29.8.1.4 If the victim holds Sculpture (30.46), five less unit points are annexed by the beneficiary.</para><para>29.8.1.4 The Military (30.30) and Advanced Military (30.2) advancements each cause five fewer unit points to be lost to the beneficiary.</para><para>The Democracy advancement (30.13) causes ten fewer unit points to be lost to the beneficiary.</para><para>29.8.1.6 If the victim holds Monarchy (30.30), Theocracy (30.47) or Provincial Empire (30.42), five additional unit points are annexed by the beneficiary for each of these advancements held.</para><para>29.8.1.6 If the beneficiary does not have enough units to make any more annexations the calamity is over. Cities cannot be reduced to allow the beneficiary to annex more territories. Though unlikely,this could mean the beneficiary is unable to acquire a single area.</para><para>29.8.1.7 If at any time during the resolution of this calamity the beneficiary has no units adjacent to the victim (or is otherwise unable to annex the victim's units), the beneficiary resumes annexing the victim's units at any location.</para><para>29.8.2.1 The primary victim must reduce four cities himself, and must instruct (an)other player(s) to reduce a total of two cities. The primary victim decides how many cities are reduced by each of the secondary victims, but the secondary victims decide what cities to reduce. The player who traded Iconoclasm and Heresy to the primary victim may not be selected as a secondary victim.</para><para>29.8.2.2 A primary or Secondary Victim with the Theocracy (30.45) advancement may return any one commodity trade card from their hand for each city to be spared instead of reducing a city. This is limited only by the number of commodity cards a player has. These cards are shuffled back into the appropriate decks at the end of the Return of Excess Commodity Cards phase (27.3).</para><para>29.8.2.3 A primary or secondary victim holding Philosophy (30.39) reduces one less city.</para><para>29.8.2.4 A primary or secondary victim holding Theology (30.48) reduces three less cities.</para><para>29.8.2.5 A primary or secondary victim holding Monotheism (30.33) reduces one additional city.</para><para>29.8.3.1 The Primary Victim must return either a treasury or population counter to stock for each city they have in play.</para><para>29.8.3.2 The Military and Advanced Military advancements reduce the payment requirement of this calamity by five for each advancement acquired.</para><para>29.9.1.1 The victim must move his A.S.T. marker one step backwards. This does not affect the normal movement of the succession marker during the Movement of Succession Markers phase (28)</para><para>29.9.1.2 A victim holding Fundamentalism (30.20) moves his A.S.T. marker back one additional step.</para><para>29.9.1.3 A victim holding Library (30.24) moves his A.S.T. marker back one less step.</para><para>29.9.2.1 Two of the primary victim's coastal cities are replaced by white pirate cities. The player who traded Piracy to the primary victim selects what cities are replaced.</para><para>29.9.2.2 Two coastal cities belonging to two different players are also replaced by pirate cities. The primary victim selects what cities are replaced. The player who traded Piracy to the primary victim may not be selected as a secondary victim.</para><para>29.9.2.3 If the primary or secondary victim holds Cartography (30.8) one additional city is replaced.</para><para>29.9.2.4 If the primary or secondary victim holds Naval Warfare (30.38) one less city is replaced.</para><para>29.9.2.5 Pirate cities do not require city support, and remain on the board until attacked and destroyed. Pirate cities may not be selected as secondary victims of calamities. When a pirate city is attacked, it is replaced by white tokens solely for the purpose of resolving combat. After combat is resolved, any surviving pirate tokens are eliminated. When a pirate city is destroyed, the attacker may pillage the city.</para><para>29.9.3.1 The victim must select one or more commodity cards of his choice with a total face value of at least one point per city owned. The selected cards are to be given to the player who traded Banditry to the victim.</para><para>29.9.3.2 If Banditry was drawn by the victim and not traded he must discard the selected cards instead. The cards are shuffled back into the appropriate decks at the end of the Return of Excess Commodity Cards phase (27.3).</para><para>The Theology (30.48) and Law (30.23) advancements cause 5 fewer face value points to be removed for each.