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U.S. Military History class Early Civilization V game

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  • U.S. Military History class Early Civilization V game

    This is a required college course for ROTC that I have to take and the instructor says that the class has to play a Civilization game. I thought I would share the rules of this game. I would like to know ACG's thoughts and strategy if they had to play this game.

    Early Civilization V: Civilizations At War

    Early Civilization V is a Turn based simulation designed to teach team building skills and an understanding of History. This updates the original Early Civilization and versions I- IV.

    I. Set Up

    The class is divided into Teams of 6-8 players each. The Instructor designates which player in each team is the Team Leader. The Team Leader's decision is final. The Instructor graphically displays the table that shows each Team’s (Civilization’s) status.

    II. The Turn

    1. The Turn Sheet

    Students are encouraged to accomplish most of the coordination with their teammates outside of class. Then the Team Leader turns in the Turn Sheet within the first ten minutes of class. This Turn Sheet shows the Team name, lists the Team Members, and was written to be quite self-explanatory. There will usually be one Turn per week.

    Each Team starts the game with 6 Cities. Each City produces 1 Food and 1 Gold per Turn, and can support 1 Unit. Now Divide the Units between Offense and Defense. You may assign 6 Units to Defense and 0 to Offense, or 0 to Defense and 6 to Offense, and anything in between.

    You will receive a report by email and in class that tells you what happened to you and every other Civilization in the game as a result of the last Turn. You use the Turn Sheet to attack or trade with other Civilizations (if you want) and to purchase Civilization Advances with Gold.

    2. The Disaster Phase (Not on the first three Turns!)

    I will roll two six sided dice (2D6) to determine what Disaster struck your Civilization. Disasters will not happen during the first three Turns. After that, a disaster will hit every other Turn.

    Table I: Disasters
    Disaster 2d6 Roll Effect
    Barbarian Raid 2-3 Two of your team’s cities are butchered by ruthless barbarians.
    Pirates 4-5 Lose HALF the Gold in your Treasury, rounded up.
    Flood 6-7 Two of your team's cities are drowned by an overwhelming flood. (most common disaster)
    Plague 8-9 Two of your team’s cities are wiped out by disease.
    Crop Failure 10-11 Lose HALF the Food in your Granary, rounded up.
    Market Crash 12 Lose ALL of the Gold in your Treasury. This disaster does not affect your team unless it has the Bank. Teams without Banks are unaffected.
    3. Treaties

    Your Civilization will receive 1 Food and 1 Gold each for every Civilization with which you have a Treaty. You begin the game with no treaties. You must request them by name from other Civilizations. Please note that you do not lose any Food or Gold as a result of a treaty; you gain.

    You have the option to formally cancel a Treaty at any time, and you can attack any Civilization IF you DO NOT have a Treaty with them. You may NOT cancel a Treaty with another Civilization and attack them in the same Turn. Once you cancel a Treaty with another team, you must wait at least one Turn before you attack. Note: Mysticism, Monotheism, Evangelism, Terrorism, and Nuclear Weapons are NOT considered “attacks” for this purpose – you can do all of those things to teams with which you have Treaties.

    You may have only one Treaty per two Cities. That means that in the beginning, you may only have Treaties with three other Civilizations (6/2 = 3).

    4. War Phase

    Be advised that no rule says any civilization HAS to attack any other Civilization. The Goal is to see who has the most Cities by the end of the semester, not to eliminate your opponents! J

    Each Team starts the game with 6 free Units. Additional Units may be bought for 1Gold each (spend 3 Gold, get 3 Units). When the game starts, the maximum number of units a civilization can have is equal to the number of cities that team has. Thus, if you have 10 Cities, the maximum number of Units that can be in your Army is 10. This means that when you start the game, you can buy no more Units, because you start at the max (6 Units for 6 Cities). Unless a Civilization Advance says otherwise, each Unit equals 1 Combat Power. Thus, if you assign 3 units to Defense and 3 Units to Offense, you have 3 Defensive Combat Power and 3 Offensive CP.

