Civilization: The Expansion Project
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Variants and House Rules
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Author:  trad2bay [ 2007-01-05 5:56:22 ]
Post subject:  Variants and House Rules

I note that there is a Topic for Variants and House Rules under Advanced Civilization - but not for Civilization: The Expansion Project. So I have started this Topic.


N.B. Putting this article here is not to be interpreted as my wanting this to be incorporated into the official rules. Rather I see it as an expression of the freedom this Forum gives to put forward different ideas.


Though I think it is a wonderful game and still enjoy playing it after 20 years, one of my big criticisms of the game is that once an Empire gets ahead, it generally stays ahead.

Helping it to achieve this is the fact that the leading Empire can generally buy Civilization Cards to offset the damage from the Calamity Cards. The larger Empires also generally have more trade cards and have an advantage in trading off Calamity Cards to smaller Empires.

We generally play with a group of 9-11 people every 3-4 months and have been playing "Civilization: The Expansion Project" for the past 3 years.

Because of the nature of the group, it became predictable as to which two or three individuals of the group would always win.

This is not Rocket Science - the players who are more aggressive in trading and shout the loudest usually win! The shy reserved retiring individuals are generally always left with small under performing Empires.

To offset this we have introduced some new Calamity Cards and Bounty Cards.

With Civilization: The Expansion Project, with the official rules when playing more than 12 players, east and west trade card packs are played, each with their own Calamity Cards.

I prefer playing with one large set of trade cards, and rather than have 2 of each calamity, created some new Calamity Cards.

To make things harder, these cannot be modified (by buying Civilization Advance Cards) and are played after Minor Calamities. (To offset some of this damage we also play with Bounty Cards.)

Some have damage targeted to the players with the larger Empires.

For our group it works well and helps the lesser Empires.

I plan to upload the rules and images at a later date. {Read - when I learn to upload images from my webpage :) }

In the interim if anyone is interested here is a link to my webpage.

http://au.geocities.com/trad2bay/index.html

Author:  trad2bay [ 2007-01-05 13:49:06 ]
Post subject: 

As mentioned in the post above rather than have 2 of each calamity, I created some new Calamity Cards.

To make things harder, these cannot be modified (by buying Civilization Advance Cards) and are played after Minor Calamities. (To offset some of this damage we also play with Bounty Cards.)

Some have damage targeted to the players with the larger Empires.

Rules for Unmodifiable Calamities

Second Level CalamitiesImage
U28.21 Total War
(unmodifiable, non-tradable)
U28.211 The Primary Victim loses number of units equal to the number of cities he owns. This Player then chooses a direct neighbour (by land or water – but not open seas) to lose a number of units - one less than the Primary Victim’s loss or equal to the number of cities the neighbour owns – whichever is less.
U28.212 This Secondary Victim in turn chooses a directs neighbour (by land or water) to lose a number of units – two less than the Primary Victim’s loss (i.e. the initial loss minus two) or equal to the number of cities owned by this Tertiary Victim – which ever is less.
U28.213 This Tertiary victim then chooses a direct neighbour (by land or water) to lose units – three less that the Primary Victim (i.e. the initial loss minus three) etc. – and so forth.
U 28.214 No player may be the victim twice.
U 28.215 The Total War continues until there are no new unaffected neighbours, or until the loss equals zero. (Cities = 5 unit points.)
U28.216 Example:
Egypt has 5 cities and so loses 5 units. Egypt is neighbours to Sada, Nubia and Africa.
Egypt chooses Africa as the next victim. Africa has 2 cities so loses 2 units not 4 (5 – 1 = 4) units.
Africa is neighbour to Nubia and Iberia and chooses Nubia. Nubia has 8 cities – so loses 3 units (5 - 2 = 3).
Nubia’s only neighbours are Egypt and Africa – both who have been victims.
Should Nubia have had another neighbour, then that neighbour would have lost 2 (5 – 3 = 2) units – assuming that the neighbour had 2 or more cities.