</para></entry><entry id="ahciv-exp-advancements"><title>Civ Expansion: Civilization Advancements</title><heading>30. Civilization Advancements</heading><para>30.1 The groups, cost and credits associated with the various civilization advancements are described below. Short summaries of all attributes of the advancements are also provided. Details of how these attributes work are found in The Phases (IV) and Calamities (29). These attributes are also summarized on the civilization advancement cards and on the civilization advancements quick charts.</para><para>30.2.1 Provides 10 Civic credits and 5 Science credits.</para><para>30.2.2 A holder may use tokens from areas adjacent by land as casualties in battle, but must leave at least one token in each area used this way (18.2.4).</para><para>30.2.3 Five unit points from both factions are destroyed due to Civil War (29.4.1.6).</para><para>30.2.4 One additional city is reduced due to Civil Disorder(29.7.2.3).</para><para>30.2.5 Nullifies Cultural Ascendancy (17.4.2).</para><para>30.2.6 Five fewer unit points are lost to the beneficiary in the Tyranny calamity (29.8.1.4)</para><para>30.3.1 Provides 10 Craft credits and 5 Science credits. Provides 20 extra credits to Democracy.</para><para>30.3.2 Increases by one the population limit in areas containing tokens belonging to a single holder only (20.1.2).</para><para>30.3.3 Indirectly lessens the effects of city reduction (21.2).</para><para>30.3.4 Does not work for the primary victim during the resolution of Famine (29.3.1.4).</para><para>30.4.1 Provides 10 Science credits and 5 Craft credits.</para><para>30.4.2 Upon purchase, a holder may immediately acquire up to two science (or dual-science) advancements with a face value of less than 100 points each. The purchaser may choose not to use this ability, or only use it partially to acquire a single advancement. If the purchaser does not have two different eligible advancements available to acquire, he will only be able to acquire any eligible advancements that are available.</para><para>30.4.3 Eight less unit points are lost by a primary victim of Epidemic and five less unit points are lost by a secondary victim of Epidemic (29.6.2.3).</para><para>30.5.1 Provides 10 Art credits and 5 Science credits. Provides 20 extra credits to Mining.</para><para>30.5.2 Once per turn, up to half of the cost of constructing a city may be paid by treasury tokens (19.3).</para><para>30.6.1 Provides 10 Science credits and 5 Religion credits. Provides 10 extra credits to Calendar.</para><para>30.6.2 Allows a holder's ships to move through open sea areas (17.5.1).</para><para>30.7.1 Provides 10 Science credits and 5 Civic credits. Provides 20 extra credits to Public Works.</para><para>30.7.2 Five less unit points are lost by a secondary victim of Famine (29.3.1.3).</para><para>30.8.1 Provides 10 Science credits and 5 Art credits. Provides 20 extra credits to Library.</para><para>30.8.2 A holder may buy cards from the second trade card stack for seven treasury tokens per card (22.5.4).</para><para>30.8.3 A holder may buy cards from the seventh trade card stack for fifteen treasury tokens per card (22.5.4).</para><para>Two ships of the owner's choice may be retained due to Tempest.</para><para>30.8.4 One additional city is replaced due to Piracy (29.9.2.3) as either a primary or secondary victim.</para><para>30.9.1 Provides 10 Craft credits and 5 Art credits. Provides 10 extra credits to Naval Warfare.</para><para>30.9.2 Increases a holder's ship movement by one area per ship per turn (17.5.1).</para><para>30.10.1 Provides 10 Science credits and 5 Civic credits. Provides 10 extra credits to Trade Routes.</para><para>30.10.2 A holder may increase or decrease his tax rate by one (13.2.2).</para><para>30.10.3 Five additional commodity card points must be discarded due to Corruption (29.7.1.2).</para><para>30.11.1 Provides 10 Art credits and 5 Religion credits.</para><para>30.11.2 Players may not attack a holder's units without holding either Cultural Ascendancy or Advanced Military (17.4.2).</para><para>30.11.3 Nullifies Politics (25.5).</para><para>30.11.4 A holder's cities require one additional token to support (21.1.1).</para><para>30.12.1 Provides 10 Religion credits and 5 Craft credits. Provides 10 extra credits to Fundamentalism.</para><para>30.13.2 One less city is reduced due to Superstition (29.3.2.2).</para><para>30.13.1 Provides 10 Civic credits and 5 Art credits.</para><para>30.13.2 Prevents tax revolts (13.3).</para><para>30.13.3 The first faction is increased by ten unit points in Civil War (29.4.1.3).</para><para>30.13.4 One less city is reduced due to Civil Disorder (29.7.2.2).</para><para>30.14.1 Provides 10 Religion credits and 5 Art credits.