Small Cities variant rules for Advanced Civilization

Since the city tokens should be interpreted as meaning large cities, or concentrations of cities, rather than individual settlements, it should be possible to create smaller urban communities. This rule refects this. It is not recommended that this rule be combined with city variants that allow Population tokens and City tokens to coexist in the same space.

1. Build Cities Phase: Rather than removing six tokens (or twelve) to create a city token, each player may instead turn tokens over to represent that they are now Towns. On a city square, one Population token may be turned into a Town token; on a non-city square, two Population tokens may be turned over to make one Town token; the other token is removed.

If there are six or more Town tokens on a space during this phase (including ones that were just built) they must be removed to the stock and replaced with a City token.

Architecture allows the player to use tokens from his treasury to add to the size of his Towns; each time a Town token is created, and additional Town token may be created using an equal number of Treasury tokens. No more than three Town tokens may be created through the use of Architecture, and no more than one City token may be placed on the board per turn that is in a space where Architecture was used.

2. Remove Surplus Population: Town and Population tokens may coexist with one another in the same space. If they do, the total number of tokens may not exceed the population limit. If they do, remove Population tokens until the total number of tokens is within the population limit or no Population tokens remain. If the number of Town tokens exceeds the population limit, they are not removed, but must be supported (see below). However, Town tokens and City tokens may not coexist unless the Capital cities variant is used; if the two exist in a non-capital space, the excess Town tokens are removed. Also, no more than five Town Tokens may exist in one space at any time (except during combat), again unless the Capital variant is used.

3. City Support: Each two Town tokens that exceed the local population maximum (which need not be on the same space), must be supported agriculturally by one Population token somewhere on the board. Divide the number of unsupported Town tokens by two and round up to get the number of supporting units necessary. City tokens are supported normally.

4. Acquire Trade Cards: One trade card is drawn per City token and one trade card is drawn per six (round down) Town tokens. Unless the Imperial variant is played, no more than nine cards may be drawn in this manner per player per turn.

5. Calamities: Town tokens may be removed from the board in the same manner as Population tokens during the Calamity phase. When a city must be reduced, the Player must turn a total of five Town tokens into Population tokens; he may, in order to do this, remove a city token from the board and replace it with five Town tokens.

6. Population Expansion: Town tokens do not contribute to Population expansion (unless option 1 of the cities rules is being used, above; then add 1 Population token to any space containing towns, but no more than one, unless Population tokens are also present at the start of the phase). Since they are not removed to the stock, too many Town tokens on the board can become a serious problem.

7. Taxation: For every three Town tokens on the board (rounded up), a unit in the stock must be turned over and placed in the treasury. Coinage allows the player to choose if the tax rate will be: one for every three towns, one for every two Towns, or one for every four Towns. The tax rates for City tokens is unchanged. The tax rates for Towns and Cities must correspond; if the high charge is levied against Towns, it must also be levied against cities, and vice versa.

8. Census: Town tokens do not affect the census (unless option 1 of the cities rules is being used, above; then add 1 to the census for any space containing towns, regardless of how many towns are in that space).

9. Movement: Town tokens may not move.

10. Conflict: Town tokens affect battle the same way that Population tokens do; the player taking losses may decide whether to remove Population tokens or Town tokens if both are involved in the same battle. If a city Token is attacked, it is turned into six Town tokens (or as many tokens remain in the stock if less than six) regardless of how many tokens attacked the City; if six remain after the battle then the City token may be returned and the Town tokens returned to the stock.

If a defending player has Engineering, then a City token may be turned into seven Town tokens, while if the attacker posesses Engineering, the City is turned into five Town tokens. Should both players posess Engineering, the effect is as if neither had it.

11. Plunder: For each Town token that is destroyed, up to three per space, the attacking player may turn over one of the tokens in his stock to his treasury. If more than three Town tokens are removed, and the attacker retains tokens in the space after combat, then the attacker also draws a Trade Card at random from the defender's hand. If less than the correct anount of Town tokens were placed on the map in place of the defending City because the defender did not have adequate tokens in his stock, the tokens that are thus forfeited count as casualties when calculating how many tokens were lost by the defender.