Third Level Calamities
U28.31 Avalanche
(unmodifiable, non-tradable)
U28.311 If the Primary Victim has 2 adjacent cities they are reduced. If no adjacent cities then only one city is reduced.

Fourth Level Calamities
U28.41 Tsunami
(unmodifiable, non-tradable)
U28.411 One coastal city of the Primary Victim is eliminated. In the two surrounding areas cities are reduced and/or population eliminated.
U28.412 If there is a choice the Victim must select the area that results in the most damage.
U28.413 If the victim has no coastal cities then the calamity has no effect.

Fifth Level Calamities
U28.51 Rebels
(unmodifiable, non-tradable)
U28.511 The Primary Victim loses two non-coastal cities to Barbarians cities. If Primary Victim has less than two non- coastal cities then substitute coastal cities.
U28.512 Two other players each have one non -coastal city replaced by Barbarian cities chosen by the Primary Victim.
U28.513 If the Secondary Victim has only coastal cities, then the calamity has no effect.

Sixth Level Calamities
U28.61 Drought
(unmodifiable, non-tradable)
U28.611 All areas containing units belonging to the Primary Victim, except those on flood plains, are affected by the drought. Drought has no effect if players with 3 or less cities before Calamity Phase.
U28.612 Each area affected has its population support number temporarily reduced to one less than the number printed on the map (minimum zero). Note that the use of the number printed on the map means that Agriculture is temporarily ineffective. (With regard to Public Works, Units on City are not affected).
U28.613 Any units in excess of the population number are eliminated. If units of two players are present then eliminate a unit belonging to the player with the largest number of units in that area, then the second-largest number, etc... Resolve ties by eliminating both units.
U28.614 Drought only applies to the end of the Calamity Phase, and does not apply to the Special Abilities Phase or the Check for City Support.

Seventh Level Calamities
U28.71 Pestilence
(unmodifiable, non-tradable)
U28.711 The Primary Victim must lose 10 unit points. Cities are immune.
U28.712 Starting in a non city territory close to the starting area of the Empire, all units are eliminated. All surrounding areas belonging to the Primary Victim have their population reduced to one.
U28.713 Including the initial starting area, if these surrounding areas cannot lose enough population to make up the 10 unit points, then further surrounding areas have their population reduced to one until the player loses 10 unit points.

Eighth Level Calamities
U28.81 Revival of Past Empire
(unmodifiable, non-tradable)
U28.811 The Beneficiary is the player with the most units in stock. If the Primary Victim has the most units in stock then the calamity has no effect.
U28.812 The Beneficiary selects territories of the Primary Victim and replaces cities and population with his own stock.
U28.813 If Victim owns 7 or less cities then 2 areas are replaced – if 8 cities then 3 areas are replaced and if 9 cities then 4 areas. All Territories must be in contact.
U28.814 If Victim has most units in stock – No effect.

Ninth Level Calamities
U28.91 Raiders
(major, non-tradable)
U28.911 The victim transfers three tokens from treasury to stock for every city he has on the board.
U28.912 If the victim does not have enough treasury to cover this, then population from the board must be removed and be replaced by a barbarian tile. i.e. The Raiders can be bribed and go away otherwise they will kill the population and stay. Cities are worth 5 units and more than half the units removed must be population.
U28.913A Agriculture is not effective on any area on the board containing a Raider token. Remove excess Raider tokens.

If the images do not come out they can be viewed at the following webpage
http://au.geocities.com/trad2bay/index.html

Author:  trad2bay [ 2007-01-05 14:30:56 ]
Post subject: 

To help offset the damage from Calamity Cards, Bounty Cards have been introduced, following the suggestions posted by BWR elsewhere on this forum:

http://www.civproject.net/forum/viewtopic.php?t=287

The Bounty Cards are picked up at random, but are only piles 2 to 5 to increase the chances of smaller Empires gaining benefit from them.