</para><para>30.14.2 During the Special Abilities Phase (25.2), a holder may place a city or tokens up to the population limit (including Agriculture (30.3) and Irrigation (30.22), if applicable) from stock in an empty area, provided that an unblocked path can be traced to target area.</para><para>30.14.3 A holder's hand limit of trade cards is reduced by one(27.2.2).</para><para>30.14.4 Negates the effect of Coastal Migration. (29.6.3)</para><para>30.15.1 Provides 10 Art credits and 5 Civic credits. Provides 20 extra credits to Provincial Empire.</para><para>30.15.2 Players may not attack a holder's cities without holding either Diplomacy or Military (17.4.1).</para><para>30.15.3 One additional city is captured or destroyed due to Treachery (29.2.2.3).</para><para>30.16.1 Provides 10 Art credits and 5 Religion credits. Provides 10 extra credits to Rhetoric.</para><para>30.16.2 The first faction is increased by five unit points in Civil War (29.4.1.3).</para><para>30.16.3 One less city is reduced due to Civil Disorder (29.7.2.3).</para><para>30.17.1 Provides 5 Craft credits, 10 Science credits, 5 Art credits, 5 Civic credits and 5 Religion credits. Provides 10 extra credits to Medicine.</para><para>30.18.1 Provides 5 Craft credits and 5 Science credits. Provides 20 extra credits to Roadbuilding.</para><para>30.18.2 Players require one additional token when attacking a holder's cities, and the defending cities are replaced by one additional token (18.3.5).</para><para>30.18.3 A holder requires one less token when attacking cities,and the defending cities are replaced by one less token (18.3.5).</para><para>30.18.4 The city is reduced rather than destroyed due to Earthquake (29.2.1.4).</para><para>30.18.5 Voids the effects of Urbanism on Volcanic Eruption or Earthquake (29.2.1.3).</para><para>30.18.6 A maximum of seven unit points from a flood plain are destroyed, or a coastal city is reduced rather than destroyed, due to Flood (29.5.1.5).</para><para>30.18.7 Two fewer cities are reduced by the Cyclone calamity (29.6.1.5)</para><para>30.19.1 Provides 10 Religion credits and 5 Craft credits. Provides 20 extra credits to Philosophy.</para><para>30.19.2 One less city is reduced due to Superstition (29.3.2.2).</para><para>30.19.3 Five more tokens can be used for city support during Slave Revolt (29.4.2.3).</para><para>30.20.1 Provides 10 Religion credits and 5 Art credits. Provides 20 extra credits to Monotheism.</para><para>30.20.2 Holder's A.S.T. marker is moved back one additional space due to Regression (29.9.1.2).</para><para>30.20.3 During the Special Abilities Phase (25.3), a holder may destroy all units in one area adjacent by land not containing units belonging to a player holding Fundamentalism or Philosophy. Pirate cities and barbarian tokens may not be destroyed.</para><para>30.21.1 This advancement provides 10 Craft and 5 Science credits. It also gives 10 credits to the Advanced Military advancement.</para><para>30.21.2 In conflicts, players without the Iron Working advancement must remove population counters first (18.2.3)</para><para>30.21.2.1 Example: In a conflict involving 4 players, all with equal population, where:</para><para>A has both Iron Working and Metal Working</para><para>B has Iron Working (but not Metal Working)</para><para>C has Metal Working (but not Iron Working)</para><para>D has neither Iron nor Metal Working</para><para>The removal order will be</para><para>D (since they have no advancements)</para><para>C (all players w/out Iron remove first)</para><para>B (players w/out Metal remove first, but AFTER the players w/out Iron)</para><para>A (last, since they have both)</para><para>Basically, the fact that the player has Iron Working is the first consideration, and the fact that they have Metal Working is the secondary consideration.</para><para>30.22.1 This advancement provides 10 Craft and 5 Science credits.</para><para>30.22.2 This advancement increases the population limit by one in areas that the holder alone occupies (20.1.3).</para><para>30.22.3 The effects of city reduction (21.2) is indirectly lowered.</para><para>30.22.4 Players with this advancement are immune to the effects of Famine (29.3.1.4).</para><para>30.23.1 Provides 10 Civic credits and 5 Religion credits. Provides 20 extra credits to Cultural Ascendancy.</para><para>30.23.2 Five less commodity card points must be discarded due to Corruption (29.7.1.3).</para><para>30.23.3 One less city is reduced due to Civil Disorder (29.7.2.3).</para><para>30.23.4 Five fewer face value points are removed due to Banditry (29.9.3).</para><para>30.24.1 Provides 10 Science credits and 5 Art credits.