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Annotated Games: 4 players, version 0.1

This game was played during the game testing of Peoples - Civilizations. The players tried different strategies to assess how balanced they were.

  1. Rome (red, aggressive): Expand, attack and conquer neighbors.
  2. Babylonia (yellow, peaceful): Build cities and trade with neighbors.
  3. Egypt (green, cultural): Spread monuments over the world.
  4. Olmec (blue, economic): Build a strong economy.

Starting positions

The starting continents are by default separate but that may soon change. The Egyptians start on the smallest continent so we'll see how that affects their gameplay. The Olmecs have a future resource (coal) nearby, which may promote their industrious strategy later on.

CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100---
Babylonia100000---
Egypt010000---
Olmec001000---


Round 1

The game starts with a special round where 1 of the 2 starting tribes is moved, revealing a new region, and a neutral tribe placed in the continent. The Romans move to a commodity area and, since their continent now exceeds 2 areas, must reroll until they discover an area already in play. This happens to be the Olmec continent. They place their neutral tribe in a food area with the intention of taking advantage of it with military force. The Babylonians move to a food area. Since their continent doesn't exceed 2 regions yet, it may remain unconnected to other areas in play and the die roll add a sea region to it. They place their neutral tribe further away so it won't interfere with its city building plans. The Egyptians move to a luxury area. Their continent gets connected to a southern polar region and they keep their neutral nearby, at a commodity, with the intention of converting it later on. The largest Olmec-Roman distance remains 4 so any region may be added to it. However, it happens to become a northern polar region and when placed there, it also happens that the continent gets connected to the Egyptian continent. Three player continents have now found their place on the world map.

CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100---
Babylonia100000---
Egypt010000---
Olmec001000---




Round 2-4

All civilizations produce 1 food with their 1st tribe. With their 2nd tribe, the Romans and the Olmecs produce 1 commodity to spend on development, the Babylonians produce a 2nd food, and the Egyptians 1 luxury to spend on advances. We already see the different strategic paths.

  • Romans:
    1. Produce 1 cattle
    2. Produce 1 timber
    3. Revolution: Feed 2 tribes, save 1 timber
  • Babylonians:
    1. Produce 1 grain
    2. Produce 1 shellfish
    3. Revolution: Feed 2 tribes, save 1 grain
  • Egyptians:
    1. Produce 1 poultry
    2. Produce 1 wine
    3. Revolution: Feed 2 tribes, save 1 wine
  • Olmecs:
    1. Produce 1 pulses
    2. Produce 1 clay
    3. Revolution: Feed 2 tribes, save 1 clay

CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100-1 timber-
Babylonia1000001 grain--
Egypt010000--1 wine
Olmec001000-1 clay-




Round 5-7

The Romans and the Olmecs buy development cards; Slavery and Farming respectively. The Romans are stronger than the Olmecs but an early war would be a waste of time. The Egyptians plan for both culture and religion to boost their production while the Babylonians grow for quicker production.

  • Romans:
    1. Produce 1 cattle
    2. Produce 1 timber
    3. Revolution: Feed 2 tribes, buy Slavery (-2 timber)
  • Babylonians:
    1. Produce 1 grain
    2. Produce 1 shellfish
    3. Revolution: Feed 2 tribes, grow 1 tribe, save 1 grain
  • Egyptians:
    1. Produce 1 poultry
    2. Spread culture (Culture 0)
    3. Revolution: Feed 2 tribes, save 1 wine, reset (Culture 1)
  • Olmecs:
    1. Produce 1 pulses
    2. Produce 1 clay
    3. Revolution: Feed 2 tribes, buy Farming (-2 clay)
CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100---
Slavery
Babylonia1000001 grain--
Egypt010000--1 wine
Olmec001000---
Farming





Round 8-10

We now see the different strategic patterns. The Romans use their Slavery card to enslave the neutral tribe and immediately use the plundered grain to grow. The Babylonians found their town and also grow a 4th tribe. They have no development or advance yet but will now produce at a higher rate. The Egyptians are still on 2 tribes but can soon look forward to a +1 bonus for both development and advance investments. The Olmecs have 3 tribes and is close to a 2nd development card but will they withstand the Romans if they attack?

The Roman and Olmec growth also reveals 2 new regions but mainly sea areas, making their clash more imminent. The Babylonians exceed a distance of 4, forcing their continent to be connected and it happens to be the Roman continent, although the sea separates them.