    Here is how combat works:

    a). A Civilization sends Units to attack another Civilization. If more than one Civilization is attacking the same target, the Civilization that sends the most Units attacks first.

    b) If the combined Combat Power of attacking Units exceeds the Defense Power of the attacked Civilization, then the attacking team gains one City and the defending team loses one City. The winners lose 20% of their Units (rounded up), the losers lose 40% of their Units (rounded up).

    Example: Civilization A sends 6 Units to attack Civilization B. Civilization B has 4 Units in Defense (they sent 2 Units to attack another Civilization)!

    With 6 Units, Civilization A attacks with an Offensive Combat Power of 6, which is greater than the defender's Defensive Combat Power of 4. Civilization A gains one City. Civilization B loses one City. Civilization A loses 1 Unit in the battle (6 x .20 = 1.2) and Civilization B loses 2 Units (4x.40=1.6). Note how I rounded up -- .5 or more rounds to next higher number! At least one Unit is lost on both sides. Further, the winner cannot lose more Units than the loser.

    5. Buying Phase
    Now each team uses the Gold from their Treasury to buy Advances from Table II (page 3).

    6. Growth Phase
    Now each team's cities consume one (1) Food from the Granary. Thus, if a team has 6 cities, then 6 Food is consumed from that team's Granary. If there is not enough Food left to support all of a team's Cities, and then the unsupported Cities are destroyed. This tends to happen. A lot.

    If there is more Food left than the cities consume, then for every five (5) surplus Food left in a team's Granary, the team has the option to grow another City with that Food.

    Table II. Civilization Advances (continues into next page)
    Advance Cost Prerequisite Effect
    Army 20 Militia Your maximum number of Units is now twice the number of Cities you have. Also, you lose no Cities to the Barbarian Raid Disaster.
    Bank 10 Marketplace
    Each of your Cities produces two (2) Gold instead of one.
    City Walls 10 Engineering Each Unit you assign to Defense has a Combat Power of two (2) instead of one, unless attacked with Siege Engines.
    Crop Rotation 5 None Each of your Cities produces 1.5 Food instead of 1.
    Democracy 10 Militia Normally, the Team Leader's word is Law. With this advance, everyone on the team gets a vote.
    Engineering 5 Literacy Mathematics Required for Flood Control, City Walls, Siege Engines, Road Building, Gunpowder.
    Flood Control 10 Levies
    If hit with the Flood disaster, you lose no Cities.
    10 Pottery If hit with the Crop Failure disaster, You do not lose any Food.
    Gunpowder 20 Engineering
    City Walls,
    Siege Engines
    Each of your Units has a Combat Power of two (2) instead of one (1), whether they are on Offense or Defense. Unlike City Walls, this Defense bonus is not negated by an attacker using Siege Engines.
    Irrigation 20 Crop Rotation Each of your Cities produces two (2) Food instead of one.
    Levies 5 None If hit with the Flood disaster, lose one City instead of two.
    Library 10 Literacy With increased access to information, all Civilization Advances now cost 5 Gold less – however, an Advance costs at least 5 Gold.
    Literacy 5 None Now a significant number of your people can read and write.
    Marketplace 5 None Each of your Cities produces 1.5 Gold instead of 1.
    Mathematics 5 None Lots of your people can count, add, subtract, multiply, and divide.
    Medicine 10 Sanitation If hit with the Plague disaster, you lose no Cities.
    Advance Cost Prerequisite Effect
    Militia 5 None If hit with the Barbarian Invasion disaster, you fight off the Barbarians, losing only one city instead of two. Your maximum number of Units is now 150% of your number of Cities (x 1.5), such that if you have 6 Cities, you may have up to 9 Units.
    Monotheism 10 Mysticism Pick one (and only one) City on another team. You automatically get that City, and the other team loses it. This DOES NOT work on a team that already has Monotheism!
    Mysticism 5 None Pick one (and only one) City on another team. Roll 2 dice. On a roll of 7 or greater, you get that City (you converted them to your religion), and the other team loses it. This DOES NOT work on a team that already has Mysticism!
    Navigation 5 None If hit with the Pirates Disaster, then you lose ¼ Gold instead of ½.
    Navy 10 Navigation If hit with the Pirates Disaster, you do not lose any of your Gold.
    Pottery 5 None Pottery allows better Food storage. If hit with the Crop Failure disaster, then you lose ¼ Food instead of ½.
    Road Building 20 Engineering +1 Gold per City, such that you generate 2 Gold per City, or 2.5 gold per City with Marketplace, or 3 Gold per City with Bank.
    Sanitation 5 None If hit with the Plague disaster, you lose only one city to disease instead of two.
    Siege Engines 20 Engineering Your attacking Units ignore City Walls.
    III. Trades

