Civilization board game rules. A small overview of Sid Meier's Civilization Board Game. Board game phases

The most important task of civilization is to teach a person to think

Thomas Alva Edison

The world was not always the same as it is now. XXI century became the apotheosis of everything that humanity has been doing for many centuries of its existence. Science, culture, religion, natural science and other aspects of life have acquired new outlines and opportunities in the current era. But, undoubtedly, the fact that now Homo sapiens is at the peak of his achievements, we owe the processes that took place in the depths of the dark ages, at the very dawn of humanity. Each of the modern achievements takes its roots from there - from the world where a person ran with a stick and beat his enemies with it. Gradually, Homo sapiens developed and improved their world. The first instruments of labor, murder, and entertainment began to appear. The planet was transformed and, as a result, society began to form, a certain level of sociality, science was achieved, and the unity of the historical process of development was established. Century after century, modern people built their great civilization - a large and powerful civilization of Homo sapiens.

There is no doubt that a person who reached the top of his development recalled the past centuries, about the days when his civilization was on the way of its formation. It is also unambiguous that each of us sometimes thinks about how good it would be to translate a time machine into reality and go into the past, in the days of the formation of the world, great battles, historical decisions. But, while there is no such machine, travel to the past is provided by the great books, films, paintings and other works of art of modern civilization. And, of course, the gaming industry could not stand aside from the embodiment of the eternal desire of mankind. A game that recreates all the milestones in the development of our society, sooner or later had to appear. And it appeared: at the beginning of the last decade of the twentieth century, the world saw a game with a simple and banal name - Civilization. Sid Meier's civilization.

Anyone who has played Civilization will agree with me that it is one of the best (if not the best) turn-based strategies of our time. Once I myself, having heard about this game, installed it on my computer. I clearly remember that I was skeptical about it: at that time I preferred to play shooters, action games or RPGs and thought that the much-touted strategy would be, frankly, boring. Imagine my surprise when I realized that I had been playing it for a considerable amount of time! The next day I did not go to school, because I went to bed like that at 5 in the morning. And at 10, he was already developing his toy civilization again in a skillfully recreated world. After that, I became a sincere fan of this game, and I always feel nostalgia and sinking in my heart when I say its name.

Today, dear readers, I suggest you dive into history of the creation of Civilization, go back several decades and see with your own eyes the game that became the founder of the great series. I offer you an exciting journey, during which we will get acquainted with the main milestones and sights of the legendary game, hear about its developers, and look into the process of its creation. I offer you knowledge. I hope you enjoy it. Make yourself comfortable - we are going back in time. Great, I will note to you, the past.

In the yard was 1991-th year... The world was changing. The large country in the east of Europe was breaking up into several separate states; in Kuwait, the famous special operation of the US and British troops called "Desert Storm" was carried out; Tim Berners-Lee released files describing his idea of ​​the World Wide Web (WWW); the source code of Linux is freely available. The world of computer games was changing in sync with the big world. Game industry continued to improve RPG strategy, get a unique development shooter games, very soon the world will be turned upside down as a result of the release of several hits, which will become strongholds in their newly emerging genres. And one more genre, strategy genre, gets a new breath and goes on to the next circle of development. Yes, it was the beginning of the 90s that actually formed the strategic game that we have now, created its canons, and divided it into subgenres. What can I say - in the first half of the 90s, several strategies were released that completely captivated the world. And one of them was a game published MicroProse.

Now world famous, and then just starting her great path MicroProse company started to engage in strategies from the middle 80s... Several decent games have been released, and in 1990 the biggest achievement of the young company so far was Railroad tycoon... This economic strategy was the predecessor of the Great Civilization released in 1991.

Realizing the readiness of the modern gaming world to change, its plasticity, one of the founders of MicroProse Sid Meier understands that there may no longer be a better chance to become an industry leader. He realized that in the current situation, a new game with a revolutionary approach could literally turn the world upside down. And he began to develop such a game.

It did not take him long, and already in 1991 year a new turn-based strategy game has appeared on store shelves - Sid Meier's Civilization, whose destiny will soon become the throne of the king (or queen) of strategies, and the name of Sid Meier will be synonymous with God in the computer industry. But then no one knew it yet.

So far, players have only started to get acquainted with the computer version of the popular game. Yes, Civilization, as a game, has existed before, its desktop version with the same name in 1980th published Harland Trifoil, a resident of the UK. Actually, Sid Meyer most likely drew inspiration from him when creating his version of Civilization.

I must say that, as often happens with great games, Civilization immediately after the release caused a furor among fans of strategies in particular and computer games in general. It was immediately considered the best strategy of the year, which was officially confirmed in 1992 year- Civilization received an award Origins Award in the above nomination.

What caused such a reception? What was the key to success? Let's take a look at the main aspects of the game.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

One of the main factors that caused the success was that Civilization embodied many of the strategies of the strategies available at that time, creating from them a single, great story with a completely new, original plot. The player started out as leader of one of the Civilizations 6000 years ago and had to lead her through centuries of development, making her the most powerful on the planet. He had only one unit and a hostile, unknown territory around him. From such a smallness, the player should create his own state, master the land, build cities, develop technology, science, art, military affairs, and conquer neighboring peoples.

Initially, the player had nothing. Well, or practically nothing. All he had at his disposal was several settlers who could build for him one or two cities... However, it was difficult to call it cities. Rather, huts. It was then, with a lot of effort, the player turned them into cities. In each settlement it was possible to build buildings that give it certain advantages, as well as deepen and improve the technologies that the player owned. By the way, technologies are one of the reference points of Civilization - with their help the people developed and improved. The player begins to research such simple technologies as ceramics, iron making, alphabet and on the ladder of development comes to nuclear weapons and space flights... It was also important that a kind of race for technology was being carried out in the world - a civilization that was the first to recognize this or that technology had certain advantages over other peoples (everything is like in life, right?). By researching some technologies, the player gained access to others, thus constantly moving in his development. All technologies were displayed on a kind of knowledge tree, where things that were studied and inaccessible to civilization were marked. Only through constant study of technology could a certain level of development of society be achieved.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

For the existence of cities, it was necessary to extract resources located on a territory belonging to a civilization. Without resources, the player could not feed his people, build the buildings he needed, or arm the army. And the army was oh so necessary, because in the world we were not alone, somewhere out there, in the unexplored areas of the map, other, possibly friendly, and most likely hostile civilizations huddled. Besides them, there were many barbarians, and their attitude towards you could be only one, one that does not in any way fall under the definition of "good neighborly". Buildings, as well as the cities themselves, often suffered from their raids. Therefore, the need for an army was paramount. Warriors could be obtained in cities and developed using the same knowledge and technology. Developing his troops, the player constantly received the best combat units, with improved uniforms and more effective weapons. As civilization developed, our army had gunpowder, automatic weapons, tanks, aircraft and even nuclear weapons. But it was in the combat system that there was one mistake that the early pioneers of Civilization complained about. Yes, many did not quite like the fact that the chances of victory for each unit of the army were deduced in accordance with the magnitude of the defense and attack of the opposing units. It seems that everything is fine, but complications were provided by a specific system of various modifiers of the soldier's capabilities. As a result, it happened that the tanks (having attack 8) when attacking the spearmen's phalanx (defense 2) with veteran status (+ 50% defense) fortified (more + 50%) and in hilly terrain (+200%) lost, which looked pretty ridiculous. It should be noted that this system will be revised in subsequent versions of the game and will become more logical and correct.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

Still, armies and wars were not the main highlights of Civilization. Yes, it was interesting to fight, but it became even more interesting diplomatic negotiations, the relationship between the leaders of different countries.

In the first part of the series, selectable civilizations were 14 pieces, each of them had its own leader, who was a real person (for example, Of Russia the leader was Stalin, at Of AmericaWashington, at UK - Elizabeth I). At the beginning of the game, the player chose the civilization for which he will play and his opponents. At the same time, the game could be present only 7 nations... In fairness, it should be noted that in the first part of the great game, the differences between each civilization were for the most part just visual. By choosing a specific people, the player only provided himself with specific names of cities, skin color, leader and location on the planet where his game began. The gameplay differences of one civilization from another were reduced to mere trifles, for example, to the fact that the Aztecs had more gold and were more aggressive than other peoples.

So, diplomacy has become one of the main aspects of the game. The player sent his scouts to different parts of the world, and they reported to him when they found valuable resources, favorable lands or other civilizations. If we found countries unknown to us, we could get in touch with their leaders and start friendly (or not quite) communication. What did it give? Just like in the real world - almost everything. It was possible to trade with other peoples. Both resources and technologies, and change these same resources for technology or vice versa. With other civilizations one could either be friends or quarrel. Yes, some of them, very influential, immediately began to demand from us a tribute or some kind of service, for example, technology. We could agree to pay and be well disposed to ourselves, or, at the risk of incurring righteous anger, or even war, refuse. The player himself could also demand payment of tribute or declare war.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

In addition, with other peoples it was possible form military alliances, the benefits of which could not be overestimated during the war. Yes, in this case, we could be firmly confident in our own safety and know that, in the event of a conflict, these peoples will support us.

Another highlight of the game was Wonders of the world... Each of them could be built, being at a specific level of knowledge acquisition, developing in a certain era. So, at first the player could create Pyramids or The great wall of china, then it became available to him Copernicus Observatory, and in the end - UN and Apollo program... What did these miracles give, besides increasing the player's HSP? They provided certain advantages for controlling civilization. For example, Magellan's expedition increased the speed of movement of the fleet. Since the construction of wonders of the world required a lot of effort and resources, they gave the effect not only in a particular city, but throughout the entire territory controlled by the player.

If we talk about the basics of the game, it’s impossible to ignore Civilopedia- a huge encyclopedia of the game, where all the subtleties were concentrated gameplay, deciphering the names available in the game, a description of weapons, units, cities, territories and much more directly related to the toy. Civilopedia has become a powerful source of information for players who just started playing Civilization, it helped them, and, undoubtedly, they appreciated it for it.

In general, thanks to the above factors, as well as many other points that, unfortunately, cannot be described in one post, Sid Meier's Civilization has become a very popular game. The game was extremely positive, although, of course, it is impossible not to note that, in addition to the obvious advantages, the game also had its drawbacks. The same graphic component, even at that time, was not the best. Simple 2D VGA graphics, with regular textures. But we know that the highlight of Civilization was not at all in modern graphics. We know what Sid Meier's Civilization is….

It often happens that a company that has released a popular game is trying to make a sequel at the same moment in order to become even more famous at the peak of popularity and naturally make money. But MicroProse is more of an exception to this rule. Yes, the development company seemed to be in no hurry with the release of the second part of Civilization, and there was a feeling that they had completely forgotten about it. Between 1991 and 1996 the company produces some pretty good games that made it even more famous, but completely unrelated to Civilization. The fans of the game had already begun to cool down in their anticipation and believed that there would be no continuation. But what they saw was only the top of the iceberg. In fact, all several years after the release of the first Civilization, the company was constantly developing the second part, the creators simply were in no hurry with its release.

Truth in 1995 year MicroProse is releasing a game that can be considered an addon rather than a sequel. The game was called Sid Meier's CivNet and differed from the first Civilization only in the multiplayer mode. There was also a single-player game in it, but in both of these modes, there were absolutely no differences in gameplay from Civilization. Sid Meier, by the way, did not participate at all in the creation of this game, and, frankly, he had nothing to do there - the main work was done by programmers adapting the game to the network.

Game History: Sid Meier's Civilization

Game History: Sid Meier's Civilization

The release of CivNet instilled hope in the hearts of gamers, and, as it turned out, not in vain. In 1996 MicroProse still releases long-awaited game Sid Meier's Civilization II... She still bore the name of her creator, although she was already published without him. Sadly, but just before the release of the second civilization, Sid Meier leaves the company and founds another studio called Firaxis Games... But, of course, it cannot be assumed that he was not engaged in its development. Undoubtedly, the great Sid put his talented hand in creating a sequel based on the game he released five years ago.

So, in 1996, a game called Sid Meier's Civilization II was released. How different was it from the first part? The differences were quite serious. brand new, isometric engine that made the graphics more attractive. To be honest, the quality of the picture has improved comparatively, and if in 1991 she was one of the middle peasants of that time, then in 1996 the game had the most advanced graphics technology.

In addition to the graphic component, of course, many new things were added to the game. Artificial intelligence has been significantly improved, which could now eliminate many accidents throughout the game. For example, the absurdity was corrected when a rival civilization could create a wonder of the world without all the necessary technologies for this, which put itself in an unequal position with the player. Also, the rivals became much smarter, and it became much more difficult to play with them. Was the combat system has been completely changed, concepts such as firepower and additional points have been revised, which prevented the incident in which Pikemen could easily defeat tanks under certain conditions. Also, the units of strength for various units and their functionality have been changed. For example, it became possible to order the settlers to automatically improve their own territory, while clearly keeping to its borders and not entering the enemy's lands. Units in cities are now produced faster.