  • Romans:
    1. Produce 1 cattle
    2. Attack and enslave neutral tribe, plunder 1 grain
    3. Revolution: Feed 3 tribes, grow 1 tribe
  • Babylonians:
    1. Produce 1 shellfish
    2. Found a town
    3. Revolution: Feed 3 tribes, grow 1 tribe
  • Egyptians:
    1. Produce 1 poultry
    2. Move to grain
    3. Revolution: Feed 2 tribes, buy Religion 1 (-1 wine, Culture 0)
  • Olmecs:
    1. Produce 2 pulses
    2. Produce 1 clay
    3. Revolution: Feed 2 tribes, grow 1 tribe, save 1 clay
CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100---
Slavery
Babylonia100000---
Egypt010010---
Olmec001000-1 clay-
Farming


Round 11-15

The Romans focuses on growth and plan to advance against the Olmecs. However, with less tribes the Olmecs launch their Revolution 1 round earlier and invest in a commander (one time military action point) to defend against a Roman attack. The Romans decide to grow southwards instead to claim as much as possible of the shared continent. Meanwhile, the Babylonians invest in Farming to start growing (and pay only 1 commodity but to the Olmecs, since they were the first to discover it). The Egyptians find themselves isolated on a small land mass and focus on growth instead to prepare for spreading Religion.

  • Romans:
    1. Produce 1 cattle
    2. Produce 1 grain
    3. Produce 1 fish
    4. Produce 1 timber
    5. Revolution: Feed 4 tribes, grow 1 tribe, save 1 timber
  • Babylonians:
    1. Produce 1 grain+1 timber (Civics 0)
    2. Produce 1 shellfish
    3. Produce 1 timber
    4. Revolution: Feed 4 tribes, buy Farming (-1 timber to Olmecs)
    5. Produce 2 grain+1 timber
  • Egyptians:
    1. Produce 1 poultry
    2. Produce 1 grain
    3. Revolution: Feed 2 tribes, grow 1 tribe
    4. Produce 1 poultry
    5. Produce 1 grain
  • Olmecs:
    1. Produce 2 pulses
    2. Produce 1 clay
    3. Trade 1 poultry for 1 fur
    4. Get 1 timber from Babylonians, Revolution: Feed 3 tribes, grow 1 tribe, buy Herding (-1 timber, -1 clay), buy commander (-1 clay), save 1 fur
    5. Produce 2 pulses
CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100-1 timber-
Slavery
Babylonia1000001 grain, 1 shellfish2 timber-
Farming
Egypt0100101 poultry, 1 grain--
Olmec0010002 pulses1 fur
Farming, Herding, 1 commander


Round 16-21

The Romans focus on producing for growth and development and invest in Mining. The Babylonians invest in Law to be able to use Civics as Culture and vice versa. The Egyptians finally spread Religion and will soon see how well their Culture/Religion strategy pays off. The Olmecs' trade strategy pays off already this round as they now have access to 3 different luxuries.

  • Romans:
    1. Produce 1 cattle
    2. Produce 1 grain
    3. Produce 1 fish
    4. Produce 1 timber
    5. Produce 1 wine
    6. Feed 5 tribes, grow 1 tribe, buy Mining (-2 timber), save 1 wine
  • Babylonians:
    1. Produce 1 shellfish
    2. Produce 1 timber
    3. Revolution: Feed 4 tribes, grow 1 tribe, buy Law (-2 timber)
    4. Produce 2 grain+1 timber
    5. Produce 1 shellfish
    6. Produce 1 dyes
  • Egyptians:
    1. Produce 1 wine
    2. Revolution: Feed 3 tribes, grow 1 tribe, buy Science (-1 wine, Culture 0)
    3. Produce 1 poultry
    4. Produce 1 grain
    5. Get 1 fur from Olmecs, spread Religion (Religion 0)
    6. Produce 1 clay
  • Olmecs:
    1. Produce 1 clay
    2. Produce 2 poultry, trade 1 for tobacco
    3. Produce 1 spices
    4. Revolution: Feed 4 tribes, grow 1 tribe, buy Science 1 (-1 fur to Egyptians), save 1 tobacco, 1 clay
    5. Produce 2 poultry
    6. Produce 2 pulses
CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100--1 wine
Slavery, Mining
Babylonia1000002 grain, 1 shellfish1 timber1 dyes
Farming, Law
Egypt0100111 grain, 1 poultry1 clay1 fur
Olmec0010012 poultry, 2 pulses1 clay1 spices, 1 tobacco
Farming, Herding, 1 commander