</para><para>30.24.2 Discounts the cost of any one civilization advancement by forty points, provided that this advancement is purchased simultaneously with Library.</para><para>30.24.3 A holder's A.S.T. marker is moved back one less space due to Regression (29.9.1.3).</para><para>30.25.1 Provides 5 Craft credits, 5 Science credits, 10 Art credits, 10 Civic credits and 5 Religion credits. Provides 20 extra credits to Mathematics.</para><para>30.26.1 Provides 10 Craft credits and 5 Science credits. Provides 10 extra credits to Engineering.</para><para>One fewer city is reduced by the Cyclone calamity.</para><para>Two fewer treasury counters are returned to stock due to the Tempest calamity.</para><para>A city is reduced instead of destroyed due to the City in Flames calamity.</para><para>30.27.1 Provides 10 Craft credits, 10 Science credits, 10 Civic credits, 10 Art credits and 10 Religion credits.</para><para>30.28.1 Provides 10 Science credits and 5 Craft credits. Provides 20 extra credits to Anatomy.</para><para>30.28.2 Eight less unit points are lost by a primary victim of Epidemic and five less unit points are lost by a secondary victim of Epidemic (29.6.2.3).</para><para>30.29.1 Provides 10 Craft credits and 5 Science credits. Provides 10 extra credits to Military.</para><para>30.29.2 In a conflict, a holder removes his first token from the area after all players not holding Metalworking have removed their first token (18.2.3) but before any player holding Iron Working (30.21).</para><para>30.30.1 Provides 10 Civic credits and 5 Craft credits. Provides 20 extra credits to Advanced Military.</para><para>30.30.2 A holder constructs and maintains ships (16.1.1), and moves (17.2.1), after all players not holding Military.</para><para>30.30.3 Five unit points from both factions are destroyed due to Civil War (29.4.1.6).</para><para>30.30.4 One additional city is reduced due to Civil Disorder(29.7.2.3).</para><para>30.30.5 Nullifies Diplomacy (17.4.1).</para><para>30.31.1 Provides 10 Craft credits and 5 Science credits.</para><para>30.31.2 A holder may buy cards from the sixth trade card stack for thirteen treasury tokens per card (22.5.5).</para><para>30.31.3 A holder may buy cards from the eighth trade card stack for sixteen treasury tokens per card (22.5.5).</para><para>30.31.4 Five additional tokens can not be used for city support during Slave Revolt (29.4.2.2).</para><para>30.31.5 Treasury tokens are worth two points when buying civilization advancements (26.4.2).</para><para>30.32.1 Provides 10 Civic credits and 5 Religion credits. Provides 10 extra credits to Law.</para><para>30.32.2 A holder may increase his tax rate by one (13.2.1).</para><para>30.32.3 Five less barbarian tokens are used in Barbarian Hordes(29.5.2.2).</para><para>30.32.4 Five additional unit points are annexed due to Tyranny(29.8.1.5).</para><para>30.33.1 Provides 10 Religion credits and 5 Civic credits.</para><para>30.33.2 One additional city is reduced due to Iconoclasm and Heresy (29.8.2.5).</para><para>30.33.3 During the Special Abilities Phase (25.4), a holder may replace from stock exactly all units in one area adjacent by land belonging to a player not holding Monotheism or Theology. Pirate cities and barbarian tokens may not be converted.</para><para>30.34.1 Provides 5 Craft credits and 5 Religion credits. Provides 20 extra credits to Wonder of the World.</para><para>30.34.2 Upon purchase, a holder acquires ten points of credit tokens in any combination of colors. These credits can not be used during the same turn.</para><para>30.35.1 Provides 10 Art credits and 5 Religion credits. Provides 10 extra credits to Enlightenment.</para><para>30.35.2 The first faction is increased by five unit points in Civil War (29.4.1.3).</para><para>30.35.3 One less city is reduced due to Civil Disorder (29.7.2.2).</para><para>30.36.1 Provides 5 Art credits and 5 Religion credits. Provides 10 extra credits to Monument.</para><para>30.36.2 One less city is reduced due to Superstition (29.3.2.2).</para><para>30.37.1 Provides 10 Religion credits and 5 Art credits. Provides 10 extra credits to Literacy.</para><para>30.37.2 Five more tokens can be used for city support during Slave Revolt (29.4.2.3).</para><para>30.38.1 Provides 10 Civic credits and 5 Craft credits. Provides 20 extra credits to Diaspora.</para><para>30.38.2 A holder's ships may carry one additional token (17.5.2).</para><para>30.38.3 A holder may use ships instead of tokens as casualties in conflict (18.2.5).</para><para>30.38.4 Five unit points from both factions are destroyed due to Civil War (29.4.1.6).</para><para>30.38.5 One additional city is reduced due to Civil Disorder(29.7.2.3).</para><para>30.38.6 One less city is replaced due to Piracy (29.9.2.4).