One of the most memorable elements of the game was the opportunity to consult with High advice... The council consisted of a few exceptionally experienced individuals and included consultants in military affairs(a muscular man, often drunk and angry, eventually turning into a stereotypical general), the economy(a smooth-talking merchant who soon turns into an arrogant and intelligent entrepreneur), diplomacy(in the modern era, a femme fatale with a somewhat oriental accent), technological progress(botanists), and world happiness(a caricature of Elvis Presley, who wore glasses even in ancient times). The consultants were constantly cursing and arguing, which is not strange, because their advice was completely different. Their costumes changed according to the era in which the player was currently located. In general, this advice was a kind of comic detail, inscribed into the game to give it freshness and positiveness.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

The victory conditions have also changed. If it was before complete capture of the opponent's territory, now the player has added another opportunity reach Alpha Centauri earlier than other civilizations. Actually, the path with the flight to the star was longer and more difficult than just defeating everyone, but this made it even more interesting.

Also appeared in the game points system that the player received. The points directly depended on the course of the game, for example, a happy citizen brought 2 points to a player's account, a less satisfied ruler 1 point, and a dissatisfied 0 points. This meant that the more happy our people are, the more points we have, and this forced the player to treat his people very carefully and be a good ruler. Each wonder of the world added 20 points to the total score, the polluted cell subtracted 10. Also, points were awarded for the way the game was completed - defeating civilizations was less than points, the achievement of Alpha Centauri was much higher, and they were multiplied by the number of people who reached it. At the end of the game, points were proportionally calculated based on the difficulty level, and based on their total number, the player received the title: Great or there Great.

There are more civilizations to choose from in the game - now there are 21 of them, but directly in the game itself, as before, only seven could participate. Also, now it was possible to choose the leader of a civilization, of whom each nation had two - one man and one woman.

The landscape of the game has been completely redesigned - the rivers no longer occupy entire cells, the same was with the mountains.

Waiting players appreciated the second part of the series and took it with a bang. Civilization II immediately began to occupy high places in various competitions held not only in the 96th year. This game received the prize meta even more than 10 years later, back in 2007.

This time MicroProse did not hesitate for a long time about the continuation of the series and almost instantly released two large add-ons to it. The first one Conflicts in Civilization changed the game, added new missions, maps, locations. Second Civilization II: Fantastic Worlds, in addition to new scenarios, it also had original fantastic locations on space and fantasy themes. In one of these missions, we colonized Mars, in another, we went to the ancient world of elves and goblins. There were also several scripts based on other popular games released by MicroProse such as X-COM and Master of orion... It was later released Gold Edition, where Civilization was published along with two addons, as well as a new online game mode.

Another addition to the second Civilization was released in 1999, and it was imposed Civilization II: Test of Time... It was actually a separate game, although based on the same gameplay and the same scenarios. Only at the end of the game, when the player reached Alpha Centauri, instead of ending, the game continued, opening a portal to another, ancient, fantasy world. In this addon, most of the campaigns had nothing to do with the real world and took place in either sci-fi or fantasy locations.

Game History: Sid Meier's Civilization

Game History: Sid Meier's Civilization

Players all over the world enjoyed the passage of Civilization, tried out both of its add-ons, played the almost sequel that was released in 1999 and got bored again in anticipation of the next series. Civilization, one of the few mega-popular games, evolving gradually, not by sudden jerks with new parts released every year, but slowly, stretching the pleasure and expectations of gamers. However, the long distance in time between the release of the second and third part of the series was another problem. After leaving the company of Sid Meier, MicroProse began to gradually lose its position, and, in the end, (albeit, finally releasing two sequels X-COM and Master of orion) ceased to exist. Many companies fought for the rights to release the game under the brand name of Civilization, but, by chance, the trademark again falls into the hands of Sid Meier and his company Firaxis... True, Sid himself did not take an active part in the development of the third part, other designers were engaged in this, but the fact that he kept his finger on the pulse of its creation is not in any doubt. The result of the joint work of the creator of the game and new designers was the release in 2001 of a new turn-based strategy Sid Meier's Civilization III, which turned out to be much better and better quality than the previous two games. And this quality was the last step on the steep ladder of the rise of this game to the top of the world game development, to the title of the best turn-based strategy of all time.

Although, the first days after the release of the game were not entirely successful. The product was buggy and crashed often, being a little unfinished. Sensing a wave of indignation, Firaxis very quickly releases a patch that corrected the situation and returned everything to square one.

And, apart from this annoying incident, the game came out great. She took all the good things from the previous two parts, adding many innovations to it, improving the graphics component, diversifying the gameplay.

Significant changes have been made resource concept... Now their number directly influenced the happiness of the people and the ability to produce specific units or buildings, whereas before, they only had an effect on the growth of local production. If earlier the resources were just bonuses on the territory, then in the third part they have become much more important. So, without the possession of saltpeter, it is impossible to build early fire units, without oil - tanks, and without aluminum and uranium - atomic bombs. The emergence of resources introduced new rules of war... For example, by taking away uranium and oil, we deprived the enemy of the ability to produce the most important units in the game. Also, there were now three types of resources ( the main, strategic and luxury resources), each of which could only be mined in a specific area. For the extraction of resources outside the cultural zone, colonies could be built, however, in this case it was necessary to throw guards there, because such structures were often the object of attacks by barbarians. Basic resources, unlike others, could not be sold.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

The existing civilizations in the game have undergone significant changes. Their total number decreased slightly, but this was not the main thing. If earlier peoples differed from one another only in color, name and leader, now these differences were more noticeable. Each of the civilizations had its own, inherent only to her, qualities. Americans, for example, were hardworking and expansionist, while Russians were more into science and Egyptians more into religion. Also, each of the civilizations had several initial technologies with which the player could start the game. Needless to say, these technologies were different for every civilization. Well, and, of course, the units were also unique for each nation. For example, instead of knights in India there were elephants, and in Japan there were samurai. In general, now it was necessary to more closely choose the civilization for which to play - each player could choose such a people that was closer to him.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

For the first time in Civilization, such a concept as Culture... Now each city had its own cultural level, which influenced the surrounding territory and determined its quantity. For example, immediately after the construction of the city, the culture level was equal to one, and therefore its influence extended only to the next 9 squares. But, with an increase in the level, the number of cells under the influence of the city grew, and, accordingly, the state also increased. Each turn added culture points... They were generated entertainment buildings(influencing the mood of the townspeople), scientific centers, libraries and wonders of the world... As the cultural level of the city increased and the borders expanded, the further growth of culture became more and more difficult. The construction of cities on the territory of another state within its cultural boundaries was possible, but led to a war with that state. Thanks to culture, with its sufficient development, it became possible to move the border to the enemy and even annex his cities without a fight. This led to new kinds of victories - Cultural and Dominant.

Significantly changed diplomacy window... Now the player could immediately see in what relationship he is with the countries known to him. Also, a submenu for an open dialogue appeared right here, divided into two columns - one displayed what we offer for sale, in the other, what we want to receive in return. If the opposite party considered such conditions acceptable for itself, then the contract was concluded. Each wrong step in this dialogue could lead to the anger of the ruler of civilization and, accordingly, deteriorated relations.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

Trade has changed I. The caravans were canceled. Now there was no way to specialize the city. For trade with other countries, roads or ports were needed on both sides. To distribute resources between their cities, they also had to be united by a trade network.

Units and their actions have undergone significant changes... If in the previous two parts settlers had to equip the territories, now a new unit has appeared - worker... Soldier units could now be grouped in an army. The units also no longer had a hometown - instead, they were supported by the national treasury. Siege units stopped taking part in the battles, and now they were only engaged in shelling the front from the rear positions. The ships were able to shell the coastal area and cities.

Many things have remained the same. So, the game had a technology tree (divided into four parts: antiquity, Middle Ages, industrial age and new time), scientific research, as before, significantly influenced the course of the game, there were wonders of the world and the bonuses that they brought to the player.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

The population of cities has undergone interesting changes. Now it had nationality, and, in the event of the capture of a foreign city, its inhabitants for some time remained citizens of their civilization and looked at you as an occupier. It took time to assimilate them, and its duration depended on the similarity of both civilizations. If these were European peoples, then they adapted to each other quickly enough, but, for example, it was difficult to assimilate the Persian population, playing for the French. Citizens who remain faithful to their civilization feel miserable, which greatly increases the risk of rebellion in the city and reduces its productivity.

The victory conditions in the third Civilization were even more varied. Now there are six of them: Conquest(here it is clear - to destroy all other civilizations), dominance(it's easier here - 66% of the territories should be controlled by the player's civilization, and 66% of the population should live in the cities of civilization), cultural(you need to have a very high level of culture in cities, twice as high as in any other country), diplomatic(to register such a victory, you need to create the UN), spaceship(normal flight to Alpha Centauri) and historical(if the game timer is over and there is no winner, then it is determined which civilization takes the first place in the rating). As you can see, the conditions for victory are varied, and the player himself can choose the path along which he will move to victory.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

This is how the third part of one of the best games in the history of mankind came out. Of course, she was loved, undoubtedly, they played her until they fell, day and night. It was a masterpiece, and not just a masterpiece, but a divine creation.

Add-ons are also released for this game. There were two of them - Play the world and Conquests... Both of them did not make significant changes to the gameplay, but only added new scenarios, civilizations and locations. For example, in Conquests, the player could take part in the Second World War in the Pacific Ocean.

Game History: Sid Meier's Civilization

Game History: Sid Meier's Civilization

And then there was 2005 year and the release so far of the last, fourth part of the series. And again, it was not developed by Sid Meier, but another designer - Soren Johnson... There is a feeling that Sid, for some reason, did not want to advertise his name in the development of each part of the game, although he undoubtedly took part in it. The fourth part was expected as something divine, and the game in no way destroyed these expectations. The world saw the best part of the best turn based strategy game in the world.

If we talk about differences, improvements and updates, then, of course, the first thing to mention is the graphics component of the game, which was now based on the new engine. Gamebryo and looked amazing. To be honest, visually the fourth Civilization looks good even now, five years later. The perspective remains the same isometric, but has been added 3D animation, which made everything look really beautiful.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

Graphics are graphics, and there were also significant changes in the gameplay. And this time, massive additions were combined with equally massive subtractions. The developers have removed from the fourth part some functions that were not entirely demanded by the players in the last games of the series. To such a horrible environmental pollution, corruption and much more. At the same time, removing this, the developers focused on the radical change of some of the game's functions.

First of all, it has undergone significant improvement combat system... It has been completely revised and brought to a high quality new level... Units now had total strength, and not as before, divided into defense and attack. Also, units have a special parameter - experience... By participating in battles, a unit gains experience points and, with an increase in the level, can spend it on studying one promotion, that is, to become a higher level. All such levels could be 41... Some structures and paradigms also provide experience.

As I said, the gameplay has undergone significant changes. The so-called Great people representing seven categories: artists, merchants, prophets, engineers, scientists, generals and spies... Great people were used in different ways: they could settle in a city and provide a permanent bonus to knowledge, or they could build a specific building; could contribute to the discovery of new technologies. Among the greats were Aristotle, Plato, Moses, Homer, Shakespeare, Ramakrishna, Michelangelo, Leonardo da Vinci, Isaac Newton, Zoroaster, Jalal al-Din Muhammad Rumi, Coco Chanel, Albert Einstein, Maria Curie and many others.

Another important aspect of the new gameplay was religion... She was represented by major world beliefs such as Buddhism, Christianity, Confucianism, Hinduism, Islam, Judaism and Taoism... Each religion was associated with a specific technology, and the first civilizations to receive this knowledge automatically established the associated religions. For example, Christianity was founded by the civilization that was the first to recognize theology.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

Religion had a significant impact on the mechanics of the game. Civilizations with a common religion were more diplomatically friendly to nations professing different faiths. The discoverer of the religion was given several rather pleasant and useful bonuses in the game. The first and best of these was that the civilization that founded the religion, if Great Prophet, got the opportunity to build a unique religious miracle... And this miraculous building, every turn, brought at least one gold coin to the treasury of the discoverer for every city friendly to religion! Undoubtedly, such a replenishment of the treasury was a very, very pleasant thing for our only developing country.

Another important advantage of the discoverer was that we could see every enemy city that professed this religion (the fog of war disappeared).