Round 22-28

The Romans no longer grow and prepare an attack by acquiring a commander. Note that the Olmecs have too many turns left to their next Revolution to prepare a defence. The Babylonians continue their settlement building strategy by using Law to found a city (allows them to pay with Civics and Culture). With both Culture and Religion, the Egyptians are now ready to expand and do so by acquiring Theism and converting the nearby neutral tribe. The Olmecs prepare 2 strategic paths by founding a town and investing in Sailing to sail to new land. However, the Roman imminent attack interrupt that and they hurry to produce along the border areas before they get plundered.

  • Romans:
    1. Produce 1 cattle
    2. Produce 1 grain
    3. Produce 1 fish
    4. Produce 1 timber
    5. Produce 1 wine
    6. Produce 1 metal
    7. Revolution: Feed 6 tribes, buy 1 commander (-1 wine), buy Heroics (-1 timber, -1 metal)
  • Babylonians:
    1. Produce 1 timber
    2. Revolution: Feed 5 tribes, grow 1 tribe, buy Sailing (-2 timber), buy Culture (-1 dyes to Egyptians)
    3. Found city (Civics 0, Culture 0)
    4. Produce 1 shellfish
    5. Get 1 clay and 1 tobacco fro Olmecs produce 1 timber
    6. Produce 2 pulses
    7. Revolution: Feed 6 tribes, save 1 timber, 1 clay, 1 tobacco
  • Egyptians:
    1. Revolution: Feed 4 tribes, buy Herding (-1 clay to Olmecs), reset (Culture 1, Religion 1)
    2. Get 1 dyes from Babylonians, produce 2 poultry
    3. Produce 1 grain
    4. Produce 1 wine
    5. Produce 1 clay
    6. Revolution: Feed 4 tribes, grow 1 tribe, buy Theism (-1 clay, Religion 0), buy Religion 2 (-1 fur, -1 wine, -1 dyes, Culture 0), reset (Culture 1, Religion 2), save 1 dyes
    7. Convert neutral tribe from distance (Religion 0, Science 1)
  • Olmecs:
    1. Get 1 clay from Egyptians, produce 1 clay
    2. Produce 2 poultry, trade 1 for fur
    3. Produce 1 spices
    4. Revolution: Feed 5 tribes, grow 1 tribe, buy Civics 1 (-1 tobacco to Babylonians), buy Sailing (-1 clay to Babylonians), save 1 clay, 1 poultry, 1 pulses
    5. Found town
    6. Produce 2 poultry
    7. Produce 1 clay
CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100-1 metal1 wine
Slavery, Mining, Heroics, 1 commander
Babylonia100000-1 timber, 1 clay1 tobacco
Farming, Law, Sailing
Egypt010021--1 fur
Herding, Theism
Olmec1010013 poultry, 1 pulses2 clay1 fur
Farming, Herding, Sailing


Round 29-35

The Romans attack and enslave an Olmec tribe and reach 8 tribes. The Babylonians invest in Culture and, since they have Law, use 1 Civics and 1 Culture to fully produce from the newly founded city. They will now produce rapidly. The Egyptians fill the last productive space of their continent and invest in Navigation to find new land while also founding their first settlement. The Olmecs don't worry too much about the last tribe as they produce so much food elsewhere. They are also fortunate to find new land when sailing westwards and can look forward to further growth. Note that their town (2 tribes)+1 commander can only be attacked by a military strength of at least 3 so for the moment they're safe from further Roman aggression.

