When you gain science, they come in five different types, and science is like a currency you can accumulate. Every round you spend science to buy a new card in one of the five tech types. Cards have different grades, with the higher grade cards costing more science. Your nation will get stronger and stronger as you acquire better and better cards.
With the resources you gain, you can do all sorts of things. Each resource type is for one specific purpose, and it’s a matter of generating enough to do what you plan to do. There are specific resources for recruiting leaders, building wonders, developing military strength and advancing in philosophy. All of these give you benefits in different ways.
What makes the game interesting for me is the core card mechanism. You must prioritise between resources and science you want to generate, and you are constantly thinking about which card you will abandon, and which card you will buy. This is a relentless march of time. The rest of the game is just okay for me. They are there to flesh out this central mechanism. They work, but they are nothing to write home about. Competition between players is indirect. You do compare military strength, and you compete for the same pool of leaders and wonders. However you are mostly managing your own nation. You don’t compete to buy cards. There are enough to go around. This is a decent package if you like civilisation themed games.
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