State government has been replaced with a more flexible model political paradigms with five different categories - form of government, society, build, the economy and religion with five separate options for their development. For example, the category Build included the choice communal system, slavery, serfdom, caste system and democracy... When did these paradigms become available? They are unlocked after researching the required technologies. Let us study specific knowledge (or a set of knowledge) and we will have the possibility of a coup d'etat with a subsequent paradigm shift. Why is such a scheme more convenient than the previous method? Of the board with a specific division into democracy or communism? The fact that now we could create an absolutely unique social order that would fit our needs and desires. So, as a result of combining paradigms, you can get a unique state, where the form of government will be hereditary, the society is free, the caste system, and the economy is decentralized. Of course, we could not even think of such a variety in the third Civilization.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

AI has changed. Opponents no longer start the game with an open area map, instead they explore it, just like the player, and use the same opportunities as he did.

Barbarians have learned to build cities, and on the map we can see many similar settlements with their own names. These cities are no different from ordinary cities, they also create settlers and workers, and can be captured and destroyed. At the same time, barbarian cities do not appear in the diplomacy screen and it is impossible to negotiate with them.

The interface itself has changed in many ways. So, pollution, size limitation and other similar effects have been reorganized and combined into one system called City health... Resources and buildings, such as wheat and hospitals, added health posts, and the growth in population and industry, respectively, increased the rate of illness. The surroundings of the city also affected health - forests and fresh water increased it, and the jungle, for example, reduced it.

Some elements of rationalization were introduced, for example, it became possible to give orders to several units at the same time.

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

Also, the fourth civilization became more editable than previous versions... So, players were able to save XML, and also in April 2006 year was released Software Development Kit, with which it was possible to customize many game moments.

All other functionality of the game was copied from the previous series. There was no need to change it, because the players all over the world liked it so much.

Slightly breaking the established tradition, not two, but three add-ons were released for the game. Perhaps this number of additions was due to the enormous popularity of Civilization.

The first in 2006 year an addon called Civilization IV: Warlords... In addition to the usual increase in scenarios, civilizations and leaders, a new category of Great People has been added to Warlords called Great general... Judging from the name, it is clear that this person was very, very helpful to the player in the conduct of hostilities. Also, for the first time, the concept vassal states... Our vassal lost the opportunity to independently declare war and conclude peace, had to fight against our opponents. He can also pay us tribute, either in gold or in food. But one had to beware - if some other state does not like the vassal, then the attitude of this state towards us will also deteriorate.

The second addition was released in 2007 Civilization IV: Beyond the Sword... Again, new scenarios were added in it, but, in addition to this, several completely new elements appeared. One of the same innovations was corporations that could be created by the player. Also, a rather interesting moment was the appearance in the game various natural disasters such as a tsunami, flood, or earthquake. Espionage has also been significantly improved.

And, finally, the third, perhaps the most ambitious addition came out in 2008 year entitled Civilization IV: Colonization and was actually a remake of the game released in 1994 Sid Meier "s Colonization... In this add-on, the game interface was radically changed, and the scenarios were completely updated. Actually, in the course of these scenarios, the player could conquer New World, while enjoying the support of Europe and bringing colonists from there. One of the conditions for victory was to found a colony in America or create your own republic.

Undoubtedly, the fourth civilization was the apogee of the series of games released by the legendary Sid Meier. This game is still played (I also have it installed), and few people get tired of it. Sid Meier's Civilization contains everything a modern player needs.

Although the fourth Civilization is the last of the released games, but now we already know for certain that it will not be the last in the series. Fifth Civilization to be and it will come out autumn 2010... We already have trailers of this game, first screenshots, descriptions of changes in the gameplay. Again and again, the expectation of a miracle does not leave the players of the entire planet, again and again they are waiting for the release of the divine game. After all, the developers promise us to change a lot. But that's a completely different story ...

Game History: Sid Meier's Civilization


Game History: Sid Meier's Civilization

You can be a fan of different genres and love completely different games. You can talk about the advantages of one game over another, about their similarities or differences, about the disadvantages and advantages. It is quite possible that you never play turn-based strategies in your life. But with all this, it is impossible not to agree that Sid Meier's civilizationone of the best games in the history of mankind and is undoubtedly the best turn-based strategy game of all time. For several generations, players have considered it a divine, unforgettable, great, real game. They worship her. And, of course, so many people cannot be wrong. We don't just believe them, we know it. We know just as well as the fact that at any free moment we are ready to return to the invented world, where each of us will again and again develop our peoples, rule them, fight with neighboring countries or trade with them. The game where we can again feel the unique freedom of action that once, a very long time ago, was provided to us by Civilization. Sid Meier's Great Civilization.

Thanks to all.

Until we meet again on the wave Game stories.

P.S. I want to say a big thank you to the best expert on Civilization on the Bafom portal, who agreed to read this work before publication, and pointed out some of its mistakes and shortcomings. Thank you,

Sid Meier's Civilization- What is it? If you dig a little in Wikipedia articles, on fan sites, or just ask around gambling friends, you can get a fairly uniform answer.Civilizationis a turn-based strategy game that offers the player a choice to lead the ascent of one of the many nations to victory. It was and is computer version the game, which has already released five official parts, with various additions and modifications. Let's try to figure out which components and sides of a computer game are reflected and migrated to the desktop version.

First, I would like to note right away that there are more similarities than differences in the electronic and paper versions. For example, victory conditions:

  • The most logical and common path to excellence in games is to win military victory;
  • A longer and more planning-intensive way is economic miracle;
  • For those who like to develop their civilization by conducting scientific research - technological breakthrough;
  • And finally, for convinced pacifists, it is suitable - cultural dominance.

All four presented methods can (and most often have to) be combined, because it is almost impossible to conquer the territory of an enemy whose troops have advanced weapons. If you want science to develop at a rapid pace - please, support such research economically. If you want to have a trump card in your sleeve, devote more time to the development of culture, and over time, bonuses will appear in your civilization that strengthen both the economy and science, and some will also help your opponent to secretly harm. In "Civilization" all aspects of development are important, but you need to choose one or two as priorities and achieve superiority by all means.

The big plus of this game is the generated map, which is laid out blindly before each game and can consist of 2-4 (according to the number of playing) civilization home areas, plus 14 neutral areas. Each plot consists of 16 landscape squares. Imagine how many different combinations can be formed! By the way, depending on the location of your civilization, it also depends on which tactics to choose. In one of the games, we had a case in which the player was cut off from the rest by a water space and while the others were sorting out the relationship on land, he calmly developed, accumulated resources and military power. Then, having investigated the "Navigation", this player sent his armies across the water, and on the other side, everyone else did not seem to have enough.

By the way, about the units presented in the game (combat and civilian units). Compared to the computer version, in the desktop version, of course, the visual component is more scarce, but this in no way affects the interestingness of the gameplay. You just have to be very careful. After all, the same infantry unit can, depending on the level of development of technologies and other combat bonuses, be a less or more dangerous enemy in battle. In the electronic version, all calculations of attack power, defense, damage were calculated automatically by a computer, but on a cardboard map with plastic flags indicating armies, take the trouble to do all the calculations yourself in your mind or stock up on a piece of paper with a pencil. In fact, all this arithmetic may seem complicated only at first glance. After one or two training games, all these calculations will take place quickly and imperceptibly.There is essentially only one civilian unit - the scout. It performs several important functions: reconnaissance is necessary at the very beginning of the game (it is the scout who opens uncharted areas, determining how the landscape squares will be located on the site); scouts found new cities; and the scout also has access to the function of transporting resources from squares remote from the city. In general, the scout is a very useful and useful unit. No less, and with active hostilities and more, army formations are important, the function of which is only to fight, to restrain the enemy's armies, to plunder warlike villages in search of rare resources, and as a result to keep the enemy capital under siegeThere are only four types of troops in the game: infantry, cavalry, artillery, and in the last stages of the game, after researching "Flight", - aviation. Each of the combat arms (except for aviation) has an advantage over one and receives penalties over another arm (for example, artillery is stronger than infantry, but weaker than cavalry, which is quite logical), this determines the sequence of the move in battle. Military units with the research of new technologies can be upgraded. In addition to the level of modification of units, individual buildings in cities (barracks, academies, etc.) also affect the overall power of the army.

Scientific discoveries carried out by civilizations are independent. That is, even if all your rivals have opened "Pottery", it is not a fact that this technology will take a place in your scientific hierarchy. All research, in contrast to the computer version, is carried out blindly. That is, having accumulated a sufficient number of trade points and passed one of the Roman numeral marks (I - V), you simply draw one technology card from the pile corresponding to the value of the accumulated points. But there is one trick here - for example, even having accumulated trade points before you can research a level III technology, you will not be able to do this until this technology has a "foundation" of at least two technologies of the previous levelSo it's up to you: either to thoroughly research the entire technology tree, leaving no gaps, or to speed up some stages of research in order to be the first to get the technology of level V "Space Flight" and thus win a scientific victory in the game. Needless to say, scientific discoveries affect all aspects of the game and are directly related to them. Research allows you to build certain types of buildings in cities, improve existing ones, modernize troops, increase the limit on the number of units in the army, provide profitable trade, and even change the existing form of government (republic, monarchy, communism, etc.). The game has the ability to "mitigate" the effect of costs required for research. In this case, be prepared to provide part of the accumulated gold to research funds so that each subsequent technology can be discovered with a small (or impressive) lead.

The economic system is represented in the game by a disc with an economy level indicator and coin tokens. Everything seems to be simple - to bring the level of economic development to 15 and victory is ours. But experienced rivals, noticing that one of the players proclaimed feudalism, regularly takes coins from the resource trade, saves on technology and, instead of dedicating their cities to the arts, pumps out the maximum of the gold mines available to him, they will certainly unite and go to war on such monopolist. They will arrange a blockade of the mines, overtake them technologically and the result will be sad. Therefore, if you have decided to save money, then do it with the confident support of the military, scientific, and even better, cultural principles.

And now the news of culture. In "Civilization" from the point of view of the development of culture, there are unambiguously cheating states: China and Rome. If the superiority of the former continues as long as there are unexplored huts and villages on the map, then the latter receive precious culture points on almost every occasion. And this is such a resource that cannot be too much. After all, as they advance along the culture track, players take cards of cultural events, which sometimes make life much easier, providing civilization with free resources, accelerating research, etc.With a more thorough development of the culture of their people, the so-called great people (merchants, engineers, artists, generals, scientists) will appear on the horizon, who can be placed in cities and bring tangible benefits. To achieve a cultural victory, collecting only culture points is not enough, because the further the player moves along the culture track, the more resources are required for the further step. And in addition to culture points, trade points will be needed. So this way of achieving victory cannot be called easy either.

In conclusion, I would like to say that, even having described the possible ways and conditions of victory, resources and types of troops, I just touched the tip of the iceberg, because the possibilities provided by the game are truly endless. And having gathered a company of like-minded people, fans of global historical strategies, you are guaranteed to spend more than one evening playing this game and will come back to it constantly, seeking and honing new tactics and strategies for achieving victory.

From Sid Meier

Civilization: Table game

Based on a well-known computer game

EAGLE GAMES ã 2003

Introduction.

Welcome, O Great!

You are going to lead your people through the millennia into the future. Diplomacy, war, economic growth, and technological advancements are all tools at your disposal. Maintain the balance of these four elements and you will see your people prosper. Wrong, and your civilization will be hidden under the dust of time.

Sid Meier's civilization: Table game is based on the famous series of computer games. You can play this board game at your table with up to five more players. Sid Meier's Civilization: The Board Game also shorter in time - it can be completed in one sitting. But just like the classic computer version on which it is based, Table game provides you wide selection actions and you must choose wisely between them. A successful ruler must balance expansion, economic development, trade, research, diplomacy, and military power.

Let's get started. Glory and prosperity await!

Overview

lasts four eras. The earliest is the ancient era, followed by the Middle Ages, the gunpowder / industrial era, and finally the modern era. Each era has its own unique military forces, city buildings, technologies, and wonders of the world, and in each subsequent era they surpass the achievements of the previous era.

rules

Sid Meier's Civilization: The Board Game has two different sets of rules and, accordingly, two different principles of the game:

Standard Rules: The standard rules are designed for fast and exciting play, the growth of Civilizations and the interactions between them.

Complicated Rules: Complicated rules include more features without sacrificing playability. With the addition of additional functions, complicated rules become more similar to a computer game.

Advanced rules are based on standard rules. When questions arise, the rules you use take precedence over any conflicting information from the other set. For example, if you are using a set of complicated rules and the industry is described differently from the standard rules, ignore the standard rules.

Content

Each Sid Meier's Civilization: The Board Game includes:

  • One game card 36 "by 46"
  • Six plastic sprues, in six different colors
  • Eight brown plastic sprues
  • One Research Sheet and Coins (Gold)
  • 78 Technology Cards and Wonders of the World

15 ancient technologies

10 medieval technologies

10 powder / industrial technologies

18 modern technologies

7 ancient wonders of the world

5 powder / industrial wonders of the world

8 modern wonders of the world

2 blanks for replacement cards

  • 61 square city cards
  • 64 square city building cards
  • 3 square fertility cards
  • One tree of knowledge card
  • One memo card
  • Four dice (two red and two white)
  • This set of rules

Game card

The game map is divided into areas in order to indicate the movement of troops and to divide the industry. Areas on earth such as Orinoco or Gobi are called regions. The blue areas are oceans and they are divided into seas.