  • Romans:
    1. Attack and enslave Olmec tribe, plunder 1 poultry (-1 commander), get 1 commander and 1 architect
    2. Produce 1 cattle
    3. Produce 1 grain
    4. Produce 1 fish
    5. Produce 1 timber
    6. Produce 1 metal
    7. Get 1 clay from Egyptians, Revolution: Feed 7 tribes, grow 1 tribe, buy Roads (-1 timber to Babylonians), buy Herding (-1 clay) save 1 wine, 1 metal
  • Babylonians:
    1. Produce 1 dyes, 1 timber, 2 grain (Culture 0, Civics 0)
    2. Produce 2 pulses
    3. Produce 1 timber
    4. Produce 1 shellfish
    5. Revolution: Feed 6 tribes, grow 1 tribe, buy Roads (-2 timber), save 1 shellfish, 1 clay, 1 timber, 1 dyes, 1 tobacco, reset (Culture 1, Civics 1)
    6. Produce 1 dyes, 1 timber, 2 grain (Culture 0, Civics 0)
    7. Produce 1 shellfish
  • Egyptians:
    1. Produce 1 fish
    2. Produce 2 poultry
    3. Produce 1 grain
    4. Produce 1 clay
    5. Produce 1 shellfish
    6. Revolution: Feed 6 tribes, grow 1 tribe, buy Mining (-1 clay to Romans), save 1 poultry
    7. Produce 1 metal
  • Olmecs:
    1. Produce 2 pulses
    2. Move to new land (Science 0)
    3. Revolution: Feed 5 tribes, grow 1 tribe, buy 1 commander (-1 clay), save 1 poultry, 1 pulses, 1 clay, 1 fur
    4. Produce 2 cattle, 1 spices
    5. Produce 2 pulses
    6. Produce 1 clay
    7. Produce 2 poultry, trade 1 for tobacco
CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome000100-1 metal1 wine
Slavery, Mining, Heroics, Herding, Roads, 1 commander, 1 architect
Babylonia1100002 grain, 2 shellfish2 timber, 1 clay2 dyes, 1 tobacco
Farming, Law, Herding, Roads, 1 architect
Egypt0100211 poultry1 metal-
Herding, Theism, Mining
Olmec1010012 cattle, 2 poultry, 3 pulses2 clay1 fur, 1 spices, 1 tobacco
Farming, Herding, Sailing, 1 commander

Round 36-44

The game now develops more rapidly as all civilizations reach Age 2 in a civilization trait. The Romans use their roads to produce twice in a luxury area so that they can invest in Military 2. They also get Sailing as "public domain", since it has been discovered by 3 civilizations. The Babylonians continue their grand city plans by investing in Civics 2 and founding a metropolis. The Egyptians seek new land instead of their crowded one but also increase their production through a town and Cults (more commodities around Religion). The Olmecs continue their economy strategy with Economy 2 to trade more each round.

  • Romans:
    1. Produce metal
    2. Produce 2 poultry
    3. Produce wine
    4. Produce 2 cattle
    5. Produce metal
    6. Produce fur
    7. Produce fur
    8. Produce fish
    9. Get 1 fur from Olmecs, Revolution: Feed 8 tribes, grow 1 tribe, buy Military 2 (-2 fur, -1 wine), buy Civics (-1 wine), buy 1 commander (-1 timber), save 1 cattle, 1 metal, 1 fish
  • Babylonians:
    1. Produce 2 pulses
    2. Produce 1 timber
    3. Produce 1 tobacco
    4. Revolution: Feed 7 tribes, grow 1 tribe, buy Civics 2 (-2 dyes, -1 tobacco), buy artist (-1 timber), buy architect (-1 timber), save 1 timber, 1 pulses, 1 shellfish
    5. Found metropolis (Civics 0, Culture 0)
    6. Produce 2 pulses
    7. Produce 1 shellfish
    8. Produce 1 timber
    9. Get 1 dyes from Olmecs, move to new land
  • Egyptians:
    1. Produce 1 fish
    2. Produce 2 poultry
    3. Spread Religion (Religion 1)
    4. Produce 1 wine
    5. Produce 1 grain
    6. Move to new land
    7. Revolution: Feed 7 tribes, grow 1 tribe, buy Cults (-1 Metal, Religion 0), buy Sailing (-1 timber), save 1 poultry, 1 wine, 1 fur
    8. Found town
    9. Produce 2 metal
  • Olmecs:
    1. Produce 1 dyes
    2. Revolution: Feed 6 tribes, grow 1 tribe, buy 1 architect (-1 clay), buy Economy 2 (-1 dyes, -1 fur, -1 tobacco), save 1 cattle, 1 pulses, 1 poultry, 1 clay, 1 spices
    3. Found city (Civics 0, -1 architect)
    4. Produce 1 clay
    5. Produce 2 poultry, trade for 1 fur and 1 tobacco (Economy 0)
    6. Produce 1 dyes
    7. Produce 2 pulses
    8. Revolution: Feed 7 tribes, buy Civics 2 (-1 dyes to Babylonians, -1 tobacco), buy Military 1 (-1 fur to Romans), buy Roads (-1 clay), grow 1 tribe, save 1 spices
    9. Produce 2 cattle, 1 clay, 1 spices
CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome1002001 cattle1 metal, 1 timber1 fur
Slavery, Mining, Heroics, Roads, Sailing (free), 2 commanders, 1 architect
Babylonia2100006 pulses1 timber
Farming, Law, Herding (free), Sailing, Roads
Egypt1100211 poultry2 metal1 fur
Herding, Theism, Mining, Cults, Sailing
Olmec2021012 cattle, 1 pulses1 clay2 spices
Farming, Herding, Sailing, Roads

