Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Geek Talk & Media
Sid Meyer's Civilization Board Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Felon" data-source="post: 5422030" data-attributes="member: 8158"><p>I've now played two incomplete games of Civ. In both cases, we've had about five hours to play. Nobody's pre-read the rules or cards or anything, because there's a nasty tendency to lose in interest in a game where it feels like one player knows all the secrets and tricks. </p><p></p><p>Merric makes a lot of good points, as usual. I would say that Rome is better-positioned to win culture, since they simply move up the culture track rather than gain three culture which they then have to spend during city management. And they get it whenever they build a city or wonder in addition to grabbing a hut or village.</p><p></p><p>I found that I was on my way to winning an economic victory without making much of an effort. Our group has fallen in love with Code of Laws, so the first four battles you win (probably against barbarians) nets you gold. I had eleven by end of game, and three techs that would let me crank out 1 gold per turn each. It seemed too easy, but that might have been just luck-of-the draw, since I also had three gold from great people and two from lands.</p><p></p><p>The combat confused us. We thought combat bonuses (from barracks, great generals, etc) actually added directly into combat strength for each unit. Way overpowered. We figured out better eventually. "Combat bonus" is kind of misleading--I'd have preferred something like "strategic advantage" or something like that, which conveys the proper implication that they're supplemental in nature. I like that a player can set himself up to minimize his losses by setting up new fronts rather than attacking. That way, you can conserve forces for a more important fight ahead. And armies are the cheapest thing to build in the game, so you can crank them back out without trouble.</p><p></p><p>There's other stuff that's not crystal clear either. For instance, the Pottery tech has a +1 something on it that isn't clearly defined in the rules as far as we've found. I believe it's supposed to be culure event hand size.</p><p></p><p>The important thing to me is that there are a variety of strategies and the different feel to play without some being out-and-out better than others. Overall, great game.</p></blockquote><p></p>
[QUOTE="Felon, post: 5422030, member: 8158"] I've now played two incomplete games of Civ. In both cases, we've had about five hours to play. Nobody's pre-read the rules or cards or anything, because there's a nasty tendency to lose in interest in a game where it feels like one player knows all the secrets and tricks. Merric makes a lot of good points, as usual. I would say that Rome is better-positioned to win culture, since they simply move up the culture track rather than gain three culture which they then have to spend during city management. And they get it whenever they build a city or wonder in addition to grabbing a hut or village. I found that I was on my way to winning an economic victory without making much of an effort. Our group has fallen in love with Code of Laws, so the first four battles you win (probably against barbarians) nets you gold. I had eleven by end of game, and three techs that would let me crank out 1 gold per turn each. It seemed too easy, but that might have been just luck-of-the draw, since I also had three gold from great people and two from lands. The combat confused us. We thought combat bonuses (from barracks, great generals, etc) actually added directly into combat strength for each unit. Way overpowered. We figured out better eventually. "Combat bonus" is kind of misleading--I'd have preferred something like "strategic advantage" or something like that, which conveys the proper implication that they're supplemental in nature. I like that a player can set himself up to minimize his losses by setting up new fronts rather than attacking. That way, you can conserve forces for a more important fight ahead. And armies are the cheapest thing to build in the game, so you can crank them back out without trouble. There's other stuff that's not crystal clear either. For instance, the Pottery tech has a +1 something on it that isn't clearly defined in the rules as far as we've found. I believe it's supposed to be culure event hand size. The important thing to me is that there are a variety of strategies and the different feel to play without some being out-and-out better than others. Overall, great game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
Sid Meyer's Civilization Board Game
Top