Game chips:

There are four types of game pieces in this game:

  • Settlements (four sizes)
  • Military units (16 types)
  • Settlers
  • Standard bearers

Settlements:

A settlement can be founded by any of the civilizations. The people live in settlements, and with the growth of their cultural level, settlements also grow. The settlement can be of four different levels:

  • Village (settlement of one size)
  • City (settlement of the second size)
  • Big city (settlement of the third size)
  • Megapolis (settlement of the fourth size)

Important! Once you have found a settlement, you will no longer be able to move it.

Military units:

A military unit is any army or vehicle. Each era has its own specific army. Armies are divided into infantry, cavalry, or artillery. The technique is also divided into navy and aircraft. The table below shows each unit and is classified by type and era.

Military unit table

Armies

Technics

Infantry

Cavalry

Artillery

Fleet

Aircraft

Ancient era

Swordsman

Horseman

Catapult

Galley

Middle Ages

Pikiner

Knight

Catapult

Caravel

Gunpowder / industrial era

Musketeer

Dragoon

A gun

Frigate

Modern era

Submachine gunner

Tank

Howitzer

Battleship

Fighter

During your turn, you can move your military units around the game map.

  • Armies can go to any adjacent region (1 Movement Point)
  • Aircraft can travel a distance of three contiguous regions and / or seas. (3 vp)
  • Galleys can move to any adjacent sea (1 VP)
  • Caravels and frigates can move a distance in two adjacent seas (2 VP)
  • Battleships can move three contiguous seas (3 VP)

Only military units can fight in battles. See rules section Fighting battles to find out how they happen.

Note: A fleet cannot attack or be attacked by an army.

Settlers:

The settlers are like armies. The biggest difference is that they cannot fight in battles.

However, the settlers are very important. Settlers are the only game piece that you can use to explore lands and build settlements.

When your settler ends his movement in a region with an inverted research marker, you can pick up the research marker and look at it. The research marker indicates whether a region contains resources, a special terrain type, a local tribe, or other special locations. All of this is explained in more detail below, in the rules section. Research markers.

You can build a settlement during the production phase of the game turn. To build a settlement, replace the settler with a settlement and pay the appropriate price to the bank. You can find more information about this in the section Production standard and complicated rules. There can be only one settlement per region!

Settlers can move up to two regions. (2 VP)

Standard bearers:

All military units in the game are of the same color. Standard bearers are used to determine the affiliation of military units. When you move your military units to a region (sea) where one of your cities is not located, place a standard bearer with them to show that these units belong to you. Used only as such, standard bearers have no other purpose in the game.

Game markers:

IN there are two different types of markers:

Research Markers: Coins:

Research Markers:

Research markers can unlock your settlers in a region with such a marker. There are four main types of research markers:

Resources

Event

Terrain

Useless

Resources:

There are eight different types of resources you can find on the research marker: wine, horses, iron, gems, spices, oil, coal, and rare metals. When you find a resource, put the research marker back on the region. It remains inverted until a settlement is built in the region. When the settlement is built, flip the research marker face up. The marker is attached to a region, and the lord of a settlement in that region receives a city card with an icon of such a resource on it. As described in the advanced rules, a city card with a resource icon produces more gold during the production phase.

Here are the resource icons:

Wine:

Horses:

Iron:

Gems:

Spice:

Oil:

Coal:

Rare metals:

Events:

There are four types of events that can be found on research markers: Free Tech, Treasure, Local Tribe, and Plague. When you find an event, declare what type it is and remove it from the game map. Event effects are as follows:

Free technology: Your wise people have made a great discovery! You get technology from the current era immediately and free of charge. If you play according to complicated rules, then you can only choose from those technologies for which there are prerequisites.

hidden treasures: Your settlers have discovered a rich but small vein of gold! You get 10 gold coins immediately and for free.

Local tribe: Your settler can spot a local tribe. When you flip this marker, all players, including you, roll two dice and add the number of their settlements to the resulting number. The one with the highest amount gets control over the local tribe. He immediately sets up a new village and a new military unit in that region (he can choose any unit that is currently available).

Plague: Plague is an outbreak of disease, and its effect depends on the degree of development. During the ancient era, the plague only affects the region where this marker was found. In the Middle Ages, the plague affects the region where the marker was found, as well as all neighboring regions. In the gunpowder / industrial era, the plague affects the region where the marker was found, as well as two regions deep in all adjacent regions. In the modern era, the plague affects the region where the marker was found and to a depth of three regions in all adjacent regions.

The plague effect is very strong. All military units and settlers in the plague-prone region are eliminated. Decreases the level of settlements prone to plague by one, if it is not a village (settlement of one size). Villages cannot be destroyed by plague. The plague effect cannot penetrate or cross seas.

Example: Gunpowder / industrial era. Angela has a town in Taganyika, a village in Eretria, two dragoons in the Kalahari, and a settler with an undiscovered marker in Funa. Brad has one musketeer and one cannon in Atlanta, and a big city in Nigeria. Chris has a settler, a cannon, and a city in Euphrates.

Angela decided to take a look at the research marker in Funa and discovered the plague. Angela announces this to all players. Angela's settler in Funa and two dragoons in the Kalahari are destroyed by the plague, as are the musketeer and Brad's cannon in Atlantia. Rhysa's settler and cannon in Euphrates are three regions from Funa and therefore survived.

Angela's town in Taganyika was reduced to a village, but her village in Eretria survived because the villages cannot be reduced / destroyed by the plague. Brad's big city in Nigeria has also shrunk by one level to a city. Like Chris's settler and cannon in Euphrates, her city is in three regions and therefore survived.

Locality:

Different terrain can make settling in a region easier or more difficult. There are four types of terrain: desert, mountains, jungle / forest, and fertile. Declare the terrain type and place the marker back face up on the region. Terrain effects:

Desert: This terrain does not support settlements, so you cannot place villages in this region.

The mountains: This area does not support settlements anymore than a village. You cannot develop a settlement to a level larger than the original village.

Jungle / Forest: This area does not support settlements above the city. Once you have developed a village into a city, you will no longer be able to develop a settlement.

Fertility / Productivity: A settlement built in a fertile region produces more than usual. When determining the number of products for a settlement built in this region:

  • Treat it as if your settlement is one size larger than the standard rules.
  • Use the value in brackets (the following, with the gear symbol in the city card) when using advanced rules. Place the Productivity card next under the city map to indicate extra productivity.

No event: An exploration marker with a dot contained on it does not carry any discovery. You can choose to remove the marker or not.

Note: The number of “No Event” markers in a particular game can be reduced to provide more resources and events. Before starting the game, remove two “No Event” markers from the table for each player in the game.

Plague, Deserts, and Local Tribe have no effect and are ignored if open in one of the player's starting regions. Just take them away.

Coins:

Just like in a computer game, the currency in the game is “gold” (even if some of the coins are copper or silver). Coins are used to denote the products of each civilization. When you add up your civilization's running production, you gain additional gold. During the buying phase of a game turn, you can use your coins to buy military units, settlers, settlements, city improvements, and new technologies.

Game cards:

IN Sid Meier's Civilization: The Board Game there are four different types of game cards:

  • Technology cards
  • World Wonder Cards
  • City Cards
  • Upgrade cards

Note: Not all game cards are used in all rule sets!

Technology cards:

Technology cards represent various achievements of a civilization. There are 53 different technology cards in the game.

World Wonder Cards:

Miracle cards represent some of the various achievements you can accomplish in your civilization.

There are 25 different wonder cards in the game.

City Cards:

City cards have two principles of use in the game, depending on the rules. In standard rules, city cards are used to display resources. Only city cards with resources are used.

In advanced rules, city cards are used for every settlement in your civilization. Every time you found new settlement, you receive a city card to display this settlement. Place this card in front of you with “Size one” on top.

Upgrade cards:

Upgrade cards describe the various buildings your settlement has. There are two types of improvement cards: happiness improvement or productivity improvement. These cards are used only in advanced rules.

Memo card:

IN Sid Meier's Civilization: The Board Game there are two reminder cards:

  • One card with useful information
  • One Technology Development Card

Memo card:

Map displays useful information, such as the cost of military units, the number of their turns, etc.

Technology Development Card:

The technology development card displays, as it were, a technology tree or what technologies are needed in order to make even more advanced discoveries. The Tech Evolution Card is only used in advanced rules.

Notes:

  • If you run out of settlements, settlers, or standard bearers you can use those of an unused color. The number of units of your color is not a limiting factor.
  • Destroyed units can be rebuilt.
  • You can exchange your gold for larger or smaller coins for free and at any time during the game.
  • Table negotiations are permitted and encouraged. However, you don't have to keep your word.
  • It is possible to move from the left edge of the map to the right and vice versa. In other words, the card is connected by its left and right edges.

Standard rules

Game Review

The goal of the game is to create the most imposing civilization at the end of the game. During the game turn, you will be able to move your troops, fight in battles, trade, discover new technologies, and create new military units, settlers and settlements. By skillfully combining economic development, military power, diplomacy, and profitable trade, you can create a great civilization and win the game!

Note: The judicious use of military power can help you grow your civilization or defend its borders. However, the relentless growth of armaments can undermine the power of your civilization and cause it to fall against the backdrop of more peaceful and prosperous cultures. War is only one of the tools at your disposal. Don't rely on her too much.

In addition, the constant movement of troops will significantly slow down the game. Technological development will decline as gold is spent on the needs of the army.

Era:

  • Ancient era
  • Middle Ages
  • Gunpowder / Industrial era
  • Modern era

The game starts in an ancient era. This era ends when:

Any player purchases their third technology from the current era, or

Any player purchases the last remaining technology from the current era.

The next era begins at the start of the next turn. Wonders of the world, technology, and military units are only available during the corresponding era. Thus, you can only purchase knights, galleons, and medieval technology during the medieval era. When the era is over, all of its wonders, technologies, and military units become inaccessible.

Technologies:

By standard rules, all technology cards from the same era are “generic” and are considered the same. Ignore the descriptions of each technology on the cards. Despite the fact that they are "generic", technology is the main thing that is necessary for success in standard game... Technology helps your troops fight better, increases the productivity of your civilization, and brings victory points towards the end of the game.

  • For every two technologies you have (regardless of their era), your military units can add +1 to their value on the dice.
  • During the production phase, in order to calculate how much gold you have produced, you must multiply the total amount of technologies you own by the total amount of your unique resources.
  • Each technology you own will earn you two victory points at the end of the game.

Wonders of the world:

In standard rules, all wonders of the world from the same era are considered the same. Ignore the description of each wonder of the world on the cards.

When you reach one of the key moments of the current era (described below), announce it to all other players and place one of the Wonder Cards in front of you. Reaching the key point is not enough - you must also make an announcement. If another player makes an announcement in front of you, that player receives a wonder of the world, even if you reached the key moment before him!

Each wonder of the world can only belong to one of the players (12 wonders of the world in total, 3 per era). If two or more players claim a wonder of the world at the same time, they roll two dice. The player with the highest amount receives a wonder of the world.

Remember! Once an era is over, any wonders of the world from that era become inaccessible.

Key points:

Ancient era

Middle Ages

Powder /

industrial era

Modern era

6 villages

2 medieval technologies

2 powder technologies

10 Megalopolises

2 ancient technologies

2 medieval fleets

2 powder fleets

2 Modern technologies

8 ancient armies

60 gold

80 gold

100 gold

Planning

Shuffle all research markers and place one, face down, on each region before starting the game playing field... Without looking at them, collect all the markers laid out and put them back in the play box.

Give each player twenty (20) gold, two villages, two swordsmen, and two settlers of the player's chosen color.

Each player now rolls two dice. The one who threw out the highest score goes first. If the result is a tie, roll the dice again.

The first player chooses his starting region. Other players also take turns choosing a starting region clockwise around the table. Each of them puts a village, swordsman, and settler in the selected region. When all players have chosen a starting region, the last player to choose immediately indicates his second region and places his second village, swordsman and settler on it. Placement now continues in the opposite direction, counterclockwise, until each player chooses two starting regions.

Example: Angela is the first player. She exhibits a village, swordsman, and settler in Mississippi. Delirium is the second player. He places his village, swordsman and settler in Stippie. Chris is the third and final player. She places her village, swordsman and settler in Gran Chaco. Now the placement order is reversed. Chris places her remaining village, swordsman and settler in Orinoco. Brad is next and chooses Yunnan to place his remaining chips. Angela is the last and chooses Mexico as her second starting region.