Round 45-53

The Romans attack the Babylonians but also found a town to consolidate their empire. Their aggressiveness triggers both the Babylonians and the Olmecs to invest in Military while continuing their exploration of new land. The still isolated Egyptians pursue their Culture/Religion strategy with level 2 in both as well as adding Monuments to their previously acquired Cults, hence getting both extra luxuries and extra commodities.

  • Romans:
    1. Attack and enslave Babylonian (Military 0, -1 commander), get commander, scientist, plunder 1 timber
    2. Produce 1 fur
    3. Produce 2 cattle
    4. Produce 2 cattle
    5. Produce 1 wine
    6. Found town (-1 architect)
    7. Produce 1 metal
    8. Produce 2 poultry
    9. Revolution: Feed 10 tribes, grow 1 tribe, buy Gunpowder (-2 metal, -1 clay), buy Science (-1 fur), buy Civics (-1 wine), save 1 dyes, 1 timber
  • Babylonians:
    1. Revolution: Feed 7 tribes, grow 1 tribe, buy Military 1 (-1 dyes to Romans), buy 1 commander (-1 timber), save 1 pulses
    2. Produce 1 dyes, 1 tobacco, 1 grain, spread Culture (-1 artist)
    3. Produce 2 pulses
    4. Move to new land
    5. Produce 1 sugar
    6. Feed 8 tribes, grow 1 tribe, buy 1 commander (-1 timber), buy Culture 2 (-1 sugar to Egyptians, Culture 1), buy Military 2 (-1 dyes to Romans, -1 tobacco, Culture 0)
    7. Get clay, fur from Olmecs, produce 1 dyes, 1 tobacco, 1 timber, 1 grain, (Civics 0, Culture 0)
    8. Produce 2 pulses
    9. Produce 1 shellfish
  • Egyptians:
    1. Produce 1 fish
    2. Produce 2 poultry
    3. Produce 1 clay
    4. Produce 1 tobacco
    5. Produce 1 shellfish
    6. Get 1 sugar from Babylonians, Revolution: Feed 8 tribes, grow 1 tribe, buy Culture 2 (-1 wine, -1 tobacco, Culture 0), buy Monuments (-1 metal, Religion 0), buy Art (-1 clay, -1 Religion), save 1 fur, 1 metal, 1 wine, get Roads free
    7. Produce 2 metal
    8. Spread Culture
    9. Produce 1 wine, 1 grain
  • Olmecs:
    1. Produce 1 clay
    2. Produce 2 poultry, trade for 1 tobacco, 1 fur
    3. Produce 1 dyes
    4. Produce 2 pulses
    5. Move to new land
    6. Revolution: Feed 8 tribes, grow 1 tribe, buy Law (-1 clay to Babylonians), Civics 2 (-1 fur, -1 tobacco to Babylonians), buy 1 commander (-1 dyes), buy 1 architect (-1 spices), save 1 spices
    7. Found city (Civics 0)
    8. Produce 2 poultry, trade for 1 tobacco, 1 fur
    9. Produce 1 clay
CivilizationCivicsCultureEconomyMilitaryReligionScienceFoodCommoditiesLuxuries
Rome1002001 cattle1 clay, 1 metal-
Slavery, Mining, Heroics, Roads, Sailing (free), 1 commander
Babylonia2102002 pulses, 1 shellfish1 clay, 1 timber1 dyes, 1 sugar, 1 tobacco
Farming, Law, Herdig (free), Sailing, Roads, Gunpowder
Egypt1200211 grain2 metal1 sugar, 1 wine
Herding, Theism, Mining, Cults, Sailing, Art, Monument, Roads
Olmec102201-1 clay1 fur, 1 spices, 1 tobacco
Farming, Herding, Sailing, Roads


The game was halted here and resumed with more resources at start and during game.

P&P (PDF, A4)

P&P (PDF, US Letter)



Annotated games

  • 4 players, version 0.3
  • 4 players, version 0.2
  • 4 players, version 0.1

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