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! |