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Production Cities

New Trade Card Rules for Advanced Civilization


These rules simulate the fact that various commodities are produced specifically in certain regions and not in others, and limits the cards that may be traded in by a player based on where his cities are.

Option 1: Production Cities

An alternative to the Trade Cities variant, but one which will generally slow the game rather than speed it up; it will also create a little more conflict over valuable commodity centres.

Each city space has a commodity associated with it. For a player to cash in any trade cards of a given commodity, he or she must control a city representing that commodity. Should a player posess more than one city of a given commodity, then he gets a bonus in that commodity as in the Trade Cities variant. See the table below for specifics.

Option 2: Production Spaces

As option 1, but you may also wish to assign commodities to non-city spaces. This will allow players who build cities on non-city spaces to use those cities for selling commodities. I do not recommend using both alternate options 3 and 4. Use the table below; the first column of each commodity represents cities, the second column of each commodity represents spaces. Names in Italics represent areas from the expansion maps, and places with an asterisk are to be used only if the Eastern extension map is not used, while names in brackets represent areas on the main board whose value is changed if the Eastern map is used.

Production Cities
Option 1Option 2Option 1Option 2
GoldIvory
AntiochCappadociaCarthageTripolitania
BuhanDalmatiaGandaharaNubia
NishapurLusitaniaEast Mauretania
MaimanaGedrosia
GemsDye
NinevehCampaniaTyreIonia
TheraEastern DesertTashkentSabrata
SamarkandRhaetiaBaleares
RegistanBahrain
SpicesResin
SusaSyriaByzantiumArabia
PetraJaloMarlCaucausus
KnossusKubanBukharaTunisia
PersepolisBaeticaPyrenees
OmanMakran
BronzeSilver
RomeSinaiSardiniaLemnos
SalamisVanGordiumPaeonia
CarrhaeLeser ArmeniaNew CarthageCilicia
CordubaLundiniumTerraconensis
KhazariaSagartia
ClothWine
AlexndriaRubiconCorinthEtruria
DamascusEpirusRhodesLesbos
SpartaAssyriaJerusalemCrimea
TarentumLyciaNarboBithnyia
EbususIberusAquitania
Hindu KushKhwarizm
GrainOil
TyrasScythiaNeapolisSiwa
PalermoThraceCyreneDelphi
PhaestosCaraliaAleppoMilazzo
FayumMesopotamiaAthensPhoenicia
BabylonSumeriaMassaliaCyprus
CirtaBelgicaWest Mauretania
TransoxianaQatar
SaltTimber
TripoliDaciaSidonCorsica
SyracusePannoniaThessalonikaPhrygia
MoesiaSaharaMiletusElam*
UrNalchikKaneshGalatia
JerichoNumidiaBactraThessaly
MervUpper GermanyBritannia
Ust-UrtAria
Arachosia
IronPapyrus
AnkaraCisalpinaMemphisBabylonia
ArgosIllyricumTanisPtolemais
TroySudetenThebesWestern Desert
IthacaSamnium(Charax)Cyrenaica
HeratMediaUpper Egypt
HispaniaNew Africa
Al-HasaAndizhan
HidesOchre
AppoloniaGermanySinopeLibya
ChalcisDanubeEretriaGaza
SardesParthiaCharax*Chalcia
EcbatanaMikopThapsusMidian
MacedoniaArmenia
RhineGaul
Lower GermanyLugdunensis
KhivaKarakum

Option 3:
As option 1, but you may wish to allow players to cash in level 1 commodities (Hides & Ochre) without requiring them to control such a city associated with that commodity. In this case, Ochre and Hides cities have the effect of Trade cities in the Trade Cities variant but are not required to use those commodities. Also, modify the city list as follows:

Hides:AppolloniaOchre:Sinope
(Ecbatana)Eretria
Iron:ThapsusPapyrus:Charax
Salt:SardesTimber:Chalcis