</para><para>30.39.1 Provides 5 Science credits, and 5 Religion credits.</para><para>30.39.2 The first faction in Civil War always consists of fifteen unit points chosen by the beneficiary, regardless of any other civilization advancements (29.4.1.3).</para><para>30.39.3 One less city is reduced due to Iconoclasm and Heresy(29.8.2.3).</para><para>30.39.4 Nullifies Fundamentalism (25.3).</para><para>30.40.1 Provides 10 Art credits and 5 Religion credits.</para><para>30.40.2 Five additional barbarian tokens are used in Barbarian Hordes (29.5.2.2).</para><para>30.40.3 During the Special Abilities Phase (25.5), a holder may either replace from treasury exactly all units in one adjacent area belonging to a player not holding Politics or Cultural Ascendancy, or gain five treasury tokens from stock. Pirate cities and barbarian tokens may not be annexed.</para><para>30.41.1 Provides 10 Craft credits and 5 Art credits. Provides 10 extra credits to Agriculture.</para><para>30.41.2 Five less unit points are lost due to Famine (29.3.1.2).</para><para>30.42.1 Provides 10 Civic credits and 5 Religion credits.</para><para>30.42.2 Five additional barbarian tokens are used in Barbarian Hordes (29.5.2.2).</para><para>30.42.3 Five additional unit points are annexed due to Tyranny (29.8.1.5).</para><para>30.42.4 During the Special Abilities Phase (25.6), a holder may collect one commodity card with a face value of at least two (opponent's choice) from five different adjacent players not holding Provincial Empire or Public Works.</para><para>30.43.1 Provides 10 Civic credits and 5 Craft credits.</para><para>30.43.2 A holder's cities cost one additional token to construct (19.4).</para><para>30.43.3 Each area containing a holder's city may also contain one token (20.1).</para><para>30.43.4 Nullifies Provincial Empire (25.6).</para><para>30.44.1 Provides 10 Art credits and 5 Civic credits. Provides 20 extra credits to Politics.</para><para>30.44.2 A holder may buy cards from the third trade card stack for nine treasury tokens per card (22.5.3).</para><para>30.45.1 Provides 10 Craft credits and 5 Science credits.</para><para>30.45.2 Allows token movement through one land area into a second, provided that the first area contains no enemy units (17.3.1).</para><para>30.45.3 Five additional unit points are destroyed due to Epidemic (29.6.2.4).</para><para>30.45.4 One additional city is reduced due to Civil Disorder (29.7.2.3).</para><para>30.46.1 Provides 10 Art credits and 5 Civic credits. Provides 10 extra credits to Architecture.</para><para>30.46.2 Five less unit points are annexed due to Tyranny (29.8.1.4).</para><para>30.47.1 Provides 5 Civic credits and 5 Religion credits. Provides 10 extra credits to Universal Doctrine.</para><para>30.47.2 Five additional tokens can not be used for city support during Slave Revolt (29.4.2.2).</para><para>30.47.3 A holder may discard any one commodity card for each city to be spared instead of reducing a city due to Iconoclasm and Heresy (29.8.2.2). These cards are shuffled back into the appropriate decks at the end of the Return of Excess Commodity Cards phase (27.3)</para><para>30.48.1 Provides 10 Religion credits and 5 Science credits.</para><para>30.48.2 Three less cities are reduced due to Iconoclasm and Heresy (29.8.2.4).</para><para>30.48.3 Nullifies Monotheism (25.4).</para><para>30.49.1 Provides 10 Craft credits and 5 Civic credits.</para><para>30.49.2 One additional city is reduced due to Cyclone (29.6.1.6).</para><para>30.49.3 Five additional unit points are destroyed due to Epidemic (29.6.2.4).</para><para>30.49.4 During the Special Abilities Phase (25.7), a holder may ask, in turn, up to three players not holding Trade Empire or Wonder of the World for a single named commodity card. If the player asked holds that card, the holder collects it and may not ask anyone else for it this turn.</para><para>30.50.1 Provides 10 Craft credits and 5 Religion credits. Provides 20 extra credits to Trade Empire.</para><para>30.50.2 During the Return of Excess Commodity Cards phase (27.1), a holder may exchange commodity cards for treasury tokens at twice the face value.</para><para>30.50.3 A holder's hand limit of trade cards is increased by one (27.2.1).</para><para>30.51.1 Provides 10 Religion credits and 5 Civic credits. Provides 20 extra credits to Theology.</para><para>30.51.2 One additional city is reduced due to Superstition (29.3.2.3).</para><para>30.51.3 During the Special Abilities Phase (25.8), a holder may replace from stock up to five pirate or barbarian units in one area, provided that an unblocked path can be traced to target area.