Some are specifically designed to favour smaller Empires while giving no advantage to larger Empires - except that they can be traded.
Image
Bounty Card Rules
I confess that I am not completely happy with all of them. However so that I do not have to print new cards should the rules change , the cards have been printed out based on the Seven Ancient Wonders - with The Oracle added at my son's insistence.

A.1 The effects of the various bounty cards is described below. The Bounty cards are played in order of the phase – not necessarily the numerical order. The number refers to which trade pack the Bounty Cards are placed.

A. 12 When a player receives a bounty card, he also receives a supplementary card/substitute trade card from the pile that he obtained the bounty car. This card is given after all other players have received their initial trade cards.

A.13 All Bounty Cards attributes last for one turn only after which they are returned to the correct stack.

Second level Bounty Cards

A2.1 Oracle of Delphi

A2.11 Played before the Calamity Phase.
A2.12 One Civilization Advance Card of any value can be purchased before the Calamity Phase. This can be used to modify the effects of a pending Calamity.

A2.2 Great Pyramid of Giza

Played at the start of Calamity Phase.
A2.22 Player is immune to 15 unit points damage from calamities – minus 3 units for every city owned. At least 5 points is needed for a city.
A2.23 The immune points can be applied to either a tradeable or non tradeable calamity.

A.3 Third level Bounty Cards

A3.1 Statue of Zeus at Olympia

A3.11 Played during the Special Abilities Phase.
A3.12 The Player may play one of the Special Abilities (he does not have) during the Special Ability Phase.
A3.13 The Special Ability chosen must be a Special Ability that the Player does not already possess.
A3.14 If the player has all the Special Abilities, then the card has no effect.

A3.2 Pharos Lighthouse of Alexandria

A3.21 Played during the Special Abilities Phase.
A3.22 Allows the Player protection against one of the Special Abilities for one turn only.
A3.23 The Player can choose which Special Ability they will be protected from before or when the Special Ability is played but after nominating which Special Ability they are to be protected from, the player cannot change his mind

A.4 Fourth level Bounty Cards


A4.1 Great Temple of Artemis at Ephesus

A4.11 Played at the End of the Special Abilities Phase.
A4.12 One Counter is placed where desired on player’s territory. Each counter increases its area’s population by one.
A4.13 Each Counter is removed from the board if its area no longer contains any of the players tokens

A4.2 Hanging Gardens of Babylon


Played at the end of the Special Abilities Phase.
A4.22 The Player may add up to 6 population tokens to areas of player’s territory at the end of the Special Abilities Phase. Either stock or treasury tokens can be used.
A4.23 This 6 population cannot be used to build a city until the Build City phase of the next turn.
A4.24 If population limits of the territories are exceeded then excess population tokens are removed.

A.5 Fifth level Bounty Cards


A5.1Mausoleum at Halicarnassus

A5.11 Played at the end of the Special Abilities phase.
A5.12 A Marker or Counter is placed where desired on player’s territory. This now counts as a new city building site and like any other city site can be used by any player who occupies the area.
A5.13 The Counter is removed from the board only when a city is built.
A5.14 The city building site is lost if the city is destroyed.

A5.2 Colossus of Rhodes

A5.21 Played during the Civilization Advance Purchase Phase.
A5.22 Player can receive the lowest priced Civilization Card (up to a value of 100 points) for free.
A5.23 If there is choice between two or more lowest cards, then the player is free to choose.

A5.24 This card applies to the following cards:
50 Cloth Making, Mysticism, Sculpture, Urbanism.
60 Empiricism, Masonry, Monarchy, Mythology, Pottery, Written Record.
80 Astronomy, Deism, Drama and Poetry, Music, Theocracy.
90 Coinage , Metalworking.

S.1 Special Cards

S1.1 The Caravan and Sphinx cards do not have any number, and start in the Second Trade Card Stack.
S1.2 The Special Cards must be used in the turn they are acquired, and then are returned to the stack with the cards they were used with.
S1.3 Unlike the Bounty Cards the player does not receive a substitute card.


