Hi,
yesterday we played a 13-player ACEP in Bern. In the group we had the full range from beginners playing their first game of civilization (2) over intermediate players to experienced veterans (5).
Since it was a both a test of interest and feasability, we did not intent to finish the game by AST but by time-limit. We startet at 10:00 AM and played until 19:00 PM and got a pure playing time of 7 1/2 hours out of it with 1 hour (in the end it was 1 1/2) of lunch-time at 13:00 PM. In those 7 1/2 hours we played 9 full turns. The longest turn was the first turn after lunch.
We played the board without Iberia and the Celts in the west, Dravidia and Maurya in the East and Saba in the "middle East". We marked the respective areas on the board as unplayable according to the "Scenario Guide".
The results are:
Rome 74 pts (50 AST, 9 Advantages, 6 Cities)
Hellas 69 pts (50 AST, 6 Advantages, 7 Cities)
Babylon 68 pts (50 AST, 6 Advantages, 6 Cities)
Carthage 68 pts (50 AST, 7 Advantages, 4 Cities)
Hatti 66 pts (45 AST, 7 Advantages, 7 Cities)
Nubia 65 pts (50 AST, 4 Advantages, 7 Cities)
Persia 63 pts (50 AST, 5 Advantages, 3 Cities)
Parthia 62 pts (45 AST, 6 Advantages, 5 Cities)
Indus 61 pts (45 AST, 5 Advantages, 6 Cities)
Minoa 55 pts (45 AST, 3 Advantages, 4 Cities)
Assyria 51 pts (40 AST, 4 Advantages, 3 Cities)
Kushan 50 pts (40 AST, 2 Advantages, 4 Cities)
Egypt 48 pts (35 AST, 4 Advantages, 5 Cities)
Test of interest:
I had some trouble to assemble a big enough group of players, some of the "usual suspects" expressed their interest but could not make it (work, military service and 2 cases of untimely illness), and the public advertisement campaign in the local game stores was either unattractive or to late (or both) and in the end proved as unsuccessul. Some were turned off by the long playing time. In addition the local game store in Bern held a Magic Preview Tournament on the same day.
So we got 13 players (we shot for at least 16 to get the full trading stacks)!
Test of feasability:
Actually, the playing experience for me was the same like in other Advanced Civilization games I played earlier. I never got the impression of to many players, or that the game-play slowed down more than usual. The big map reduced the time-hog of players moving after each other by allowing more parallel play. All players expressed that it was a good experience and there will be another game somewhere in April or May! I once organized a Advanced Civilization for 10 players (western expansion with all nations on the board), so I knew what to expect.
Learnings:
* The decision not to play Saba (and having a bigger East with Indus) was a mistake, Nubia behind Egypt without an exit got into problems and had a less than optimal start. Indus should have gone instead.
* Nations considered save and easy to play (Egypt, Babylon, Assyria) suddenly proved more difficult to play than expected (by some, at least

.
* Kushan discovered that he had no sea-access and had to fight for it (before he got into problems paying his taxes).
* Better advertisement to get more players, and the date of play has to be chosen with more care.
* To have roles of responsability was a good idea:
We split the board into 2 kingdoms with an experienced player as the respective "king" who hat the responibility the get keep the things rolling. We had a "Rider of the Apocalypse" with the reponsability to know, explain and speed up the resolition of the calamities. We had the "Horse-Trader" who sold all advantages and was shown the necessary founds. In addition we tried to have counselors for the unexperienced players(to late for nubia, unfortunately).
* The big status-display helped to coordinate the sequence of play, and a big census-sheet helped to sort out all the census markers in the same number-field.
* East/West-trade was almost non-existant, but this helped on the other hand to speed up the trade-phase. Trade flowed different in the East/West, we had 7 players in the east and 6 in the west. In the west sets of the 4 & 5 level trade goods were bigger and showed up earlier.
* In 9 turns we did not see a to big difference in the characters of the development of the different nations, it just started by having or lacking Agriculture and Metalworking.
* We should have (but did not use) 2-Minute-Kitchen-Timers (what is the English word for "Küchenwecker" or "Eieruhr"?). The idea here is that every player has her own clock and gets 2 minutes to move, and when she begins she starts the clock. When the alarm goes off, her movement ends (and what is not moved yet stays where it is). I already played games in this style and it actually works. Next time there will be the office of "Master of Time".
All in all, ACEP works and opens up new ways to play Civilization. Great work!
Thanks
andreas
PS: if you give me an email-adress I can send you some pictures.