They are then placed on cards to note the type of points (food, resource, science, culture, etc.) that unit of population generates. Workers are generated through the production of food. Population, food management, and happiness are also key concepts. Despotism provides 4 civil and 2 military actions Managing Your Workforce Your government type determines how many of each action you have available to you on your turn. If they don’t, the corruption mechanics of greed and avarice kick in which will bleed away those precious resources to the black market. Players also need to be aware of effectively spending resource points they have generated. A primary goal throughout the game is to create an engine that generates these points faster than your opponents. There are three main types of points that can be used to pay for things in the game: food, resources, and science. In order to play a card, the cost is paid by spending either a requisite civil or military action and the appropriate point cost on the card. Players also have two pools that determine the number of actions they can take in a turn: civil and military. Certain events grant points at the end of the game, so managing the event deck becomes a priority for final scoring. There is also an event deck which will fire during the Political Phase when players introduce new events into the flow of history. Civil cards represent concepts like technology, units, wonders, or leaders while military cards contain things like war, aggressions, colonization, and unit tactics. Players move through the phases noted above, back and forth, until all the Age decks are depleted.Ĭards are divided into two categories: civil and military. These cards serve as a timer, and as each Age’s deck is depleted, the next Age begins. ![]() In the middle of the playing area is a line of cards, each with a symbol of the related Age. Score culture, produce food/resources/science for the next round, try not to starve. ![]()
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