3. 3.1 Resource System
- [[Technology Points]] (TP)
- [[Culture Points]] (CP)
- [[Reality Points]] (RP)
4. 6.1 Resource Generation
Base Generation (Start of Turn):
- Technology Points: 2
- Culture Points: 1
- Reality Points: 0
- Influence Points: Per advisors
Additional Sources:
- Card effects
- Advisor abilities
- Wonder effects
- Evolution bonuses
5. 6.2 Resource Conversion
Standard Rates:
2 TP ↔ 1 CP
3 TP ↔ 1 RP
2 CP ↔ 1 RP
Enhanced Rates (With Effects):
1 TP ↔ 1 CP
2 TP ↔ 1 RP
1 CP ↔ 1 RP
Conversion Rules:
- Once per turn free conversion
- Additional conversions cost 1 action
- Cannot convert during crisis
- Maximum conversion limit per turn
6. 6.3 Resource Storage
Maximum Storage Limits:
- Technology Points: 10
- Culture Points: 8
- Reality Points: 6
- Influence Points: Advisor total
Storage Rules:
- Check limits at end of turn
- Excess resources are lost
- Cannot generate if at max
- Storage can be modified by effects
7. 3.2 Turn Structure
- [[Phases]]
- [[Actions]]
- [[Timing]]
8. 3.3 Card Types
- [[Technology Cards]]
- [[Culture Cards]]
- [[Reality Cards]]
- [[Event Cards]]
9. 3.4 Victory Conditions
- [[Technology Victory]]
- [[Cultural Victory]]
- [[Reality Victory]]