Everyone now flips a research marker on their starting regions. They take action immediately. However, if you find a local tribe, desert, and / or plague, put the research marker back into the game box. These events are ignored and have no effect if opened during the deployment.

After everyone places their starting pieces on the card, two dice are rolled again. The one with the highest score goes first. In case of a tie, throw again. The game continues clockwise around the table.

You are now ready to start playing!

Sequence of moves.

The game turn is divided into game phases. During each phase, all players, starting with the first and further clockwise, can perform all actions of this phase of the game. When all phases are over, the turn is considered over. The player to the left of the first player of the given turn becomes the first player and the game sequence is repeated.

Example: Angela folded eleven after the formation and becomes the first player. Brad sits to her left, and Chris sits to Brad's left and Angela's right.

Note: Since the first player will constantly change throughout the game, you may want to give the current first player some sort of marker to indicate that he / she is the first player.

Phases of a game turn:

1. Movement and combat phase

2. Trading phase

3. Production phase

4. Shopping phase

Movement and Combat Phase:

Military units:

Military units include armies and vehicles. Each era has its own specific armies and equipment. The armies are divided into infantry, cavalry, and artillery. The technique is also divided into navy and aviation.

The table below shows each unit and its type and era.

Military unit table

Armies

Technics

Infantry

Cavalry

Artillery

Fleet

Aviation

Ancient era

Swordsman

Horseman

Catapult

Galley

Middle Ages

Pikiner

Knight

Catapult

Caravel

Powder /

Industrial era

Musketeer

Dragoon

A gun

Frigate

Modern era

Submachine gunner

Tank

Howitzer

Battleship

Fighter

Note that the Ancient and Medieval era have the same figurine for the artillery unit. Ancient artillery (catapult) is the only unit that moves into the next era.

Movement:

During the movement and combat phases, you can move some or all of your military units and settlers. They can be moved to as many regions as they have movement points (TP). You can move units to regions or seas with tokens belonging to another player. Units of more than one player can be in the same region and not fight each other. Battles begin when any of the players with military units in the region wants to fight in battle. Once you start fighting in a battle, you can no longer move the fighting figures! Make sure you complete all movements before fighting. Also, by looking at the research marker, you can no longer move your settler to another region!

To move armies and / or settlers across the seas, you need to have a fleet on the sea adjacent to them. Your armies and settlers must spend one movement point to get in or out of the fleet. Thus, armies always spend at least one turn loading / unloading a fleet, but it is possible for settlers to load and unload from a fleet in the same turn.

Example: Angela begins her travel and battle phase with two settlers and a catapult in the Mekong region. She moves her caravel one sea zone to the area between the Mekong and Tanami. She now places her catapult and settlers in the sea zone on the caravel. Angela can:

  • Move one of your settlers to Tanami, look at the research marker there, and move your other settler to Tasmania.

Air movement:

You can move fighters over a distance of three contiguous regions or seas. Fighters must end their movement in a region with a military unit or settler, or at sea with one of your warships.

Battles:

1. When you have completed your movements, you can declare battle anywhere you have military units.

2. When you move any game pieces to a place where one or more players already have military units, any of those players can declare battle. Place your game pieces on your side to indicate that the battle has been announced.

When another player announces a battle against you, game pieces that enter the area where the battle was declared stop moving. However, you can move any game pieces that you have not moved until you run out of legal moves.

Once the battle is announced, all other players with military units in that location can join either side. However, during the course of the battle, these players transfer control of their units to the original defender or attacker. If more than one player in an area wants to fight against a player who has moved military units to this area, then the player with more units will control the battle. If two or more players have the same number of military units, roll two dice. The player with the highest score will lead the battle.

How the battles take place:

Everyone, both the attacker and the defender, must:

  1. Hide the screen.

Once the battle has begun, neither side can retreat! Repeat steps two through six (one round of battle) until one of you runs out of units. If you are fighting in fleets at sea, any military unit and / or settler carried by the fleet that is destroyed is also considered destroyed. Non-naval units at sea cannot fight enemy fleets (they are considered defenseless cargo).

Note: A city can only be captured when its owner has no military units left in that region.

Cubes and modifiers:

Cubes:

Modifiers:

A total of three types of modifiers can be added to the dice roll.

Superiority on the battlefield:

Each type of army (infantry, cavalry, artillery) is superior to one of the other types and inferior to the other. If the unit you choose is superior to the type your opponent chose, you can add the current era number to the dice roll (1 to 4).

Scientific excellence:

  • Add one for every two technologies you own (owned a round before).

Aviation:

Aircraft, unlike armies and fleets, do not fight directly against other military units. Instead, you can order aircraft and military units to fight together. Aircraft add one die to the roll for the military unit. All other modifiers remain in effect. If you lose the battle, both the army and the aircraft are considered destroyed!

Aircraft can move three regions / seas per turn. Although you can move your air forces both through land regions and across the seas, you must nevertheless end up moving them in a region that contains one of your cities, or a region that contains one of your armies, or a sea that contains one of your cities. your warships.

Aircraft cannot be stopped and attacked by other player's units while moving. This means that she can fly over space occupied by the enemy completely unhindered.

Aviation is considered automatically destroyed if, during an attack by an enemy army or fleet, there was no friendly army or fleet with it.

Example: Brad moved two tanks (cavalry), a howitzer (artillery) and a fighter (aircraft) to Orinoco. Chris has a musketeer (infantry), one tank (cavalry), one cannon (artillery), three settlers, and a metropolis. Brad decided to fight Chris.

After placing his army behind the screen, Brad chooses one of his tanks and a fighter to fight. Chris chooses a cannon. Now they hide the screen.

Brad rolls five dice: 4 dice for the tank, the army of the modern era, plus one extra die for his fighter. The result is twenty.

Chris rolls three dice because the cannon is from the gunpowder / industrial era, and adds four to the result because her gunpowder / industrial age artillery is fighting the cavalry (the tank is the modern cavalry). Chris rolls sixteen, when she adds her bonus four (the current era is modern) to her dice roll, the final result is twenty. Since the result is a tie, all three military units are considered destroyed.

Next, Brad chooses his other tank. Chris chooses a tank too. When they clear the screen, both roll four dice, no bonuses. Brad rolls seventeen. Chris rolls twelve. Chris's tank is considered destroyed.

Brad can now choose between the remaining tank or howitzer. Since he knows that Chris has only one military unit left - the musketeer, he chooses his tank against the musketeer to get a bonus to his roll. After removing the screen, Brad rolls four dice and rolls thirteen. After adding the bonus, Brad has seventeen. Chrisa has only one hope - to roll eighteen on three dice, but she rolls twelve. Brad wins the battle!

Since Brad now controls Orinoco, he destroys Chrysa's three settlers and exchanges her metropolis for his own.

Example: Chris moves the two battleships to the sea zone, where Brad has a frigate and a caravel. In addition, Brad has a submachine gun and a howitzer on the caravel;

Chris chooses one of her battleships. Brad chooses a frigate. After that, the screen is removed. Chris rolls four dice and rolls seven! Brad rolls three dice and rolls six. The frigate Breda is destroyed.

Now Brad chooses a caravel to fight one of Chrissa's battleships. Brad rolls two dice and rolls twelve! Chrissa rolls four dice and rolls sixteen. Caravel Breda and its submachine gun with a howitzer are destroyed.

Trading phase:

During the trading phase, you can make deals with other players (regardless of where they are on the map). The most common trade deals are one resource card to another. This trade lasts until the production phase ends. The main reason for entering the resource trade is to gain production advantages. Players who control three, four, or five of the same resource cards receive additional gold during the production phase. You also have the ability to trade resources that can turn out to be a critical resource during the production phase.

Permanent trade agreements for other things are also permitted. Settlers, military units, cities, gold, technologies, and even wonders of the world can be used in trade. Deals do not have to be equal, and any promises made do not need to be kept. However, any agreement that can be fulfilled in this phase (trading in gold and / or cards, for example) must be fulfilled. Resource cards must be returned to the owner at the end of the production phase.

Production phase:

During the production phase, you calculate how much gold your civilization has produced. There are three components to your civilization's income.

  1. City production and critical resource.
  2. Technologies and a unique resource.
  3. Monopoly.

All three components are taken into account when calculating the total income of your civilization.

City production and critical resource:

Each city produces gold according to its size. Thus, a village produces one unit of gold, a city produces two gold, a large city three, and a metropolis four. Remember that a settlement in a fertile region is considered to be one level higher! Thus, a metropolis in a fertile region will produce five units of gold.

Add up the income from all cities. The player who started the turn now rolls two dice and consults the critical resource table below. The critical resource for this turn will be the one whose number fell on the dice in accordance with the current era. If you have a city card with this type of resource, you double the total amount produced by your cities!

Critical resource table

Dice Roll Result

9-10

11-12

Ancient era

Wine

Horses

Iron

Gems

Spice

Middle Ages

Wine

Gems

Spice

Iron

Horses

Gunpowder / Industrial era

Oil

Gems

Coal

Iron

Horses

Modern era

Coal

Rare metals

Oil

Oil

Iron

Example: Middle Ages. Angela is the starting player. She has three villages, each in a region with a wine research marker.

Angela adds up the products of her cities: each village brings one gold, for a total of 3 gold.

Brad has one village in a region with a research marker with wine, a city in a region with a research marker with spices, and a city in a region with a research marker for fertility.

Brad stacks up the products of his cities: his village in a region with a research marker with wine yields one gold, his city in a region with a research marker with spices yields two gold, and his city in a region with a research marker with fertility yields one more gold than the usual one. those. three gold. The final production of the cities of Breda is six gold.

Chrisa has two cities, one in a region with no resources and one in a region with an oil exploration marker.

Chris sums up the products of her cities, which bring two gold each and in the end receives four gold.

Angela now rolls two dice, rolls eight, and looks at the critical resource table above. Eight correspond to the spice. Brad is the only player to have a Spice City card. Brad doubles the production of his cities and gets twelve gold.

Technologies and unique resources:

Multiply the total number of unique resources (not the number of individual resource cards) by the total number of technology cards you have.

Example: Continuing the previous example, Angela has three city wine cards. Since Angela has three identical resources (wine), she only has one resource type. It also has two technologies (one from the ancient era and one from the middle ages). She multiplies one (her unique resource) by two (her technologies) and as a result gets two, i.e. she receives an additional two gold.

Brad has one Wine City Card and one Spice City Card (two unique resources). Brad also has four technologies (two from the Ancient Era and two from the Middle Ages). He multiplies two unique resources by four technologies and the result will be how much additional gold he will receive: eight units of gold.

Chris has one city card with oil and four technologies (three from the ancient era and one from the middle ages) She multiplies one type of resource by four technologies and the result will be how much additional gold she will receive: four units of gold.

Add this gold to the previous result. Angela now has five coins, Brad has twenty and Chrisa has eight coins.

Monopolies:

If you have three or more resource cards of the same type, you receive a monopoly bonus.

If you have ...

  • Three identical cards, you receive an additional twenty (20) gold.
  • Four identical cards, you receive an additional forty (40) gold.
  • Five of the same cards, you get an additional eighty (80) gold.

Example: In the example above, only Angela has many resources of the same kind. Her three wine resource cards mean she gets another twenty gold on top of her total. Thus, Angela now receives twenty-five gold, while Brad and Chrisa still have twelve and eight, respectively.

Minimum gold production:

Your civilization can never receive less than ten gold during this phase. If you produce nine or less gold, you get ten gold at the end of this phase.

Example: In the example above, Chris's income was eight gold, but she receives a full ten coins from the bank. Thus, the final production is as follows:

Angela: twenty five gold

Delirium: twenty gold

Chris: ten gold

After summing up all three types of production, players receive their gold from the bank and add it to the gold they already have from the previous turn.

Shopping phase:

During the buying phase, you use your accumulated gold to buy military units, settlers, settlements, technologies, and so on. The table below shows how much each item costs depending on the era.

Usually, you just add up the total cost of all the things you want to buy and pay it to the bank, you get your new acquisitions. However, some things are subject to special rules:

Shopping table

Ancient era

Middle Ages

Gunpowder / industrial era

Modern era

Armies

Fleet

Aviation

Settlers

Villages

Expansion to the next level of settlements

5 (from village to city)

10 (from city to big city)

20 (from a big city to a metropolis)

Technologies

10 + 10 for each technology you have

Purchase of military units:

You can only buy military units of the current era. Thus, during the Middle Ages, you can only acquire pikemen, knights, catapults, and caravels.

Buying new settlements:

To build new settlements, you must have a settler in the region in which you want to place the new village. Exchange a settler for a village, and pay the cost of the village to the bank.

Note: Settlers are removed from the map after they have been used to create a new village.

Improvement of settlements:

You can upgrade any number of settlements each purchase phase, but you can only upgrade each settlement by one level per turn. The cost of improving a settlement does not increase every new era, but it constantly increases depending on the current size of the settlement.

