Recommend
3 
 Thumb up
 Hide
24 Posts

Historia» Forums » Rules

Subject: Did I do this right? rss

Your Tags: Add tags
Popular Tags: [View All]
Mark Buetow
United States
McHenry
Illinois
flag msg tools
Combat Commander Archivist
badge
Move! Advance! Fire! Rout! Recover! Artillery Denied! Artillery Request! Command Confusion...say what?!
Avatar
mbmbmbmbmb
That all sounds correct. Getting set to pounce on a CivBot is a good strategy. It does get tough when one of the CivBots works on its own, away from everyone, and gets strong without you being able to do much.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
M.C.Crispy
United Kingdom
Basingstoke
Hampshire
flag msg tools
Avatar
mbmbmbmbmb
You "wiped them out" how?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Pilkus
United States
South Riding
Virginia
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Andy,

Greetings! Overall, it sounds good, though there are a few minor points I'll mention...

1.) You place last...the CivBots actually place first (see pg 11, left side column)
2.) Your use of the cards reads fine, but remember that you're only going to return to your hand the oldest two cards (Art and Military), along with Revolution and one card of your choice among the remaining ones (Technology, Exploit, Raid, Expansion, or War)

From a scoring perspective, it pays to play Expansion and War on even numbered turns, as odd numbered turns don't garner you VPs.
Otherwise, that's it...good luck!

Cheers,
Joe
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
M.C.Crispy
United Kingdom
Basingstoke
Hampshire
flag msg tools
Avatar
mbmbmbmbmb
Ah, so solo removes the restriction against removing a player's last cube? Hadn't spotted that.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Maynard
United Kingdom
Exeter
flag msg tools
Avatar
mbmb
the_demolished_man wrote:
As for the set up order, I can't see anything about it anywhere except the example on page 10 (right hand side):

"Let assume that the highest territory tokens are 16, 14 and 13. In a 4 player game , the 2 civbots will start in territories 16 and 14. If territory 14 is occupied, the civbots will start in territories 16 and 13."

How can territory 14 be occupied unless a player has occupied it before the civbots set up? It implies the players must set up first.

I've always interpreted the rules so that the civbot territory cubes should be placed first (before any human players) but I have to admit that reading back through the rules I can't find anything that states that explicitly.

Strategically at least it's worth avoiding the high value territories in the beginning of the game because they (the civbots) always expand to the highest value territory available (or the highest value unavailable if none available). You've got more chance of being left alone if you are occupying low value territories.

Which, incidentally, is why I shy away from early moves to wipe out civbots; you end up occupying a high value territory early.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Maynard
United Kingdom
Exeter
flag msg tools
Avatar
mbmb
I've not had the game long myself but have had quite a few games in, mostly solo, but a few multi player as well. I have found that the strategies one can employ successfully in the multiplayer game and the solo game quite different.

In the solo game, things are a lot more predictable (although not entirely so) and it almost becomes more of an action/movement programming game. You can sometimes plan and pull off some amazing combos in a round of the solo game that you would never rely on being able to pull off in the multiplayer game since you never know when the round will end (not to mention that human players are less predictable than the civbots). Also the comparative value between military and scientific advancements shifts considerably (in the military favour) for solo games I have found. I'm experimenting now with ways in which the solo game can be modified so that this balance can be redressed somewhat.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Pilkus
United States
South Riding
Virginia
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Andy,

It's interesting that you and other had mentioned the longer, slog of a game. I tried Through the the Ages and it's painful.. THe rules are poor and the gameplay is punishing if you don't pursue Military. From what I understand, the designer did nab a great editor and they fixed the very gamey Military rules. For my taste, I prefer Historia (and it's one I can get to the table with my non-gamer girlfriend) and Nations. It does was TtA does in about 1/3 of the time.

Also, I do owe you an answer on the player sets up last bit...I know that what I've told you is correct, but until I find you a source, I'll feel undone.