</para><para>30.52.1 Provides 10 Civic credits and 5 Science credits. Provides 10 extra credits to Diplomacy.</para><para>30.52.2 A holder may use up to four tokens from adjacent areas by land to build a city in an area without a city site (19.5).</para><para>30.52.3 Four unit points are destroyed from areas adjacent to the destroyed or reduced city due to Volcanic Eruption or Earthquake (29.2.1.3).</para><para>30.52.4 A player may build as many cities with Urbanaism as they can each turn. They are limited only by the number of tokens on the board.</para><para>30.53.1 Provides 5 Craft credits and 5 Art credits.</para><para>30.53.2 Upon purchase, a holder acquires twenty points of credit tokens in any combination of colors. These credits can not be used during the same turn.</para><para>30.53.3 Nullifies Trade Empire (25.7).</para><para>30.54.1 Provides 5 Science credits, and 5 Civic credits. Provides 10 extra credits to Cartography.</para><para>30.54.2 Upon purchase, a holder acquires five points of credit tokens of any one color. These credits can not be used during the same turn.</para></entry><entry id="ahciv-exp-end-game"><title>Civ Expansion: Winning the Game</title><heading>34. The End of the Game</heading><heading>35. Victory Determination</heading><para>34.1 The game ends when either of the following conditions is met:</para><para>* At least one player moves his marker onto a finish square on the A.S.T. The move into the finish square counts as the last step along the A.S.T. The player who first reaches a finish square on the A.S.T. does not necessarily win the game.</para><para>* A predetermined time limit is reached.</para><para>34.2 Because of the length of time required to move to the end of the A.S.T., games will often end when a time limit is reached. In the interest of fairness, this time limit should be set before the game starts. Players must complete the final turn before determining the winner.</para><para>35.1 The winner is determined by adding the value of the following:</para><para>A. A.S.T. position: 5 points for each space.</para><para>B. Civilization Advancements:</para><para>* 1 point for each advancement with a face value of less than 100.</para><para>* 2 points for each advancement with a face value of 100 or more, but less than 200.</para><para>* 3 points for each advancement with a face value of 200 or more.</para><para>C. Cities: 1 point for each city on the board.</para><para>35.2 The player with the highest point value is the winner. This will not necessarily be the player with the largest amount of civilization advancements or the player who is furthest along the A.S.T., although both are important sources of victory points. If two or more players have the same number of points, ties are broken by wealth (the sum of the set value of any commodity cards held as well as treasury tokens).</para></entry><entry id="ahciv-central-america-pdfs"><title>Central America Map: PDFs</title><heading>Downloadable PDFs</heading></entry><entry id="ahciv-central-america-rules"><title>Central America Map: Rules</title><heading>Central America Map Variant</heading><para>Playing the Central American variant of the Civilization game is pretty easy. Use the rules for the Dawn of History game or the Civ Expansion Project and the Scenario guidelines that go with it. They are both a free PDF download from www.ahgeneral.org. Here are some modifications that you will want to use for this variant:</para><para>1. The Conquistadors in this variant replace the Barbarians/Pirates of the original Dawn of History game. They have some additional game advantages over the original Barbarians/Pirates. The Conquistadors have the following Advancements - Fundamentalism, Monotheism, Military, Advanced Military, Naval Warfare, Astronavigation, Architecture, Diplomacy, Agriculture, Metalworking, Iron Working, Road Building, and Engineering.</para><para>2. The Conquistador units are not managed until the Conquistador calamity card is drawn and traded. After which the Conquistador player expands it's population as normal players do, but they do not collect taxes. The player that drew the card controls them every turn until the card is drawn again. Each Conquistador city may produce one ship or two population counters at the start of the special abilities phase. They move and resolve conflicts after all other players have used their special abilities.</para><para>3. For each city the Conquistador player has, a random trade card is drawn from a players hand. Starting with the player with the most cities. The Conquistador player draws last before trading begins. No player may lose more than one trade card to the Conquistador each turn. The player controlling the Conquistadors is exempt from this draw.