Purchase of technologies:

You can only purchase technologies of the current era. Your first technology costs ten gold, and each subsequent technology you acquire will cost ten gold more. So your first tech costs ten gold, the second twenty, the third thirty, and so on.

When the era is over (look Era, above), you can purchase technologies of the new era during the purchase phase on the next game turn. Old era technologies can be purchased until end of turn.

When each player has finished their buying phase, remember to return the resource cards you traded during the trading phase to their owners.

End and Victory in the game:

Sid Meier's Civilization: The Board Game ends at the end of the game turn, when any of the players owns three technologies of the modern era. When all players have finished their shopping phase, calculate how many victory points you have accumulated. The player with the most victory points wins the game.

Victory Points:

You get victory points for:

  1. The number and size of your settlements
  2. The number of technologies you own, and
  3. The number of wonders of the world you have.
  1. Settlement size

You receive victory points for each settlement you control:

  • Each village is worth one victory point.
  • Each city is worth two victory points
  • Each major city is worth three victory points.
  • Each metropolis is worth four victory points.
  1. Technology
  2. You receive two victory points for each technology you have.

  3. Wonders of the world

You receive three victory points for each wonder of the world that you own.

Example: Brad has two technologies of the modern era. During the shopping phase, he buys a third modern tech, completing the game. As soon as Rhysa finishes her shopping phase, all players score their victory points.

Angela has two villages, one city, two big cities, and one metropolis. She also has eight technologies and one wonder of the world. Her victory points are:

  • Two victory points for two villages
  • Two victory points for her city
  • Six victory points for two major cities
  • Four Victory Points per Metropolis
  • Sixteen victory points for eight technologies
  • Three Victory Points for the World Wonder of the World

Her total points are thirty-three (33) victory points.

Bred has no villages, cities, but has four large cities and three megacities. He also has twelve technologies and four wonders of the world. His victory points are:

  • Twelve victory points for four major cities
  • Twelve Victory Points for Three Metropolises
  • Twenty-four victory points per twelve technologies
  • Twelve Victory Points for Four Wonders of the World

His final score was sixty (60) victory points.

Chris has improved all her settlements and bought new technologies in order to increase her results. It does not have villages, but it has two cities, three large cities and three megacities.

She also has eleven technologies and five wonders of the world. Her victory points are:

  • Four victory points for her cities
  • Nine victory points for her three big cities
  • Twelve victory points for her three metropolises
  • Twenty-two victory points per eleven technologies
  • Fifteen Victory Points for Five Wonders of the World

Her final result was sixty-two (62) victory points.

Chris has the most victory points and wins the game!

This is the end of the standard rules.

Complicated rules

Game Review

The goal in Sid Meier's Civilization: The Board Game is the creation of the largest, most advanced, and most powerful civilization. During a game turn, you get the opportunity to move your game pieces, fight in battles, trade, discover new technologies, and build new military units, settlers and settlements. With complicated rules, you gain more control over the future of your civilization, but you still need to carefully balance all the needs of your people and relationships with other civilizations in order to win.

Era:

The game is divided into four eras:

  • Ancient
  • Middle Ages
  • Powder / industrial
  • Modern

The game starts in the ancient era. An era ends at the end of the turn in which the player buys the first technology from the next era. A new era begins at the start of the next turn.

When new era begins, the following things take place:

  1. All remaining technologies from a past era have a cost of half the normal price.
  2. All wonders of the past era no longer have an effect. (But keep them as they are worth victory points at the end of the game)
  3. City improvements from the previous era no longer work. Return the cards so that they can be used again. (Each card has one of the upgrades for each era and, accordingly, can be used in each era).
  4. Prices for new units and upgrades are increasing.

City Cards:

Each of your settlements is represented by a city card. When you build a new village in a region with a resource, you get a city card with that resource displayed on it. If you build a village in a region without any resource, your city card will not display resources.

Each city card is square and has four faces. Each face corresponds to the size of the settlement. When you build a village, you get a new city card. Place the card in front of you with the words “size one” on the top edge. When you increase the settlement to the second size (city), rotate the card so that the face labeled “size two” is on top.

Each city card also has two surfaces. One surface indicates that the settlement is “happy” (yellow smiling face), and the other indicates that the settlement is “unhappy” (red frowning face). You can make settlements happy by assigning city upgrades to make settlements happy (such as Temple and Judgment) or a wonder of the world (such as Sistine Chapel or Universal Suffrage).

Happiness:

All settlements start out as “unhappy” and can be made happy (with the exception of settlements with wine or gems - they are always automatically happy). You can make your settlements happy in the following ways:

  1. Choose one of the unlucky settlements as your only “free” happy settlement. Each civilization receives one “free” lucky settlement in addition to the settlements with wine and gems.
  2. Assign a happy city ​​improvement or wonder of the world to one of the unlucky settlements. Simply place a city improvement or wonder of the world next to the chosen city card and flip the city card from the unfortunate side to the happy side.
  • These appointments are not permanent and can be changed at any time.
  • If an upgrade or wonder of the world has two happy faces, it can be used to turn two settlements into happy ones.

Note: Technology cards cannot be used to convert settlements to lucky ones. Happy faces on technology cards mean that after acquiring this technology, it will be possible to build a new city that will make you happy.

Example: Angela has three settlements. One of them is a village in a region with a wine resource marker. Another settlement is a city in a region with an oil marker. Her third settlement is a village in a region without a resource marker.

Angela's village produces wine, so this settlement is automatically happy. She chooses her oil-producing city as her “free” happy settlement and flips its card onto the happy surface. The last village with no resources remains miserable. Thus, she has two happy and one unhappy settlement. If she builds a temple, she can assign it to the last village and make her happy as well.

Productivity:

The numbers on each face of the city card show how much gold the city is capable of producing when it reaches that size. Red numbers are used most of the time. Black numbers in brackets with a gear symbol are used when a settlement has a productivity-enhancing city upgrade or a special wonder of the world.

(A small gear is drawn on such productivity improvements or Wonders of the World.)

Purpose of urban productivity improvement, fertile terrain card, and wonders of the world that increase productivity to various settlements: Simply place an upgrade, fertility, or wonder card next to the appropriate settlement. The settlement now becomes productive and the numbers in brackets can be used to calculate the gold production for that city.

  • These appointments are not permanent and can be changed at any time.

(excluding fertile land - see below)

  • If two gears are drawn on an upgrade or wonder of the world, they can be used to improve productivity in two settlements at once
  • The fertility card must be assigned to the city that corresponds to the settlement on the map. (The one to which the fertile land marker corresponds on the map)

Urban improvements:

Urban improvements can affect the happiness and productivity of settlements. Lucky upgrades have happy faces printed on them, and gears are printed on productivity upgrades. Just like city cards, each facet of city improvement cards bears the name of an improvement. When you buy a City Upgrade, take the City Upgrade card printed on it and place it in front of you with the City Upgrade you just bought on the top edge of the card. The other three facets have no power. Only the upgrade on the top edge of the card (from the current era) is in play.

You cannot have two or more of the same city upgrades. Each player can only buy one City Upgrade of each variety. You can have a castle and a cathedral, but not two castles or two cathedrals. Also, only one improvement of this type can be assigned to each settlement - one blessing improvement and one productivity improvement.

To assign a city upgrade to a settlement, simply place the upgrade card under the selected city card. An upgrade that makes a settlement happy allows you to flip a city card to which it is assigned to the lucky side. Improved productivity allows you to use the higher productivity value on the city card it was assigned to (black number in brackets). A city upgrade with two lucky faces or two gears can be used on two different settlements at once.

City upgrades cannot be traded. If one of your settlements was captured, you do not lose any improvements assigned to this settlement. They are simply reassigned to another city.

Technologies:

In complicated rules, technologies have different costs and different effects. The acquisition cost for each technology is shown on the right edge of the technology card inside the bronze coin image. As soon as you buy a technology, you get a technology card and any benefit indicated on the card that says “Owner”.

You can also collect fees from players using your technology.

Payments:

Every military unit or city upgrade in the game has a corresponding technology. When any of the players purchases the corresponding technology, each player can buy a military unit or city improvement corresponding to that technology (but not earlier). However, if you are not the owner of this technology and you buy a military unit and / or city improvement corresponding to it, you will have to pay a certain amount of gold to the owner of the technology for this. The quantity (or fee) is equal to 5 gold in the Ancient and Middle Ages, and 10 gold in the Gunpowder / Industrial and Modern eras. This fee is part of the regular cost and is not an added value. Note: The owner of the technology does not pay a fee, but pays the full cost of the unit or upgrade to the bank.

Prerequisites:

Most technologies are prerequisites and cannot be purchased until the required technologies that were previously available are purchased. These prerequisites are displayed on each technology card after the inscription: “PREQ:”. The sequence of technologies and prerequisites can be seen on the technology development card (“technology tree”).

Owner bonus:

Most technologies give the player who buys them a bonus, usually military units or a wonder of the world. The bonus is written at the bottom of the technology card after the word “Owner”. The bonus is received immediately after purchasing the technology.

Key discovery:

Four technologies are marked with a “key discovery” (asterisk). These technologies, in addition to the benefits they can provide, are also worth four victory points at the end of the game.

Wonders of the world:

IN Sid Meier's Civilization: The Board Game there are 25 wonders of the world. You get a wonder of the world when you acquire a specific technology during the buy phase of a game turn. If you bought a wonder of the world technology, take the corresponding wonder card and place it in front of you.

All wonder of the world effects take effect immediately. If you buy a technology that gives you a wonder of the world and the effect of this wonder of the world is new game chips, you get these chips as soon as you get the wonder of the world. On the contrary, if technology rewards you with a game advantage, you can only use that advantage until the end of the era.

Example: Angela buys Feudalism. She receives the wonder of the world "SUN TSU'S ART OF WAR" at the same time. The Sun Tzu Military Academy immediately provides its owner with two free medieval infantry units, Angela immediately gets them, as if she had acquired them during the shopping phase.

Brad buys Construction. He immediately receives the “Great Wall” wonder of the world. Since the Great Wall rewards its owner with a +2 bonus when defending settlements instead of the usual +1, he receives this bonus until the end of the Ancient Era and the beginning of the Middle Ages. When the Middle Ages begins, Brad will lose its +2 bonus and remain with the usual +1 bonus.

Loss of settlements:

When you lose settlements after being captured by another player, that player receives your city card, but not any city improvement or wonders of the world cards you assigned to that city.

If you lose your last settlement, your civilization will fall and you will leave the game. If this happens:

  • The player who destroyed you receives all your gold and wonders of the world.
  • Your technology goes to the bank. Even if no one owns them, they can still be used for building units, city upgrades, and as prerequisites.

Planning

Game length:

Before placing on the game board, decide how long you want to play the game.

  1. Short game: short game lasts between two and three hours.
  2. Medium game: An average game lasts between three and four hours.
  3. Long game: Long play lasts between four and six hours.

The short game ends in the Middle Ages. When a player purchases medieval technology, roll one die. If the rolled result is equal to or less than the number of medieval technologies of all players, then the game ends on that turn.

The middle game ends in the Gunpowder / Industrial era. When a player purchases a Gunpowder / Industrial Age technology, roll one die. If the result is equal to or less than the number of Powder / Industrial Era technologies of all players, then the game ends on the same turn.

A long game ends when one of the following events occurs:

  1. Total conquest.
  2. Diplomatic victory.
  3. Military victory.
  4. Technological / Space Victory.

Diplomatic, Military, and Technology / Space Victories each award a different number of victory points in addition to the usual victory points earned at the end of the game (see “Winning the Game” below)

Total Conquest:

If at the end of the turn there is only one player who has settlements on the map, that player is declared the winner.

Diplomatic Victory:

If you own the "United Nation" wonder of the world, you can declare the game over at any time. At the end of the turn in which you made your announcement, all players tally the victory points and the winner is announced.

Military Victory:

If you own the “Program Apollo” wonder of the world, you can announce that the game is over at any time. At the end of the turn in which you made your announcement, all players tally the victory points and the winner is announced.

Technological / Space Victory:

When any player purchases the Alpha Centauri Colony Ship Wonder of the World, the game ends immediately on the same turn.

Note: Wonder of the World “Colonization Ship Alpha Centauri” is the only Wonder of the World that can be purchased. Once the appropriate technology (making the Alpha Centauri Colonization Ship available) is purchased, any player can buy the Colonization Ship for 200 gold.

Preparing for the game:

Once you have decided on the length of the game, shuffle all the exploration markers, and place one face down on each named region on the map. Despite them, collect all the markers and put them back in the play box.

(Note: If you want to play in a world with a lot of resources, remove two “useless” markers for each player in the game before placing research markers)

Give each player twenty (20) gold, two villages, two swordsmen, and two settlers of the chosen color.