Cheers,
Joe
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Pilkus
United States
South Riding
Virginia
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Andy,

That's interesting. I will say, after 50+ games giving the Civbots a higher level on the map proved challenging, there won't be a game I don't win, if I get to claim the highest place AND go first. Hmmm, I'll keep looking, my friend.

Cheers,
Joe

Edit: I reached out to Marco...
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Maynard
United Kingdom
Exeter
flag msg tools
Avatar
mbmb
the_demolished_man wrote:
I'm not sure the game needs modifying regarding the value of military strength. Very few civilisations in history have become powerful without being strong, except those with no competitors.

That may well be the case, but it is likewise true that in the multi-player game the advantages of a technological lead are more pronounced than they are in the solo game.

The main reason is because the advantage a player gets by achieving the ability to play two (and later three) actions at once is very significant in the multiplayer game but has no bearing on the solo game.

For the civbot there is very little to be gained by moving up in technology. There are only two levels that have any significance for the civbot at all (Navigation and Nuclear Energy). Whilst it is also true that the civbot does not get the benefit of the military level bonuses (recycled cubes/cards) the fact that being superior in military strength wins you wars is all important for the civbot. Conversely there is no advantage from simply being at a higher technological level than an opponent.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Maynard
United Kingdom
Exeter
flag msg tools
Avatar
mbmb
The Professor wrote:
I will say, after 50+ games giving the Civbots a higher level on the map proved challenging, there won't be a game I don't win, if I get to claim the highest place AND go first.

I know you've played this a lot more than me but is it really that much of an advantage to claim the highest value territory first? It seems so difficult to get any points from that territory in a solo game whenever I have occupied it. As soon as you get a civbot that has no available territories to expand to, that's the one the go for.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Pilkus
United States
South Riding
Virginia
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Simon,

That's an interesting question. I know that having the lowest numbered tile territory forces me to fight for a higher level as well as eliminate the CivBots as quickly as possible. Territories only count for VPs on even numbered turns, so the earlier the better to garner those VPs.

Ususally, I trail by a small margin during ERA I, catch-up to the remaining 2-3 Civbots and often experience a slight lead during ERA II, but end most games with a 20+ lead. My prognosis would be that my lead in the end would be even greater with an initial, few extra VPs.

Cheers,
Joe
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Maynard
United Kingdom
Exeter
flag msg tools
Avatar
mbmb
Joe, what level do you play at? I mean, what level do you set the civ-bots to?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Pilkus
United States
South Riding
Virginia
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Simon,

Most of my games are set at 2 King and 3 Prince. When I first started, they were all set at Chieftain. I raised one every 3-5 games, eventually raising them all to Prince, and then slowly raised a few to King Level.

Cheers,
Joe
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Maynard
United Kingdom
Exeter
flag msg tools
Avatar
mbmb
I've played a couple of solo games now where I've contemplated placing first but can't quite bring myself to do it. It seems like cheating even though I'm not really sure yet whether it would actually give me an advantage. It just feels more challenging having to try and find a good spot to start after all the civbots are placed.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Joe Pilkus
United States
South Riding
Virginia
flag msg tools
designer
badge
Avatar
mbmbmbmbmb
Simon,

I don't disagree...and again, that's my interpretation of the rules, coupled with earlier conversations with the designer. He's not been on BGG for awhile, so I may need to try elsewhere for a more definitive answer.

Cheers,
Joe
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simon Maynard
United Kingdom
Exeter
flag msg tools
Avatar
mbmb
Andy,

I haven't played with Chieftains since my first couple of games. I tended to play all civs at the same level so usually all Nobel. Haven't tried starting a game with them all at King level.

If you are looking for a challenging way of playing this game that is more like the multi player game, have you tried my variant? In this the civbots all start at chieftain level and move up to Nobel and eventually Kings as they reach the tech levels that give the player more cards. I also added a random factor that can limit how many cards you can play each round because the civbots can trigger a revolution before you play it.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.