</para><para>4. Trade cards acquired by the Conquistador player are hoarded to a maximum of eight cards, and the lowest cards in excess of eight are discarded at the end of the Purchase Advancement Card phase and returned to their appropriate trade card stacks with the other trade cards being returned. All players may see the hoarded cards at that time.</para><para>5. Players that reduce a Conquistador city may draw one of these hoarded cards at random. When no cards are available, they may select a card from the top of any trade card stack they wish. If a calamity card is drawn, it may be discarded or held and traded later, unless it is a non-tradeable card.</para><para>6. Calamities drawn by the Conquistador player are discarded and returned to the bottom of their appropriate trade card stacks at the end of the turn.</para><para>7. Conflicts where Conquistador units can eliminate a player's city may be averted by surrendering a Gold trade card to the Conquistador player. Six Conquistador population units are removed to stock and the Gold trade card is hoarded. The remaining Conquistador units may continue to another area for conflict.</para><para>8. The Volcanic Eruption or Earthquake calamity is handled differently. ALL areas with volcano's the primary victim has units in are activated, and cause damage to primary and secondary victims.</para><para>9. When using the optional Tools and Slaves trade cards, a player may avoid the primary effects of any calamity by "sacrificing" a single Slave trade card - returning it to its trade card stack. The Conquistador calamity card cannot be avoided this way. Secondary effects are still in play for the calamity that was avoided.</para><para>10. When using the scenario handbook, instead of using 4.25 inches per player of the map board, use 4 inches instead.</para><para>11. New trade cards are used for Central America. The number of each commodity type is in parentheses.</para><para>Beans(7), Maize(8), Potatoes(8)</para><para>Honey(8), Squash(8), Turkey(7)</para><para>Ceramics(8), Cocoa(8), Salt(9)</para><para>Cotton(7), Limestone(8), Vanilla(8)</para><para>Fabric(7), Hematite(6), Serpentine(6)</para><para>Copper(6), Feathers(6), Silver(5)</para><para>Jade(5), Pyrite(6), Shells(6)</para><para>Gems(5), Marble(4), Obsidian(4)</para><para>Gold(5), Pearls(4), Turquoise(4)</para></entry><entry id="ahciv-central-america-designer-notes"><title>Central America Map: Designer Notes</title><para>This nine player variant is essentially the same as the updated Dawn of History board game - an expansion of Avalon Hill's Advanced Civilization. Which was itself, an expansion on the original 1981 game Civilization. This variant uses a different map, and some minor rules changes.</para><para>This map has the same number of areas, city sites, and population totals as Avalon Hills original map (with the Western Expansion). Some of the flood plains have been added arbitrarily, and do not reflect actual geography. This was done for playability. The same can be said for the starting locations for several of the civilizations. Using historical starting locations would have resulted in a blood bath in the Mexican highlands due to the concentration of civilizations there.</para><para>The trade cards reflect many of the trade goods actually used in Central America. The design on the backs of the cards is Mayan, and represents the following things:</para><para>The Earth Monster (God) at the bottom of the image, has the symbol for the sun on his forehead. The Corn God grows from the earth, his ears of corn are the faces of men. The corn God created man. Atop the Corn God is the Quetzal bird, and in its mouth is a snake - providing a reference to the Feathered Serpent Quetzalcoatl. The green feathers from the Quetzal bird were used in the headdress of Mayan kings.</para><para>Some of the images used on the game's counters are actually related to the civilization they represent, most are arbitrary. The Olmec and Maya influenced many other civilizations with their gods and calender system. This is after all a game, and historical accuracy had to be sacrificed for several aspects of the game to make it more play balanced.</para><para>Many will argue that the Advancements used in the Dawn of History game should not all be used in this variant. That is subjective, and it really doesn't matter. All of the Advancements that the Central American civilizations achieved are present in the list available. They did have a much later start than their European counterparts, and with the introduction of the Conquistadors, their growth was stunted.