    Feel free to give, trade, or sell Gold, Food, or even Cities with other Civilizations. Unlike Gold, Food, or Cities, a team does not lose a Civilization Advance when it gives, trades, or sells it to another team, because what you are passing on is the knowledge. Your team has discovered how to do something, and now they can teach it to others – usually for a priceJ. You cannot be traded a Civilization Advance unless you have the prerequisites for that Advance.

    IV. Goal
    Whichever team has the most Cities at the end of the game (semester) wins! That team gets 100 points to their final grade. The second place team gets 50 points, and the third place 25.

    Early Civilization V Simulation Turn Sheet
    (Document has two sides. Turn in to Instructor at the Beginning of each class.)

    Write here any additional Civilization(s) with which you want Treaties. Remember, you may have only one Treaty per two Cities. Thus with 6 Cities, you may have 3 Treaties (6/2=3)

    Write here the Civilizations with which you want to CANCEL Treaties. You may attack a Civilization if you do not have a Treaty with them.

    Each Unit (other than your first free 6) costs 1 Gold to raise. The maximum number of Units you may have depends on your current technology. Divide your number of current Units between Offense and Defense. You may assign all or none of your Units to either category.

    ___________Units for Defense __________ Units for Offense

    Write here the Civilization(s) you are attacking this Turn, if any. But if you attack a Civilization with which you have a Treaty, I roll two six sided die. If I roll 7 or more, your troops are able to attack despite the Treaty. If I roll 6 or less, your troops are confused about attacking a “friend” and will not attack. Depending on technology, each Unit is worth a certain number of Combat Power (CP). Whoever has the most Combat Power wins. Winners lose 20% of their Units, Losers lose 40% of theirs. Both sides must lose at least one Unit. Winners may not lose more Units than Losers.

    You may convert Food into Cities at a rate of 5 Food per city (Example: 10 Food grows 2 Cities, as 10/5=2). Write down the number of new Cities you wish to grow here.

    BEFORE they grow crops, each City consumes 1 Food. If you do not have enough Food to support all of your Cities, unsupported cities will be destroyed.
    Write here the Civilization Advances you are purchasing with Gold this Turn.

    Write here the trades you are making with other Civilizations (Teams) here. You may trade Civilization Advances, Gold, Food, even Cities. You do not lose a Civilization Advance if you trade it – you are merely sharing knowledge. If you are making a deal with another team, their turn sheet must reflect the SAME DEAL, or no trade takes place.

    The Europa Barbarorum II team [M2TW] needs YOUR HELP NOW HERE!

  • #2
    Anybody want to start a game?

    Pruitt, you are truly an expert! Kelt06

    Have you been struck by the jawbone of an ASS lately?

    by Khepesh "This is the logic of Pruitt"


    • #3
      isn't that just a tweaked implementation of Pocket Civ
      In the event of another forum meltdown, feel free to join us over at


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