From: Bruce_Harper@mindlink.bc.ca (Bruce Harper)
Subject: Re: CIVILIZATION, differences from ADVANCED CIV
Organization: MIND LINK! - British Columbia, Canada
Date: Tue, 22 Dec 1992 19:57:52 GMT

Since the question of the differences between Civilization and
Advanced Civilization has come up so many times, I'm finally
doing what I should have done months ago and compiling a short
summary of the changes.

1. Civilization cards: The civilization cards are reprinted in a
higher quality format.  The attributes are printed on their
backs.  There is a new category (Religion - consisting of
Mysticism, Deism, Enlightenment, Monotheism and Theology) and
several additional cards in other categories (Mining,
Roadbuilding, Mathematics, Military).

The attributes connected to the civilization cards have been
expanded (Military lets you move last, Monotheism lets you
convert opposing units, Roadbuilding lets you move through two
areas rather than one, and so on), which makes each nation play
differently depending on what civilization cards are held.  The
relationship between civilization cards and calamities has also
been expanded.

There is no limit on the number or type of civilization cards a
player may purchase.

2. Commodity cards: The expansion set of trade cards has been
formally included in the game.

3. Calamities: There are four new calamities (Treachery [2],
Superstition [3], Slave Revolt [4] and Barbarian Hordes [5]).
Non-tradable calamities have the same color backing as all other
trade cards, so no one knows who has them until calamities are
resolved (which now occurs before new civilization cards are
acquired, not after).

Tradable calamities may be traded any number of times.

Secondary effects of calamities must be assigned to some other
player, even if the primary victim would prefer to be nice.

4. Conflict: Enemy cities can be pillaged (up to three tokens
added to your treasury) and an enemy trade card seized for each
city taken.  This change increases the rewards for aggression in
the game.

5. Trading: The trade rules have been simplified - each player
must pass at least three cards (honestly stating if he is passing
more than three) and must honestly name two of them.  Thus in
every trade two cards will be known, and at least one won't be.

6. AST movement: Each epoch has a city requirement.  If a nation
doesn't have the required number of cities, it doesn't move
forward on the AST.

7. Victory determination: The winner is determined by taking into
account AST position, number of cities, value of civilization
cards and trade cards and treasury tokens held at the end of the
game.  The game ends when one nation reaches the end of the AST,
but can also end at a predetermined time limit, such as three or
four hours.

8. Gamers Guide: Advanced Civilization includes 32 pages of
articles in a Gamers Guide as well as 16 pages of rules.

The intended overall effect of these changes is to make the game
more interesting by increasing the possible strategies available
to the players.  Aggression is more reasonable as a policy, and
the greater number of civilization cards makes it more likely
that different players will wind up with different civilizations.
The rules have been rewritten for clarity and consistency.
Advanced Civilization is not more complex than Civilization, but
it is more interesting (and, potentially, more violent).

Most of the above consists of statements of fact.  Where I have
offered opinions or drawn conclusions, they are, of course, mine.
My views are elaborated in my designer's notes in the Gamers
Guide.