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       Advanced Civilizations Group Simulation

  "I'll trade you two salt for one silver..."                                                     - Common Saying from Advanced Civilizations



Purpose:

The purpose of the simulation is to show how geographic determinants shape the development of civilizations, how population pressures affect migration and conflict, how effective trade aids in civilizations, how warfare shapes national boundaries, and how disaster can strike anyone, at any time. Of course, the real purpose of spending six hours cooped up in the classroom is to have fun.

Background:

Teams of students will play on a mapboard of the Mediterranean region. Although the map recreates the physical geography of the region, it does not necessarily dictate the outcome (ie. any of the competing civilizations may eventually win: the Carthagenians may take over the Eastern Mediterranean, for example).  The Civilizations Simulation re-creates the history of the Ancient Mediterranean from the Paleolithic Era through the Iron Age (High Point of the Roman Empire).  Student teams begin with a single population unit which, each turn, grows, migrates, and interacts with the civilizations around it.  The game can be played simply as a game (and often I will host sessions of it at school during vacations or weekends), but in class we will play a modified version in order to emphasize the historical aspects of the rise of civilizations.

Winning:

At the end of the session, the winning civilization is that with the most wealth (calculated in terms of acquired technologies such as Pottery or Roadbuilding, in terms of raw goods and materials such as grain and spices, in terms of collected tax money, and in terms of cities).  The top civilization receives the most points. Points received decreases down to the least wealthy civilization at the end of the session.  Points will be distributed as follows:

 

 A++++  1st place  40 points
 A+++  2nd  36
 A++  3rd  33
 A+  4th  30
 A-  5th  27
 B-  6th  24
 C-  7th  21
 D-  8th  18
 F  9th (last) place  15

The teacher will occupy one of these places.  Ties are averaged.

The Set-Up:

Students will form eight teams.  If there are more than 8 students, teams will have partners.  If there are more than 16 students, teams will have three members.  If there are more than 24 students, teams will be groups of 4.  If there are more than 32 students, teams of five will be used.  More than 40 students will cause two boards to be used simultaneously.

Each team will select a civilization (who chooses first will be determined randomly).  They will receive their packet containing population units, city units, and ship units, as well as civilization cards. The eight available civilizations are as follows: 

 

Egyptians
Babylonians
Assyrians
Asians (Hittites)
Thracians (Macedonians)
Illyrians (Mycenaeans)
Iberians (Romans)
Africans (Carthaginians)

The teacher will play the Cretans (Minoans).

The Roles:

There are five possible roles: The Commander (C), The Trader (T), The Right Guard (RG), the Left Guard (LG) and the Spy (S).  It is the duty of the Guards to check the placement and records keeping of the civilizations to the right and left of their own civilization.  Roles are given out based on the following chart:

 
 1 person per team  C, T, RG, LG, S
 2 people per team  C, RG                                                T,  LG, S
 3 people per team  C, T, S                                        LG                                                     RG
 4 people per team  C                                                      T, S                                            RG                                                      LG
 5 people per team  C                                   T                             RG                               LG                                          S                     

VERY IMPORTANT: Once you have been assigned a role, read the job description carefully so you know what you have to do.

The Commander (C) is responsible for the maintenance and upkeep of the Civilization's units and wealth, collects taxes, places and counts population, and makes strategic decisions concerning warfare and movement, calamities and alliances; the ruler also makes all final decisions on which technologies to purchase.

The Trader (T) is responsible for the trade cards and all trading.  They collect the cards from the gamemaster as well as do the actual trading in the trading sessions.  Traders are not allowed to touch the pieces on the board.

The Spy (S) runs about and snoops on other civilizations to see what they are up to.  The spy may also conduct diplomacy and try to negotiate with other nations on behalf of the leader.  Spies are not allowed to touch pieces on the board.

The Left (LG) and Right (RG) Guards are essential.  Their primary duty is to check the civilization they are assigned to guard.  The left guard must keep an eye on the civilization located to the left, or clockwise, of their own civilization.  The right Guard does the same for the civilization located to the right (counterclockwise) from their civilization.  Lazy guards easily allow cheating and corruption to flourish.  Left Guards check population growth, movement, and resolution of calamities.  Right Guards verify census, tax collection, technology purchases, and  shipbuilding/ship maintenance.  When the Commander which the Left Guard is guarding makes the movement of the pieces on the board during the movement phase, the Left Guard guarding him accompanies him up to the gameboard to verify that all the moves are legitimate.  When the Commander which the Right Guard is assigned to oversee collects taxes or purchases technologies, the Right Guard accompanies and keeps track of the purchases and collections.

The Three Sessions:

Each session will last approximately two hours. 

The goal of the first session is to learn how to manage population growth and movement.

The goal of the second movement is to learn how to manage cities, conflict, and taxation.

The goal of the third session is to learn how to manage trade, calamities, and advances (technologies).

The game ends after the three sessions are completed (approximately 6 hours).  At the end of the simulation, wealth will be calculated point for point: all tax money, technology values, trade cards, and cities (5 points each). 

 

The Phases of Each Turn of the Simulation: 

Probable first session phases in boldface.

0. Collect Taxes (2 per city are placed into the treasury - this phase only begins once cities have been founded).

1. Population expansion (1:1, 2:2, 3+:2)

2. Census

3. Ship Building/Maintenance (2 from treasury initially or two population units from the board; to maintain, 1 from treasury or board, ships in ports may stay there for free).

4. Movement (each piece one space - largest population first)

5. Conflict (smallest dies first)

6. Build Cities (6 on city site, 12 on open site; 9 cities maximum); reduce surplus population

7. Receive Commodity Cards and Calamities

8. Trade Commodity Cards and Tradeable Calamities

9. Resolve Calamities

10. Acquire Technologies

 

Miscellaneous Rules to Remember:

A. Cities -

Cities do not expand populations.  Units cannot pass through areas occupied by cities.  Each city requires that there be two "farmer" units somewhere on the board to support them with additional grain.  For every city you have you must collect two taxes during the taxation turn.  If you have no available taxes to collect, your city will revolt and turn itself over to the player with the smallest population (minus taxes collected) on the board.  If you attack a city, you must attack with a minimum of seven (7) units.  Battles are fought outside the city walls first.  If there are seven units after those battles are concluded, the city converts to six units and the fight resumes.  Multiple civilizations may not "gang up" on other civilizations.

B. Trading and Trade Cards-

When trading you may not lie about the number of cards you are trading.  You must also be truthful about one of the principal items you are trading.  You may lie about the rest, or you may reveal cards you will trade.  You can also employ sleight of hand - but the numbers must be legitimate as must one of the commodities.  Some calamities are tradeable, others are not and must be declared.  If you are traded a tradeable calamity, you may attempt to trade it off further.  If it's tradeable but you don't trade it, it happens to you.  You are only allowed to retain 6 trade commodity cards at the end of each round.

C. Technologies -

Pick the technologies that will help your civilization.  Not all technologies confer an advantage.  Be practical. 

 

Good luck and have fun!