Why pursue change when old ways still bear fruit? Let other rulers chase illusions of progress while your subjects toil as they always have. Yet history remembers many whose such shortsightedness became their downfall.
Technologies are cards that provide bonuses and advance your civilization. Each technology card contains:
- Name
- Description
- Picture
- Class
- Type
- Cost
- Age
Technology Classes:
Technologies belong to one of four classes, shown by the icon in the top left corner:
•
Economic - Trade, production, and resource management
•
Military - Combat, conquest, and defense
•
Cultural - Religion, relics and Glory
•
Science - Knowledge, innovation, and discovery
Technology Types:
The icon in the left margin indicates when the technology can be used:
•
Instant - Activates once immediately after research
•
Permanent - Always active when conditions are met
•
Recurrent - Can be activated once per round (place an activation cube when used). A number in the icon indicates multiple uses per round
Technology Grid:
The technology grid is a rectangular area in the play zone where technology cards are placed face up and are available for research. The grid is sized 3×4 in games with 2–3 players, or 4×4 in games with 4 players.
When you research a technology, take the chosen card from the technology grid. Count how many spaces you need to move from your current position on the grid to reach the chosen card's location. Place that many action cubes on the now-empty spot, then move all your action cubes from your previous position to this new location.
Pay the goods listed on the chosen technology card and place it face up in your player zone. The technology is now researched and its effects are available immediately.
First Research: If this is your first research and you have no cubes on the technology grid yet, count the movement from any edge of the grid. Since the grid is 4×4, any technology on the edge costs 1 action cube to research (you enter directly onto that spot), while any technology in the center of the grid costs 2 action cubes.
Movement Rules: When counting spaces between positions, you move orthogonally (horizontally and vertically only). Moving diagonally counts as two steps - one horizontal and one vertical movement.
Single Position: You can only occupy one position on the technology grid at a time. When you research a new technology, you always move all your action cubes from your current position to the newly emptied spot, which becomes your starting point for future research.
Government Discount: Technology cards may display government symbols with -1 next to them (such as -1

, -1

, -1

). If you have the matching government, you receive a discount -1
resource or -1
product of your choice when paying for this technology.
Albert would like to research TWO-HANDED SAW technology. He has researched this round already, and his action cube is two spaces away from the chosen technology card.
If another player researched a technology that's important to you, you can borrow it.
Pay +2
in addition to the normal price of this technology (to the bank), ignoring the government discount (if any).
Put your action
on this technology card and it becomes an affiliation
.
From now on this technology belongs to you as well. It counts as your "borrowed" technology, as opposed to "researched" technologies in game terminology.
At the end of the round you will replenish your action cubes, so your cube placed on the borrowed technology is not lost.
No permission: You don't need another player's consent to borrow their technology.
Activation: If the borrowed technology requires activation to be used, then put the activation cube next to your affiliation cube. This way you know which player has activated it this round.
Repeat: In your turn, while choosing the research as your main action, you can research / borrow several times, spending the required action cubes each time.
Laura activates it immediately - puts an activation cube next to her green cube and moves her products between her warehouses.