PLAYERS:
Players require to provide their Starting Territory, a color for the Ownership flag, and if they're feeling fancy, the name of their capital or something.
The Starting Territory cannot be Desert or Mountains. At start of the game, every Starting Territory will get a randomly developed Tile available for local Terrain, that grants at least +1 Prosperity.
TURN ORDER:
Turn Order is sequential and determined randomly at start of an Era.
All Developments, Constructions, Trade Agreements and Colonizations 'clock in' at the end of the global Turn. Wars, however, are resolved at the end of the Attacking Player's turn.
REGIONS OF ANCIENT WORLD:
The map is comprised of several regions, each with several Territories (or, in case of Cyprus, just 1). The map can be found
>>HERE<<Some are just conveniently grouped territories for naming purposes, but several have special things going about them. Alphabetical listing:
Afghanistan: Only place to get Lapis Lazuli.
Anatolia: Only place to get Iron.
Arabia: Nothing special.
Armenia: Nothing special.
Cyprus: Has adjacency to S.Anatolia and N.Levant.
Egypt: Unique Major Monument (Pyramid).
Levant: Nothing special.
Libya: Nothing special.
Mesopotamia: Unique Major Monument (Ziggurat).
Nubia: Only place to get Emeralds, and Gold outside Hills/Mountains.
Parthia: Nothing special.
Persia: Nothing special.
COLONIZATION:
To colonize, the adjacent Territory must not be Owned by another Player, or have a Neutral City in it (you want Wars to get rid of these pesky guys).
Then, your Prosperity value must be higher the formula: 1 + (2*Territories you already Have). Colonization takes 3 Turns in Tribal Era and 2 Turns in City-State/Monumental Eras; you can Colonize only 1 Territory at once.
Example: You have 3 Territories and want to colonize another; 2 Territories produce Wheat and one of them produces Barley. Your Prosperity Value is thus 8, which is higher than (1+(2*3), meaning you can happily colonize the 4th Territory.
DEVELOPMENT:
If you have any (undeveloped) tiles in your Territories, you should consider Developing them. Depending on the Era, you can develop 1, 2 or 3 Tiles per Turn. You just need to specify the Territory(-ies) and amount of Tiles you want to develop.
During Tribal Era, the Resources you will get from Developing a Tile will be random; during City-State and Monumental Eras, you can specify which Resource you want to produce on any given Tile.
Each Resource can occur in a Territory only once; if you already have Barley Tile on your Riverplains, you cannot Develop another Barley tile there. Furthermore, Tin and Copper cannot exist in the same Territory.
TRADING:
You can 'trade' Resources on 1:1 basis; this does not remove the Resource but rather allows your Trading Partner to benefit from the Resource's bonus when waging Wars, constructing Monuments or Colonizing new Territories. A Resource that you obtain via Trade is NOT included to End-of-Era scoring, however!
You need to either be adjacent to your new Trading Partner, OR share access to the same Sea as them.
Example: You're a NE Nubian Player who has plenty of Emeralds but you want that delicious Copper an SW Arabian Player across the Red Sea is mining. Therefore, you set up a Trade with them; they get +2 Culture and +4 Wealth for the Palace they're building, while you finally get that juicy +2 Military bonus you need to kick the ass of that rude Egyptian player above you.
WARS AND MILITARY MODIFIERS:
Wars occur when one Player covets the rich lands of another Player. To facilitate War (once per Turn), at least 1 Territory you own must be adjacent to the Territory you want to grab.
When War is called, the amount of Combat (d6) Dice (determined by the Era) is rolled and your highest Military bonus is added to each roll.
This sum is then weighted against the rolls of the Defender:
*If the difference in favor of the Attacker is 3 or less, nothing happens.
*If the difference in favor of the Attacker is between 4 and 8, one random Resource Tile from targeted Territory becomes (undeveloped).
*If the difference in favor of the Attacker is 9 or higher, the target Territory becomes their!
The modifiers to rolls can be gained from Resources: Elephants, Lumber, Tin (+1), Copper (+2) or Iron (+4).
However, if you have access to both Copper AND Tin, the Tin's Military bonus becomes +3, simulating Bronze weaponry.
CONSTRUCTION:
You can construct only one Monument at once per Category (1 Minor, 1 Major), and they cannot be built in the same Territory. Once you choose which Monument to build, you can assign Territories that will support its Construction (the Territory where you are building the Monument always supports).
At start of every Turn, every Territory that support the Construction contibute their Culture and Wealth-providing Tiles to the construction. Once you fill both required Culture and Wealth ratings, the Monument is completed and you can start building another one.
Example: You decide to build a Tomb. You have 3 Territories; all 3 produce Sandstone (+2 Culture), one also Produces Limestone (+3 Culture) and another, Turquoises (+2 Culture and +2 Wealth) and Copper (+2 Wealth).
You assign all 3 Territories to contribute to Tomb construction; this means that at start of next Turn, the Tomb will gain +11 Culture and +4 Wealth. This fills Tomb quotas to 11/20 Culture and 4/10 Wealth.
MINOR MONUMENTS:
Palace: 10 Culture, 20 Wealth
Temple: 15 Culture, 15 Wealth
Tomb: 20 Culture, 10 Wealth
MAJOR MONUMENTS:
Opulent Tomb ('Pyramid' if Egyptian): 50 Culture, 30 Wealth
Temple Complex ('Ziggurat' if Mesopotamian): 40 Culture, 40 Wealth