Advanced Civilization

by WorldVillage Software Reviews, published Friday, March 31st, 2006 at 9:39 am

PACK AWAY THIS BOARDGAME, ONLY A PC IS REQUIRED


A Review of Advanced Civilization




Aaron Tarvin

Taking one look at the box of Advanced Civilization (AC), from Avalon Hill

might leave an uninformed gamer with the idea that this game is a clone of

another with a very similar title. But be warned, if anyone is copying anyone,

Sid Meyer’s Civilization would be standing trial. Long before this classic

strategy game (in the early 80’s), there was the board game, Advanced

Civilization. While Sid Meyer’s classic may have borrowed some ideas from

Avalon Hill’s board game, the computerized version is identical to its

cardboard counterpart. Like many of Avalon Hill’s games, AC is almost pure

strategy, relying more on the development of the empire as opposed to total

conquest. Military success means little if a player is determined to win the

game.

After choosing the game options, such as the number of human and computer

players, each player must select a civilization and starting location. You

start with a single unit, or token, which doubles at the beginning of each

turn. The token is the only unit (other than ships) that you will be dealing

with throughout the game. Spread the tokens across the land to expand your

empire. If more than one empire’s tokens reside within a territory at the end

of movement, a battle ensues.

A battle is controlled entirely by the computer

and consists merely of each empire losing a few tokens, so it is fairly obvious

that having more tokens in the territory than the enemy is very favorable. Some

battles may last through several turns, if the fighting empires continue to

send reinforcements.

When enough tokens are gathered within a territory

containing a city site (a red or yellow marker will be present), a city may be

constructed. Cities play a huge role, as they are the means by which you

receive goods and are difficult for the enemy to conquer. After a few turns,

most empires will wish to build ships to expand across the seas. However, ships

must be maintained if they are to be kept each turn, therefore ship

building is used infrequently in the early stages of the game. Depending on

the number of total players, each person has a maximum number of tokens,

ships and cities available at one time. Finding the correct balance

is one of the most challenging aspects of the game.

The name of the game is goods, so get your hands on them as quickly as you

can. Each city you hold enables you to draw a card which is hopefully a

‘good’ of some kind. Sometimes disasters are drawn, but crafty players can pawn

them off to an unsuspecting empire willing to trade. If you have the minimum

number of goods to be able to trade, you join the other empires in a round or

two of bartering.

This process can be confusing, and takes some practice

to acquire a profitable trade, especially since the computer players tend

to shy away from trading with a human opponent. Goods are more valuable in

quantity, since their value is multiplied by the number held. This makes

trading important for the simple reason that you can get rid of the single

commodities you own to build your stockpiles of others (thus increasing their

overall value). However, you don’t always know what you are getting. One of the

three goods you receive could be a bluff, being a good of lower value, or even

a disaster. The value of the goods are used to buy ‘advances’, referred to as

tools. These tools include items such as agriculture, medicine, literacy, etc.

Each tool obtained gives credit towards the purchase of future tools, and may

provide relief from one of the various disasters should one befall you. The

tools also provide points that are eventually required to win the game.

The interface is very easy to learn, involving simple pointing and clicking

with the mouse. Unfortunately, there are no keyboard equivalents to the

mouse clicks. So put that mouse in a comfortable position, and prepare to

click like you’ve never clicked before. If you think you made a mistake

moving your tokens during a turn, you can start your turn all over and move

again until you are satisfied. It would have been nice to be able to undo

a previous choice without having to redo everything, but at least you

aren’t stuck with an error.

AC takes place within the Mediterranean area, and the maps are superb. The

graphics are done in SVGA, but are very simplistic. A few video sequences are

shown in a small window for the various disasters, but they become quite

repetitive after a few hours of gameplay. Most of the music seems to be

some kind of Egyptian theme, playing quietly in the background as a strategy

game should. Sounds effects are non-existent, aside from the trading aspect

(which sounds like a crowded marketplace) so don’t expect to hear much.

A total of eight players, human or computer, can play at one time. The human

players can face off in hotseat mode, or make use of the play by e-mail

feature. Despite the lack of modem or network play, the e-mail option is

used heavily by those wishing to find worthy opponents. There is even a web

page where you can sign up to play others by e-mail at:

http://www.lava.net/~vanceb/ or the info can be found at the civilization page

at: http://www.liback.com/civilization/. The computer AI is fairly aggressive,

and defeating multiple computer empires can be difficult. Especially due to

their lack of willingness to trade goods with a human. The game runs

flawless except under Windows ‘95, for which a patch is available

(version 1.01). Documentation is excellent, but a short tutorial is

direly needed.

Gamers who have enjoyed the board game version of Advanced Civilization will

most assuredly enjoy the computer version. Those more used to the Sid Meyer

rendition may start to yawn after a few turns have passed. This game is all

about trading and acquiring goods, and the strategy to obtain them, not

global conquest. If after a couple hours you find yourself still sitting in

front of the computer, plotting to bluff a trade with your enemy, you are a

true strategy lover. The e-mail feature is nice, but most gamers have come

to expect the availability of more multiplayer options. The fact that the game

comes shipped on a CD-ROM means little to the gameplay. Even with minimal

installation, I never caught my CD drive active after the opening pictures.

Sid Meyer’s Civilization this game is not, but it wasn’t mean to be. Avalon

Hill has faithfully recreated their popular board game and in this they have

succeeded respectfully.



Gamer’s Zone Scorecard



















Product:

Advanced Civilization


Company:

Avalon Hill Game Company
4517 Harford Road

Baltimore, MD 21214
http://www.neosoft.com/avhill/


Cost:

$45.00






System Requirements:



IBM PC, 486dx-33 or higher, DOS 5.0 or newer or Windows ‘95,
8 MB ram, SVGA video, CD, 4.2 MB hard drive space,
all major sound cards, mouse.



Breakdown:



Fun Factor 3
Graphics 3
Sound 2
Interface 3
Replayability 3



Overall Score:






0 rating, 0 votes0 rating, 0 votes (* 0 rating, 0 votes)
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