Each player now rolls two dice. The one who throws out the maximum result will choose first. In case of a tie, change the result.

The first player chooses one starting region. You will do the same on your turn. Just place a village, swordsman and settler in the area of ​​your choice. When all players have selected one starting region, the last player to select chooses a second region and places his second village, swordsman, and settler. Placement now continues counterclockwise until each player chooses two starting regions.

Each player starts the game with one ancient technology. Collect all ancient technologies without prerequisites. Shuffle them and give one to each player.

Example: Angela is the first player. She exhibits a village, swordsman, and settler in Mississippi. Delirium is the second player. He places his village, swordsman and settler in Stippie. Chris is the third and final player. She places her village, swordsman and settler in Gran Chaco. Now the placement order is reversed. Chris places her remaining village, swordsman and settler in Orinoco. Brad is next and chooses Yunnan to place his remaining chips. Angela is the last and choose Mexico as your second starting region.

Angela now shuffles the Wheel, Masonry, Bronze Working, Alphabet / Writing, Pottery / Specialization, and Cerimonial Burial tech cards. She gives each one one. Angela gets the Masonry technology. Brad gets the Bronze Crafting and Chris gets the Pottery / Specialization.

Everyone now flips a research marker on their starting regions. They take action immediately. However, if you find a local tribe, desert, and / or plague, put the research marker back into the game box. These events are ignored and have no effect when revealed during the deployment.

As soon as everyone has spent their game pieces on the map, roll two dice again. The one who rolls the highest result will go first. In case of a tie, roll the dice. The game will continue clockwise around the table. You are now ready to start playing!

Game move process

The game turn is divided into game phases. During each phase, all players, starting from the first and further clockwise, can perform all actions of this phase of the game. When all phases are over, the turn is considered over. The player to the left of the first player of the given turn becomes the first player and the game sequence is repeated.

Example: Angela folded eleven after the line-up and becomes the first player. Brad sits to her left, and Chris sits to Brad's left and Angela's right.

After the first game turn, Brad becomes the first player. When the second turn is over, Chris becomes the first player. After the third move, Angela becomes the first player again.

Note: Since the first player will constantly change throughout the game, you may want to give the current first player some sort of marker to indicate that he / she is the first player.

Phases of a game turn:

The gameplay is divided into four phases:

1.Movement and Combat Phase

2.The trading phase

3.Production phase

4.Purchase phase

Each of these phases is described in more detail below.

Movement and Combat Phase:

Movement:

During the movement and combat phases, you can move some or all of your military units and settlers. They can be moved to as many regions as they have movement points (TP). You can move units to regions or seas with tokens belonging to another player. Units of more than one player can be in the same region and not fight each other. Battles begin when any of the players with military units in the region wants to fight in battle. Once you start fighting a battle, you can no longer move the fighting pieces! Make sure you complete all movements before fighting. Also, by looking at the research marker, you can no longer move your settler to another region!

To move armies and / or settlers across the seas, you need to have a fleet in the sea adjacent to them. Your armies and settlers must spend one movement point to get in or out of the fleet. Thus, armies always spend at least one turn loading / unloading from the fleet, but it is possible for settlers to load and unload from the fleet in the same turn.

Example: Angela begins her travel and battle phase with two settlers and a catapult in the Mekong region. She moves her caravel one sea zone to the area between the Mekong and Tanami. Now she places her catapult and settlers in the sea zone on the caravel, Angela can:

  • Move your settlers to Tanami and look at the research marker there,
  • Move one of your settler to Tanami, look at the research marker there, and move your other settler to Tasmania.
  • Move your settler to Tanami, look at the research marker there, and move your caravel and catapult to the sea touching Java and Tasmania.
  • Move the caravel, settler, and catapult to the sea zone adjacent to Java and Tasmania and then move your settler to Tasmania and look at the research marker there.
  • Move your caravel, settler and catapult to a different sea zone and leave them all in this new sea zone.

Note that if Angela's settler started the phase in the Himalayas, she would have to first move the settler to the Mekong and then to the sea with the caravel. She will then not be able to land a settler in another region after loading the caravel, because she has already made two moves with her settler in this phase.

Important! Each fleet unit can carry up to three armies and / or settlers on board! Place the fleet and units closer to each other to indicate which fleet is lucky.

Note: The world map is connected by the left and right edges. In this regard, it is possible to move from the seas at the right edge to the seas at the left and vice versa.

Air movement:

You can move fighters over a distance of three contiguous regions or seas. Fighters must end their movement in a region with a military unit or settler, or at sea with one of your aircraft carriers.

Battles:

When you complete your moves, you fight declared battles. Battles in the game can happen in two ways:

1. When you have completed your movements, you can declare battle anywhere you have military units.

2. When you move any game pieces to a place where one or more players already have military units, any of those players can declare battle. Place your game pieces on your side to indicate that battle has been announced.

When another player announces a battle against you, game pieces that enter the area where the battle was declared stop moving. However, you can move any game pieces that you haven't moved yet until you run out of legal moves. All battles take place after you finish moving.

Once the battle is announced, all other players with military units in that location can join either side. However, during the course of the battle, these players transfer control of their units to the original defender or attacker. If more than one player in an area wants to fight against the player who has moved military units to the area, then the player with more units will control the battle. If two or more players have the same number of military units, roll two dice. The player with the highest score will lead the battle.

How the battles take place:

Everyone, both the attacker and the defender, must:

  1. Remove all military units from the area where the battle is taking place.
  2. Place a screen between you and your opponent (a reminder card is fine for this).
  3. You and your opponent must choose one military unit to fight and put them in front of the rest.
  4. Hide the screen.
  5. Roll the appropriate number of dice for the selected military unit, and add modifiers to the result.
  6. The player with the highest score wins the fight. In case of a tie, both units are considered destroyed.

Once the battle has begun, neither side can retreat! Repeat steps two through six (one round of battle) until one of you runs out of units. If you are fighting in fleets at sea, any military unit and / or settler carried by the fleet that is destroyed is also considered destroyed. Non-naval units at sea cannot fight enemy fleets (they are considered useless cargo).

Note: Aviation is an exception. She can fight and support warships in combat (see below).

Note: Cities can only be captured when their master has no military units left in that region.

Cubes and modifiers:

In each battle for the selected military unit, each player rolls the appropriate number of dice and adds the appropriate modifier before comparing the result.

Cubes:

For military units from the ancient era, roll one die at a time.

  • For military units from the Middle Ages, two dice are rolled.
  • For military units from the gunpowder / industrial era, roll three dice.
  • For military units from the modern era, four dice are rolled.

Modifiers:

Three types of modifiers can be added to the die roll.

Defending Settlements:

  • When defending an army in a region with one of your settlements, add one to your die roll.

Superiority on the battlefield:

Each type of army (infantry, cavalry, artillery) is superior to one of the other types and inferior to the other. If the unit you choose is superior to the type your opponent chose, you can add the current era number to the dice roll (1 to 4).

  • When cavalry is fighting infantry, add the current era number to the cavalry roll.
  • When infantry is fighting artillery, add the current era number to the infantry roll.
  • When artillery fights cavalry, add the current era number to the artillery die roll.

(Current era: Ancient era - 1, Middle Ages - 2, Powder era - 3, Modern era - 4).

Note: You can easily remember which of the armies is superior by memorizing the three letters KPA: K (avallery) outperforms: P (infantry) superior: A (rtillery) superior to cavalry.

Unit Modifiers:

Some unit types have special modifiers. This is shown after the plus (+) sign in the unit description on the technology card and in the table below.

Upgrading military units:

Military units cannot be upgraded for the next era (to a different figure) except for the catapult which all upgrade to trebuchets as soon as the medieval technology “Engineering” is purchased (because the same figure is used for both units).

Military units are automatically upgraded to the best type available in their era. As soon as a new technology is bought that allows you to build a new, better type of a given era, all old types from the same era are automatically upgraded.

Example: Brad has 2 Swordsman (ancient infantry), 1 Chariot (ancient cavalry), and 1 Catapult (ancient artillery)

  • Chris buys Horse Riding. Brad's Chariot automatically upgrades to Horseman.
  • Later, Angela buys Feudalism, which makes the Pikemen (medieval infantry) available. Brad's Swordsmen are not upgradeable, as Pikemen are infantry units from a different era using a different figure.
  • Soon, Brad buys engineering, which allows him to build Trebuchets. His catapult automatically upgrades to Trebuchet. (a different era, but the same figure).

Military unit strength table

Era

Unit type

Level 1

Level 2

Level 3

Level 4

Ancient

Infantry

Spearman

(1 cubic meter)

Swordsman

(1 cubic meter +1)

-

-

Cavalry

Chariot

(1 cubic meter)

Rider

(1 cubic meter +1)

-

-

Artillery

Catapult

(1 cubic meter +1)

-

-

-

Fleet

Haller

(1 cubic meter)

-

-

-

Middle Ages

Infantry

Pikiner

(2 cubic meters)

-

-

-

Cavalry

Knight

(2cub.)

-

-

-

Artillery

Trebuchet

(2 cubic meters)

-

-

-

Fleet

Caravel

(2 cubic meters)

Galleon

(2 cubic meters +2)

-

-

Powder / Industrial

Infantry

Musketeer

(3 cubic meters)

Shooter

(3 cubic meters +2)

-

-

Cavalry

Dragoon

(3 cubic meters)

-

-

-

Artillery

A gun

(3 cubic meters +1)

Artillery

(3 cubic meters +3)

-

-

Fleet

Frigate

(3 cubic meters)

Battleship

(3 cubic meters +2)

-

-

Modern

Infantry

Submachine gunner

(4 cubic meters)

Mechanized infantry

(4 cubic meters +2)

-

-

Cavalry

Tank

(4 cubic meters)

Modern tank

(4 cubic meters +3)

-

-

Artillery

Rocket artillery

(4 cubic meters +2)

Cruise missile

(4 cubic +4)

-

-

Fleet

Battleship

(4 cubic meters +1)

Aircraft carrier

(4 cubic meters)

-

-

Aviation

Biplane

(adds 1 cubic meter)

Monoplane

(adds 2 cubic meters)

Reactive

Unlike the overwhelming majority of computer games, all three masterpieces in the Civilization series are distinguished by their unique ability to provoke creativity and a creative beginning in the soul of a gamer.

« Civilization"Is a game encyclopedia of historically recognizable images.
In short, a reader of recognition. The graphic design of the units ensures that the pacifist player never confuses a tank with motorized infantry, and a multi-gun battleship with an battleship. Closer to the modern era, the detailing of combat units becomes frighteningly real. A motorized infantry unit drives a turret in search of a potential target. The shallow shaking of modern armored vehicles evokes a sense of respect for the inner strength of the steel giant. After a volley from one of the sides, the battleships sway so that you feel an attack of seasickness.
To put it more clearly, "Civilization" is an encyclopedia of wonder.

I don’t know about the whole world, but in Russia and the CIS, “Civilization” spread simultaneously with the fashion for an alternative history. Did the Japanese take over Rome? The spearman defeated the damaged tank? Are the Hanging Gardens built by the Aztecs? For a normal person, these theses will be perceived as complete nonsense, but who said that we - the army of fans of the programmer Sid Meier - are normal people? Sorry, but for us the theory of academician Fomenko is not a bold refutation of official history textbooks!

In Civilization-3, artificial intelligence is manifested not only in the equal ability of the computer to resist along all the lines of civilizational development. First of all, in an impeccably constructed system of diplomatic contacts. Of course, a computer has perfect memory. Therefore, if you are counting on a diplomatic victory, do not deceive anyone from the very beginning of the game, observe the letter of the treaty. The downside to this behavior is that you have to wait until war is declared on you. But on the other hand, no one will ever reproach you for a mistake. And the seat of the UN chairman is almost promised to you. The best examples of a gamer's confrontation with artificial intelligence: let's say your country divides the continent into two parts, then the warriors of one state will always strive to pass through your lands in order to lay siege to a foreign city on the other end of the continent. The Japanese are especially intrusive, regularly making excuses that they "came for a bowl of rice." Second example: if you control almost all the lands, then by some miracle the enemy will be able to throw a settler onto the smallest free piece of space. Here, be prepared for the fact that in violation of the restrictions and rules, the enemy trireme with a settler will be able to swim across the dark ocean, inaccessible to your naval units.

By the way, about the cards. Whenever you visit the negotiation window on any issue, ask for gold for each move. This works in the event that someone is interested in the exchange of world maps or starts negotiations for peace. If you are not given gold per turn, settle for lump sum payments. Make it a rule to agree to any card exchange. It must be assumed that your card is not a secret to the computer. In this game, this is a variant of "left" earnings. Funnily enough, you can trade world cards without building any triremes or swimming far from your only island.

