![]() ![]() The requirements are that someone else produces the necessary goods and you have sufficient trade goods to carry out the trade. I mentioned that you can trade, which is the way you can get the resources you are missing to make an upgrade or add a new tile. Of course this means that you have fewer low grade workers and they may be needed to produce some lower grade raw materials. Rather than add more population cubes you can upgrade the worker cubes by producing the necessary requirements shown on the spaces between the different worker types. So adding more cards is good as you have new ways to increase your game end position, but delays you from controlling when that game end will take place. But they are a double edged sword: the game end is triggered only when a player plays their last population card and one complete round is played after the current one concludes. The population cards become personal targets to achieve earning influence (victory) points. Adding workers causes each player to add a population card to your hand of cards as you start with some to begin with. Many of these options will require more workers and these can be recruited providing you supply the correct inputs.Īs you build better industries these require more skilled workers so you will have to upgrade your workers or add more workers of the right type in order to work on these new industries. You can create new industries that produce different outputs you can increase the number of ships available that help with trade and exploration you can add more locations (called exploring) that provide more places where you can build more industries. ![]() This can be achieved in a number of ways. So the basic principles are to allocate your workers to tiles to produce goods that advance your situation. There is no storage of spare resources, so you need to produce the goods you want for immediate use. Similarly important is that there are only 2 spots for workers to become engaged on a tile and the production is used this turn or lost. The combination of the right workers on a tile produces resources and this is a fundamental concept in the game. There’s a shared development board that shows the tiles that can be claimed by players, providing they meet the criteria for acquiring that tile, which will usually be resources produced from existing tiles on their personal boards. Initially players receive a small number of the three lowest types of worker, but they’re all ready to go. The workers come in five different colours representing different skill levels with the higher ones required to work on better tiles. This is clearly presented on each tile, so you quickly learn the format and easily scan tiles for the required inputs and outputs. Each industry tile shows what resources it needs and produces, as well as the colour of the worker required to do so. Their board shows some preprinted industries as well as space for new tiles. Martin Wallace has produced many development games involving trading, resources and maps, so it’s perhaps not too surprising that he turned his mind to a game with production chains based on the PC game from some years ago.Įach player receives their own personal board for the development of different construction industries, as well as a bunch of workers (coloured cubes) that start in their own district.
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