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''Avalon Hill's Advanced Civilization'' is a computer edition of the ''
Advanced Civilization ''Advanced Civilization'' is an expansion game for the board game ''Civilization'', published in 1991 by Avalon Hill. Ownership of the original game is necessary to play. While ''Civilization'' is in print (by Gibsons Games), ''Advanced Civil ...
''
board game A board game is a type of tabletop game that involves small objects () that are placed and moved in particular ways on a specially designed patterned game board, potentially including other components, e.g. dice. The earliest known uses of the ...
(the ''Civilization'' board game including the expansion to that game called ''Advanced Civilization''). Both the board and
computer game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, mo ...
portray the same basic concept: the players manage ancient
Mediterranean The Mediterranean Sea ( ) is a sea connected to the Atlantic Ocean, surrounded by the Mediterranean basin and almost completely enclosed by land: on the east by the Levant in West Asia, on the north by Anatolia in West Asia and Southern ...
civilizations in an effort to move them from the early
Bronze Age The Bronze Age () was a historical period characterised principally by the use of bronze tools and the development of complex urban societies, as well as the adoption of writing in some areas. The Bronze Age is the middle principal period of ...
to beyond the
Iron Age The Iron Age () is the final epoch of the three historical Metal Ages, after the Chalcolithic and Bronze Age. It has also been considered as the final age of the three-age division starting with prehistory (before recorded history) and progre ...
. It was published in 1995, shortly before
Avalon Hill Avalon Hill Games Inc. is a game company that publishes wargames and strategic board games. It has also published miniature wargaming rules, role-playing games and sports simulations. It is a subsidiary of Hasbro, and operates under the compan ...
was bought out by
Hasbro Hasbro, Inc. (; a syllabic abbreviation of its original name, Hassenfeld Brothers) is an American multinational corporation, multinational toy manufacturing and entertainment holding company founded on December 6, 1923 by Henry, Hillel and Herma ...
in 1998.


Gameplay

The gameplay involves a map of the Mediterranean Sea and surrounding lands, where each player controls one civilization chosen from a set of nine:
Africa Africa is the world's second-largest and second-most populous continent after Asia. At about 30.3 million km2 (11.7 million square miles) including adjacent islands, it covers 20% of Earth's land area and 6% of its total surfac ...
,
Asia Asia ( , ) is the largest continent in the world by both land area and population. It covers an area of more than 44 million square kilometres, about 30% of Earth's total land area and 8% of Earth's total surface area. The continent, which ...
,
Assyria Assyria (Neo-Assyrian cuneiform: , ''māt Aššur'') was a major ancient Mesopotamian civilization that existed as a city-state from the 21st century BC to the 14th century BC and eventually expanded into an empire from the 14th century BC t ...
,
Babylon Babylon ( ) was an ancient city located on the lower Euphrates river in southern Mesopotamia, within modern-day Hillah, Iraq, about south of modern-day Baghdad. Babylon functioned as the main cultural and political centre of the Akkadian-s ...
,
Crete Crete ( ; , Modern Greek, Modern: , Ancient Greek, Ancient: ) is the largest and most populous of the Greek islands, the List of islands by area, 88th largest island in the world and the List of islands in the Mediterranean#By area, fifth la ...
,
Egypt Egypt ( , ), officially the Arab Republic of Egypt, is a country spanning the Northeast Africa, northeast corner of Africa and Western Asia, southwest corner of Asia via the Sinai Peninsula. It is bordered by the Mediterranean Sea to northe ...
,
Illyria In classical and late antiquity, Illyria (; , ''Illyría'' or , ''Illyrís''; , ''Illyricum'') was a region in the western part of the Balkan Peninsula inhabited by numerous tribes of people collectively known as the Illyrians. The Ancient Gree ...
,
Italy Italy, officially the Italian Republic, is a country in Southern Europe, Southern and Western Europe, Western Europe. It consists of Italian Peninsula, a peninsula that extends into the Mediterranean Sea, with the Alps on its northern land b ...
(also named
Iberia The Iberian Peninsula ( ), also known as Iberia, is a peninsula in south-western Europe. Mostly separated from the rest of the European landmass by the Pyrenees, it includes the territories of peninsular Spain and Continental Portugal, compri ...
) and
Thrace Thrace (, ; ; ; ) is a geographical and historical region in Southeast Europe roughly corresponding to the province of Thrace in the Roman Empire. Bounded by the Balkan Mountains to the north, the Aegean Sea to the south, and the Black Se ...
. Players move population units across the board, taking over territories and competing with their opponents for the most sought after land. Once the population reaches a sufficient size, the player can congregate the units into cities. These cities can later be attacked for valuable plunder and to deal a blow to the opponents' chances of winning. The primary source of damage to players' civilizations comes from calamities rather than warfare. Calamities are somewhat under players' control, and can be managed by purchase of appropriate tools. Building cities allows the players' civilization to produce commodities such as iron, salt, wine, bronze and spices. For each city the player has, they may draw a card from a commodity card deck, numbered one through nine. Those who have the least cities draw first. The more commodities the players' civilization produces, the more valuable the types of commodities that can be produced. Hidden within each commodity deck are also one or two calamities, like earthquake, famine, barbarian hordes or civil war, each of which seriously damages the players' population and destroys their cities. All commodity and calamity cards have identical backs, for trading face down. Some calamities are not tradeable. Most tradeable calamities have consequences to other players and generally the player who traded the calamity is exempt from being chosen. Once the players' civilization accumulates enough commodities, they can trade them with their opponents in order to corner the market on a particular commodity and increase its value. By creating sets of two or more of the same commodity, the value of the commodity increases since the set is worth the imprinted number (1 to 9) times the square of the number of cards the set consists of. To trade, the player offers someone three (or more) of their commodity cards in exchange for three (or more) of theirs. The player must trade the same number of cards. Notably, only two of the trade cards need to be true for a valid trade to take place, which often discourages trading more than three cards. Once the player collects enough commodities, they can spend them to purchase tools, which range from pottery or astronomy to democracy or monotheism. By acquiring these tools, players' civilizations gain victory points. The tools also give each civilization particular advantages during the gameplay. Tools are divided into categories such as Science, Craft, and Civics. Purchasing a tool of one category normally entitles the player to a discount to further purchases in that category and often also entitles the player to a discount to the purchase of specific tools. Some tools have prerequisites for purchase. By collecting useful tools and maintaining as many cities as possible on the board, the players' civilization advances through the ages. At the end of each turn, civilizations with enough cities and tools in the appropriate categories are allowed to advance along the turn track, the Archaeological Succession Table (AST). Different civilizations have slightly different entry requirements to the spaces on the AST. A civilization unfortunate enough to end the turn with no cities at all will go backwards on the AST. Once one or more players have reached the end of the AST (for which 2000 victory points and 5 cities are needed), the game ends and the winner is decided based on a calculation of victory points. The majority of victory points come from purchase of tools and progress along the AST. Cities and stock at the end of the game provide a minor boost to victory points, sometimes sufficient to decide a close-fought game.


Reception

The game was commercially unsuccessful, and sold fewer than 20,000 units by April 1998. ''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American Video game journalism, computer game magazine that was published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 199 ...
''s Bob Proctor wrote, "This game is perfect for those who play the board game, or for those who don't mind long, involving strategy play." While he found the game to be "a good translation of the original" in its single-player mode, he found its multiplayer options limited.


References


External links

* {{Civilization (series) 1995 video games Avalon Hill video games DOS games DOS-only games Multiplayer and single-player video games North America-exclusive video games Video games based on board games Video games developed in the United States World conquest video games