It's fun to build a lonely world as educational game on acquaintance with the capabilities of units. And even more interesting is to choose the "ferocious barbarians" option and compete against the computer, which since the time of the first Civilization showed demonic ingenuity in supporting aggressive savages.

The terrain, units, and cities are significantly better represented than in previous Civilization games. The units are not represented by square pictograms, but by whole cartoon frames. Instead of an awkward shield, a mercury column of "health" of the unit appeared. Units have an individual style of movement and, more importantly, each unit rests in its own way. It's funny when, on vacation, the arrows spit towards an imaginary target. The attack is represented by a sequence of pictures. For example, the visual representation of recoil from a shot from musketeers, riflemen and infantry is impressive. The only solid C is for the palace. Is he needed at all?

More about the differences. In the first two games, it was troublesome to lug around with caravans. Especially if a large card was chosen. The gamer barely had time to follow the workers-engineers or the military, and then another dozen caravans asked to go to the farthest city. heard the prayers of gamers. From now on, in Civilization-3, trading begins and ends by clicking on the item icon in the trading advisor window. Almost every dialog box contains a call to start trading. Accordingly, the convenience of the interface is ensured by the removal of the "diplomat" unit (I remember there were such elegant men in tailcoats and prim top hats.

The cult of trade colonies is the most important feature of Civilization-3. Remember that colonies are read by enemy units as independent cities without a sphere of influence. Therefore, in initial stage of a military conflict, it is to your colonies that the artificial intelligence will show an unreasonably great interest. The sign "Colonies must be guarded" will be a well-deserved reproach to the player. Here you must remember that no matter how wonderful your relationship with your neighbor was, no matter what compliments he says to you, no matter how he swears of eternal friendship for 20 moves, but the nearest resource near the borders of your city will certainly be covered by the neighboring colony. And later, a detachment of a military unit and a settler will land near the enemy colony, looking out for a piece of land for the foundation of a new city. Why deliver spices from a distant colony if the resource can fall within the boundaries of a new city?

On the other hand, the disappearance from the game of civilian units (camel caravans and diplomats with canes) predetermined a large militaristic orientation of the game. Instead of building cities and diplomacy, you must now become a military politician. Because you can try to play the game without declaring war on your neighbors, but then sooner or later you will definitely find yourself a victim. You will be attacked or put under a trade embargo. Or you will be involved in an alliance against a third party under threat of breaking the relationship This distinct presence of the "third player" distinguishes the third game from the first two options. For the first time in the history of strategy games, the computer offers the player a dramatic intrigue.

With the new gameplay, the development of tactics presupposes some proportionality between mandatory militaristic expansion, cultural onslaught, and delicacy in diplomacy. What is the use of diplomatic victories or cultural recognition if you do not control strategic defensive resources? In any variant of the game, such resources as saltpeter, oil and aluminum come out to play the main role. If you control most of the land, or your cities span the planet's mountain ranges, the trading system loses any appeal for you.

In Civilization-3, the capture of an enemy capital is accompanied by its automatic transfer to another city. This is the fundamental difference from the first "Civilization", where the loss of the capital was equated with a planetary catastrophe. Therefore, the player had an incentive to select paths and keys to the enemy's capital. Alas, in the third version, the capture of an enemy city does not bring you new technologies. But in negotiations, you have the right to demand whatever you want. This is in the event that the enemy is tired of the war, and he himself went to negotiations with you.

The choice of Wonders of the World has become noticeably more complicated. If you decide to win the capture, you need the Military Academy, the Pentagon, and Leonardo's Workshop. If you have taken the path of cultural expansion, you cannot do without scientific miracles (Great Library, Newton College, etc.). A diplomatic victory is impossible without the possession of the UN building. Etc. The exchange of technologies remains problematic, promising a breakthrough in the field of weapons. Why sell tanks for sewers? Here we can see some advantage of the gamer over artificial intelligence: your opponents are not able to catch your advantage in the exchange. Be sure to agree if someone offers you "iron processing" in exchange for the alphabet. Unfortunately, the graphic representation of the Wonders of the World is extremely dim. Does not cause delight The heroic poem of the Lilliputians, written in the city of gullivers. A city in a foggy haze is beautiful, but why are all buildings so small and inconspicuous? Sometimes they are difficult to notice at first glance. Hoover Dam has some grace, but this is an exception to the rule.

In Civilization-3, you will be amused by the change of clothes for the heads of state that appear in the dialog box. Cynicism has been added to the needs of teenagers in the dialogues on the "bargain board". But the widely advertised military units with national ties (Russian Cossacks, Indian elephants, Chinese horsemen and American fighters) turned out to be a “soap bubble”. An unsuccessful repetition of a marketing gimmick first tested on exotic units from fantasy worlds that came with Civilization-2. Perhaps the Indian elephant should be recognized as the most beautiful squad, but nothing more. The weapon advantage turns out to be too small. For example, the difference between a Cossack and a cavalry in defense is 4 instead of 3. But in an open confrontation, a veteran Cossack will surely lose to an elite Chinese horseman. Therefore, one should not believe the tales about some kind of unit, comparable to a lifesaver. Like, I will reach "military traditions" and conquer the whole world with a Cossack horde. Victory is achieved by clever strategy and tactical tricks, not by Persian swordsmen or Greek spearmen.

The naval units, which previously almost wiped out the cities from the face of the earth, have lost their former power. Now the "failure of the artillery bombardment" is announced almost every two or three volleys. But the biggest challenge for a beginner mastering the art of combat is understanding how difficult it is to get an army across the sea before transport was invented. There are hard "scissors" in the proportion of ships and the size of your army. An ordinary army consists of four units (three soldiers are leading and aiming at the enemy by the leader with a flag in his hands). Therefore, the army does not fall into either the trireme, or the caravel or the galleon. Tip: when a leader appears, do not fill any units under his arm. It is advisable to wait for the appearance of a more progressive unit (for example, shooters). This is how armies made up of horsemen become obsolete very quickly.

Civilization-3 begins with several units: a settler, scout and worker can acquire a military unit only by visiting an accessible village. But useful villages have become a rare boon for expansionist civilizations (Russians or Americans). For the rest of the nations, the hunt for knowledge and gold in the villages has become a waste of time. Those who have a scout walking two squares have some advantage. I find it very useful to mark the boundaries of a future city around a moving settler. For this, the creators of the game must say a special "thank you". Previously, in color, the real borders of states could only be seen in the final report. For the first time in Civilization-3, the borders around your cities increase not only depending on the number of townspeople, but also the presence of cultural buildings (the most important are the temple, library and university).

With minimal boundaries, there is a high probability that someday the townspeople will betray you in favor of a prosperous neighbor. A pertinent question is: how to quickly achieve the predominance of the townspeople of your nationality in the city you have just conquered? Create settlers in other cities and send them to the rebellious city! When merged, a settler becomes two citizens of your nationality. These guys will work silently and will not cause you any trouble while continuing the hostilities against other cities of the belligerent side.

It should be remembered that when captured, an enemy settler turns into two workers. You can destroy the city (I do not advise you to do this). In every city you destroy, the townspeople transform into workers with enviable labor enthusiasm. Is war a profitable business? The stalemate in national unit differences is most evident in the helplessness of the workers. There is such a regularity of the program. Before your decisive assault on the last enemy city of an almost defeated country, enemy horsemen and ships are in a state of nervous excitement. They will run, sail across all your lands, where workers of their nationality can remain. Groups of these workers in slender columns are in a hurry to get into the doomed city. The funniest thing starts when you're ready to take over last city and destroy civilization before the workers are brought home. So, their nation was almost destroyed. What is the fate of the workers? Moments before their death, they lose the incentive to work. They will stand in droves under the walls of your cities. They will wait until you agree to take them prisoner! Not capturing them means showing yourself to be a sadistic gamer.

The rigid binding of most of the 60 types of military units to natural resources can initially lead your civilization to the outsider. This happens with the largest number of countries (16) and a very large map. In the case when all your cities are built on a plain without access to potentially rich mountains and hills. For example, all other peoples divided the continent and built roads, and you got to explore the green island. In such an area, you can count on horses (with the invention of horse riding) or oil deposits (refining). Other major strategic resources gravitate towards mountainous terrain.

Until now, Sid adores the cumbersome and primitive so much that after it he seems to have lost interest in scientific knowledge. IN Civilization-3 true breakthroughs in scientific technology are impossible due to the block system of knowledge distribution. Until you discover the latest invention of the ancient world, you will not jump into the Middle Ages. Until you finish off the "chivalry" you absolutely do not need, the industrial age will not come. Therefore, the enthusiasm for new technologies is not entirely clear. Of course, I'm ready to pay tribute to the author of the game for "Heroic Poem". It can be built after the appearance of the next leader and on the wave of a successful military campaign. On the other hand, you may have five leaders, and you will not wait for an offer to write a "Heroic Poem". It's a nifty play combination. But in general, the phenomenon of new technologies is limited to “Miniaturization”, which allows building a “floating platform”. That is, without your participation, the townspeople will learn how to "irrigate" sea squares near the city. As we talk further about Civilization-3's shortcomings, we get the feeling that Sid Meier will delight us with the perfect product in Alpha Centauri-2!

It is customary to say about the entire Civilization game that it provides an opportunity to "build an empire". I have always believed that playing gives an illusory opportunity to feel like a genius. A player obsessed with Civilization minimally meets any formal definition of "genius". The phenomenon of the demiurge. You are not so much creating a new world as in your toy world you make those adjustments that, in your opinion, are lacking in the surrounding reality. The planetary original is bad, but you have the opportunity to edit it to suit your whim. Therefore, I often wondered: why was Civilization invented by Sid Meier? Either he played enough tin soldiers in childhood, or, on the contrary, he did not have them at all. Bringing the world of tin soldiers to a monitor is an innovative solution.

It is known that since 1991 under the Civilization trademark and has been officially sold just under five million boxes depicting blue skyscrapers and a girl with her hair down. And at first she was so ahead of her time that she stayed on store shelves for a long time. The game sold out with difficulty, not in the quantities that its creators had counted on, and only in the last two years before the release of the third version, the buyer suddenly, with a delay, evaluated the high-quality product. All that has been said characterizes the "lethargy" of the consumers of the official product. But we will never know how many “pirated” copies were sold among gamers in Russia, the CIS, China and Eastern Europe. In these circles, the authority of Sid Meier is indisputable. Although we remained indifferent to the "Pirates!" computer games of our time.

As it seemed to me, in the history of computer games ’S will not be included in the third part of the long-standing "Civilization". No, such a perception requires historical associations and artistic reminiscences in the days of "web-based" graphics and five-inch floppy disks. For us intellectuals of the early 90s, the name of Sid Meier stood somewhere between Vladimir Propp and Carl Jung. In 2002, a cultural revelation is more likely to happen for adolescents who grew up in the age of home MS. For it is intended to become an outpost of the intellect.

Website:

Imagine that vast and rich lands are spread out in front of you, ready for development. Imagine yourself as the leader of a whole nation ... Imagine that the greatness of an entire civilization depends only on your decisions. Lead your people forward sensibly and courageously, and your name will remain for centuries ...

What is the game about?

IN board game"Sid Meier's Civilization" 2 to 4 players take on the role of great leaders of historically real civilizations, each with their own unique abilities. Players can explore the game's modular map, build cities and buildings, fight, research ever more advanced technology, and attract great minds with their level of culture. It doesn't matter what style of play you prefer, the main thing is to bring your people to prosperity!

Who is Sid?

Developed by Kevin Wilson, Sid Meier's Civilization board game is inspired by and based on legendary series video games created by Sid Meier. In them, players take on the difficult burden of managing an entire civilization over the centuries, developing its technology, economy, culture and military power. Thus, there are four different paths to victory in the game, and each is very different from the other.

Features of the game

Fans of Sid Meier's original series of video games will find a lot of familiarity, because the desktop version has remained faithful to the basic principles, although it presents a completely unique gaming experience - you can watch a small nation build an indestructible empire. Players at the beginning of the game, having only one city, one unit of the army and one scout, must go through the centuries and become the greatest civilization in the world. Build your empire and stand the test of time using innovative game mechanics with multiple paths to victory!

Will you lead the world's greatest army to crush your enemies? Or perhaps the first to go to the stars, and your civilization will become the most technologically advanced of all in the history of mankind? In this game, the choice is only yours!

Inaccuracy in the Russian edition of "Civilization"

We thank Yuri Tapilin for the information provided.

Information for those who play the localized version of "Sid Meier's Civilization" in Russian. An inaccuracy was found in the Roman card (see illustration). The nation property should be read as follows: "+1 space on the culture track for each miracle built, city founded, captured city or village."

The text erroneously states that the Romans receive a bonus when capturing huts, and not foreign cities. The blindfold is not critical, but it is advisable to keep it in mind, otherwise the Romans can very briskly rush to cultural victory. There are enough huts at the beginning of the game, but still go to the enemy city.