</para><para>The map and areas are slightly smaller than other editions of the game, but there is ample room for all nine players pieces on the board. Each area's name is based on an actual city state located there, in some cases there were none and local geographic names were used instead. Not all actual cities have city sites. In keeping with the original game's numbers, there were simply not enough to go around. Players will note that there are not enough city sites for each player to have nine cities. This was the case with the original map and conflicts will occur.</para><para>People have discussed a variant like this for many years. Creating it was simply a matter of taking the time to collect and create the artwork. Much of the art for the game pieces was taken from 18th century books that are now in the public domain. Our thanks to Google Books for putting them on the internet for free download. There was also some discussion about including China as a variant, but this current effort has exhausted my interest in new material for this old classic. Any additional work will have to be undertaken by someone else.</para><para>I hope that you enjoy this variant. It is actually a full size game with a new map and updated rules, so there should be a lot of enjoyment had with it. You are welcome to contact me at either or with questions or comments on this game. Thank you for playing it, I think you will like it.</para></entry><entry id="ahciv-code-of-conduct"><title>Code of Conduct</title><heading>(rol) Civ Code of Hammurabi</heading><para>1.) Players are expected to conduct themselves in a friendly manner to other players.</para><para>2.) Rude, excessively vulgar, demeaning behavior to other players will not be tolerated. This includes insults based on gender, ethnicity, sexual orientation, religion or culture.</para><para>3.) Players should only join a game if they expect to finish it. While life sometimes makes it impossible to continue playing, quitting games just because you can't win or because another player upset you is considered bad sportsmanship.</para><para>4.) While (rol) Civ does allow players to set their game time availability to take into account work, school, sleep, etc. players should respect the game time limits established by the game creator. Players who can only check the site once a day, for example, should consider sticking to games that have a 24 hour or greater time limit.</para><para>5.) Players should not abuse the game pause feature. Pausing games should be done only when players know that they will have limited or no internet connection (vacation, family emergency, etc) or when site issues prevent you from completing your turn. Using Pauses to excessively manipulate or bypass game time limits is a violation of this code of conduct.</para><para>6.) If a player finds that they cannot finish a game, it is expected that they will quit the game to allow a replacement player to take over. Staying in games you have no intention of completing only ruins the game experience for other players.</para><para>7.) Premium site members will not abuse the "Remove player faster" feature. This feature should only be used when a player is truly absent from a game. Using it to try to boot a player simply because you don't like them or want revenge, is considered unacceptable behavior.</para><para>8.) Players should not create multiple user IDs for the purpose of playing as two or more civilizations in the same game.</para><para>9.) All that said, aggressive play that is within the rules of the game is allowed. Forming alliances to attack the leader, promising to trade three cards but then sending two cards and a calamity, etc, are not forbidden by the rules. Although such behavior may not win you friends, if you've violated no game rule, your actions will not be considered a violation of the game code of conduct. Players who feel they've been taken advantage of should suck it up, consider it a lesson learned and figure out how to exact their revenge within the rules of the game.</para><para>10.) If a player feels another player has violated any of these rules, they should email a site administrator. It is the site administrator's discretion as to what to do with the offending player. Players can be banned from the site if their actions are deemed to be a serious violation of one of these rules.</para><para>11.) Last and most important, HAVE FUN. IT'S JUST A GAME! We're all here to enjoy a great game. There's no need to be rude or insulting. A general rule of thumb is, DON'T BE A DICK! (unless your name is Richard or Frederick and you go by Dick. In that case, just be yourself!)</para></entry></help>
