Deities in Civilization

A variant by Chris

Choose a chief deity which your civilization worships at the beginning of each Civilization game. List of suggested gods/goddesses and their powers:

Cities: Cities founded on city spaces require only five people to found. Cities founded on non-city spaces require only 10 people to found. When a city is reduced, however, you get seven people from it. Additionally, it requires eight people to attack one of your cities.

Fertility: Begin the game as if you had Agriculture. You may purchase agriculture later, although for you the effects are improved. You may now have two more people in each space than normally allowed.

Fortune: At the end of the trading sequence, when calamities are resolved, you may roll 1d6 for each calamity you have. On a 5 the calamity has only half the normal affect (the effects of Treachery cannot be reduced in this way). On a 6 you are not affected by the calamity at all.

Justice: Whenever another player trades you a calamity you may roll 1d6. On a 5 the calamity affects both you and the player you gave you the calamity at half the normal affect (the effects of Treachery cannot be reduced in this way). On a 6 you may immediately return the calamity to the player who traded it to you. You may use this ability at any time before the end of trading. Additionally, once you have made a treaty with another player they must give you two instead of one turns notice of their intentions if they want to break the treaty. You cannot break treaties you have made with other players.

Ocean: Begin the game as if you had Cloth Making and Navigation. You maynot purchase these technological advancements later.

Peace: You may not attack or be attacked by another player although you are still subject to the affects of barbarian hordes and civil war. You may attack cities which you have lost due to Treachery, Civil War, or Piracy. You may not attack cities other players have lost to these calamities.

Trickery: You may trade any calamity card, including non-tradable calamities. Additionally, you are never affected by Treachery and if another player with whom you have traded this turn is the victim of Treachery you gain the betrayed city even if another player traded him the Treachery calamity.

War: Begin the game as if you had Military. You may purchase military later, although for you the effects are improved. The effects of the civil disorder and civil war calamities are no longer aggravated because of military once you have purchased it a second time.

Wealth: Begin the game as if you had Coinage. You may purchase coinage later, although for you the effects are improved. You may set your tax rate as low as 1/2 for each city and boat (calculate for the whole of your empire) or as high as four for cities and three for boats.

Wisdom: Choose three areas of technology at the beginning of the game. You always have 20 extra points to spend when buying technology from these fields. You must choose three different fields of study.

Happy Gaming!


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