S2.1 Caravan


S2.11 Played during the Civilization Advance Purchase Phase.
S2.12 Acts as an extra Trade Card for one turn only.
S2.13 The Caravan Card may not be used to increase the value of a set of commodity cards beyond the limit printed on the commodity card.
S2.14 Once used the Caravan card is returned to the Trade Card Stock with the cards that it was used with.
S2.14 If not used Caravan Card is returned at random to any Trade Card Stock.

S2.2 SphinxS2.21 Played before the Calamity Phase.

S2.22 Allows the Player protection against a Tradable Calamity for one turn only.
S2.23 If used the Sphinx Card is returned to the Trade Card Stock with the calamity card that it was used with.
S2.24 If not used Sphinx Card is returned at random to any Trade Card Stock.

If the images do not come out they can be viewed at the following webpage
http://au.geocities.com/trad2bay/index.html

Author:  trad2bay [ 2007-01-05 15:15:50 ]
Post subject: 

Maybe it reflects some egalitarian motivation, but the above postings are designed to help the disadvantaged little empire.

Following the same theme we have modified the Non Tradeable Calamities for Level 8 and 9. My gut feeling is that they should be nasty Calamities.

Generally we find in our games that the Level 8 & 9 Calamities are played infrequently during the game. Level 9 Calamities are played maybe twice while level 8 is played three or four times.

To beef them up we combined the current level 8 and 9 Calamities into one card – Corruption and Regression and added General Drought to Level 9. General Drought is particularly nasty!

28.81 Corruption & Regression (major, non-tradable)
28.811A The Victim must immediately give 10 or more points worth of commodity cards (face value, not set value) of his choice to the player who first received trade cards in Trade Card Acquisition (22.1).

28.812A If the victim holds Coinage five extra points of commodity cards are discarded.

28.813A If the victim holds Law five less points of commodity cards are discarded.

28.814A If the victim does not hold the required amount of points, he must discard his entire hand.

28.815A The victim immediately moves his A.S.T. marker backward. It may be moved forward normally during the A.S.T. Movement Phase (provided he meets the requirements).

28.816A The number of spaces a primary victim of Regression must retreat is increased by one if the primary victim holds Fundamentalism.

28.817A The number of spaces a primary victim of Regression must retreat is reduced by one if the primary victim holds Library.

28.818A If the victim does not have any cities Regression has no effect.

28.819A The victim loses his lowest value Civilization Advance Card back to stock (if a tie Victim decides). Each player who does not own this Civilization Advance Card receives it for free.

28.91A General Drought (major, non-tradable)
28.911A In countries with 7 or more cities before the commencement of the Calamity Phase, all areas (including Flood Plains) containing units belonging to all the Victims have their population support number temporarily reduced to one less than the number printed on the map. Note that the use of the number printed on the map means that Agriculture is temporarily ineffective.

28.912A Countries with 6 or less cities have their Agriculture effects are temporarily withdrawn this turn.

28.913A Unlike Drought, with regard to Public Works, Units on a City built on a 1 territory are removed).

28.914A Any units in excess of the population number are eliminated. If units of two players are present then eliminate a unit belonging to the player with the largest number of units in that area, then the second-largest number, etc... Resolve ties by eliminating both units

28.915A Countries with 3 or less cities before Calamity Phase are not affected.

28.916A Drought only applies to the end of the Calamity Phase, and does not apply to the Special Abilities Phase or the Check for City Support Phase.

Author:  trad2bay [ 2007-08-19 3:44:40 ]
Post subject:  Quick Charts for Bounty Cards

A Bounty Cards Quick Chart can be seen and downloaded from my webpage:

http://au.geocities.com/trad2bay/index.html

It looks like the below - but without the pictures.

N.B. This image refers to the Double Empires Variant


Image

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