Civilization: Opening moves (1/1/2016)

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Happy New Years!

We’re kicking off the new year by dusting off the box of Sid Meier’s Civilization: The Board Game.  It’s a 2-player refresher game without expansions in a battle of capitalist powers; The Americans versus the Chinese.  In a struggle of imperialism and economic growth, it will be an interesting, fast-paced session.   This session began on January 1, 2016.

Mistakes and omissions may happen.

Jump to turns 1-4, 5-8, 9-12, 13-16

The Americans
Start with a free random great person in the Capital.  They convert 3 trade into 2 production.  They start with Currency (1st level) and Despotism.  The Market is unlocked.

The Chinese
Start with city walls in their capital.  They gain 3 culture each time they explore a hut or conquer a village.  They may save one of their killed units after each battle, returning it to their standing forces.  The Library is unlocked.

Setup
Americans: 3 trade starting northeast of map with a Great General.
Chinese: 3 trade starting southwest of map.

Tech pyramid
America I: Currency

China I: Writing

Civilization traits
Despotic America: Speed 2 (not cross water), Culture hand 2, Stacking 2, Max cities 2
Despotic China: Speed 2 (not cross water), Culture hand 2, Stacking 2, Max cities

1.1 Start of turn (America)
No new governments or cities.

1.2 Trade
America: 3 + 3 trade to 6. 0g, 0 culture, no resources.
China: 3 + 3 trade to 6. 0g, 0 culture, no resources.

1.3 City management
America’s capital with 5 production harvests incense (1 total).

China’s capital with 4 production harvests iron.

1.4 Movement
America’s army unit explores a tile to its south revealing  a hut and a village.  The scout explore a tile to its west revealing a hut and a village.  Both units move one square west into the hut taking silk (1 total).

China’s army explores a tile east revealing a hut and a village.  The army escorts the scout, each taking one square and rests outside the hut.

1.5 Research
America: Horseback Riding (I) – trade to 0, speed to 3.
China: Metalworking (I) – trade to 0.  The Barracks is unlocked.

Analysis
Each power turns to resource collection and exploration as an opening strategy.  America explores a swath of the board while China finds great fortune in a gold resource.


Tech pyramid
America I: Currency, Horseback Riding

China I: Writing, Metalworking

Civilization traits
Despotic America: Speed 3 (not cross water), Culture hand 2, Stacking 2, Max cities 2
Despotic China: Speed 2 (not cross water), Culture hand 2, Stacking 2, Max cities

2.1 Start of turn (China)
No new governments or cities.

2.2 Trade
America: 0 + 3 trade to 3. 0g, 0 culture, 1 incense, 1 silk.
China: 0 + 3 trade to 3. 0g, 0 culture, 1 iron.

America uses Horseback Riding and incense to earn 9 trade (12 total) while Chine earns 6 (totaling 9)

2.3 City management
China’s  capital with 5 production they build an Infantry unit.

America’s capital with 5 production, uses Currency to trade 1 incense for 3 culture.  They advance to the I-1 position.  America exchanges 3 trade for 2 production and builds a Market.  (new Trade total is 9)

2.4 Movement
China’s army moves south to occupy a hut and taking incense (1 total).  They immediately gain 3 culture and advance to I-1.  The scout moves two squares north, just outside of the mountain of gold.

America army explores the tile to its south revealing two new huts.  With aid of Horseback Riding, they move into the hut revealing wheat (1 total).

2.5 Research
America 9 (0g): Navigation (I) – trade to 0.   May cross water but not end in it.  Harbor is unlocked.
China 9 (0g): Pottery (I) – trade to 0.  Culture size +1 to 3.  Granary is unlocked.

Analysis
Expansion and exploration becomes an important strategy for both powers.  Will they stretch their arms out enough to build that essential 2nd city soon enough?


Tech pyramid
America I: Currency, Horseback Riding, Navigation

China I: Writing, Metalworking, Pottery

Civilization traits
Despotic America: Speed 3 (may cross water), Culture hand 2, Stacking 2, Max cities 2
Despotic China: Speed 2 (not cross water), Culture hand 3, Stacking 2, Max cities

3.1 Start of turn (America)
America’s scout builds its 2nd city in plains.  The army moves just outside the city.

3.2 Trade
America: 0 + 6 trade to 6. 0g, 0 culture, 1 wheat.
China: 0 + 2 trade to 2. 0g, 0 culture, 1 incense, 1 iron.

3.3 City management
America’s capital with 5 production, they exchange 3 trade (3 remaining) for +2 production (4 total).  They build a Harbor.

America’s 2nd city with 4 production builds an army unit.  It is placed strategically just south of a nearby village.

China’s capital with 7 production builds a Granary in grasslands.

3.4 Movement
American army unit moves 3 across water and near a hut.  Another army unit ventures into a hostile village.

America (I 1, A 1, M 1) vs. Village (I 1, A 1, M 1)
Hand size: America 3, Village 3
Bonus: America +4.
Outcome: With help from the bonus, America wins losing 2 units and saving its infantry.  It loots uranium.

China’s scout moves one square to occupy gold (+1, 1 total) and explore the northern tile.  Two huts are revealed.  Their army unit moves closer to the nearest village.

3.5 Research
America 4 (0g): Does not research.  Trade at 3.
China 3 (1g): Does not research.  Trade at 2.

Analysis
Tech advancement halts as powers position for their immediate future.  America has its advantage in production while China postures itself for prosperity if only it can clear out huts and villages in its vicinity.


Tech pyramid
America I: Currency, Horseback Riding, Navigation

China I: Writing, Metalworking, Pottery

Civilization traits
Despotic America: Speed 3 (may cross water), Culture hand 2, Stacking 2, Max cities 2
Despotic China: Speed 2 (not cross water), Culture hand 3, Stacking 2, Max cities

4.1 Start of turn (China)
No new cities or governments.

4.2 Trade
America: 3 + 7 trade to 10. 0g, 0 culture, 1 wheat, 1 uranium.
China: 2 + 3 trade to 5. 1g, 0 culture, 1 incense, 1 iron.

4.3 City management
China’s capital with 8 production, builds Barracks.

America’s capital with 6 production, devotes to the arts by collecting 4 culture.  3 are exchanged to advance to the I-2 on the culture track.

America’s 2nd city with 4 production exchanges 3 trade (to 7) for +2 production and purchases artillery unit.

4.4 Movement (China)
China’s army unit moves into a hostile village.

China (I 1, A 1, M 1) vs. Village (I 1, A 1, M 1)
Hand size: America 3, Village 3
Bonus: China +2.
Outcome: China wins with help of Metalworking spending an iron resource.  It loses one unit and gains uranium.  It gains 3 culture and immediately advances to the I-2 on the culture track.

America army unit moves 3 squares south.  The other moves two squares into a hut.  It reveals incense.

4.5 Research
America 7 (0g): Pottery (I)  – trade to 0.  Culture hand size +1 to 3.  Granary unlocked.
China 5 (1g): Does not research.  Trade at 5.

Analysis
America has the advantage as China is hemmed in with huts and villages preventing the growth of cities.  It looks like a long session as neither power has gained a second tier technology.

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