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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]]