Dominations Extended Playthrough
welcome back to the junkets games playthrough for dominations at this point we have played through the first few turns of the game in a tutorial video so if you missed that then you can find a link for it down below in the description or you can click the I up there in the top corner now as always I'd like to ask that you please turn on the klingon subtitles this is a pretty big playthrough and odds are very good that I've made some mistakes as we play through the rest of the game so that will let me put corrections on the screen as they pop up into that will make this as accurate a playthrough as possible alright let's jump back into it at this point it's now time for the white player to take their second turn in the first age of the game now they of course start off with a growth phase and they have decided to place in this tile down just like that this means they will generate one craftsman knowledge as well as one two three four government knowledge they will get a fifth government knowledge from this camp spot and the grey player will also get a government knowledge even though it's not their turn because of their single level city adjacent to where this tile was placed so let's start with gray and that means they now have to government and then white takes the single craftsmanship and five government now that their growth phase is done they can build and they've decided to build a single level city right here onto this red camp now that means they have to spend it normally three of the government influence but remember they have this traders at mastery card which lets them spend one less every time they build so that means they only have to spend at two government to build that city this means they will go down to three and since this is our first level one government city that is going to boost their reserve limit up to ten the last thing they do is gain another influence so that's gonna bring them up to two well they are now done building so now they can develop if they want to and they do have a theory of the government knowledge that means they could develop any of these cards and they decided this is something they want to do after considering all of these options and they are going to go with this military doctrine that says at the start of their turn they are going to gain one of the government knowledge and that is of course going to cost them three government knowledge which brings them down to zero after that they have to add this down into their civilization tree and they've decided to put it right up here with development over that means the white Celtic player is done so now the gray Japanese player can take their turn so they can start off with our growth phase and they've decided to place this tile down with this they have decided to create the first locus of the game and that means they are going to get 1 2 3 4 of the yellow trade knowledge they will get a single craftsman knowledge as well as to government Plus this city is a level 1 on the government camp so that is going to give them one more government knowledge and then unfortunately the white player even though it's not their turn will get one government knowledge and a single religion knowledge as well well let's track white first and that means they have two religion and one government knowledge next up gray will gain 4 of the trade knowledge 3 of the government knowledge as well as one craftsman now that they are done growing it's time for them to build and if they've decided to construct a new city and it's going to be in the trade camp that means they have to spend it three of the trade knowledge and then they can add this down right over here after that they gain a single influence and now it's time for them to potentially develop now remember they have this artisans master card which says that when they develop they spend one less knowledge and with this they are going to spend five of their government knowledge and that lets them build any one of these six value master cards now these are more powerful than the three cost ones and the one they've decided to go with is theocracy now this says that in the future they spend too less and knowledge whenever they build or upgrade any of their cities now if we look down to their objectives we can see that one of them involves having a single level three city now normally it would cost nine of the associated knowledge to make that happen so this will make that seven and a lot easier to pull off now with this they are going to add it over here into their civilization tree and with that they are done with their turn this means all three of us have taken our second turn of Age one which means it's now time for the third turn to happen and that means we can go so let's go ahead and start with our growth phase and I have to admit I don't like it just how many knowledge our opponents have been giving back and forth to each other as they grow down here we've been kind of up here by ourselves and we did generate a decent amount of victory points for this Monument but yeah it would be nice to also get some free knowledge either way we now have to place down one of these five tiles although before we do that we actually have to activate navigation that says at the start of your turn we gain one of the science knowledge so that brings us up to two and we also want to keep in mind that missile law says that we will gain one extra government every time we get to within a turn now unfortunately when we look out to our options I just don't see a great way for us to actually utilize that extra government that we can make if we made at least two of the government knowledge we could match down over here or over here with some of the numerous red icons that we have but that would give our opponents knowledge which we don't like and we could match over here or there with this white color right there that can count as any knowledge that we want and that plus one of these Reds would be two however I think the low-hanging fruit currently is this spot right over here the person who places a city on this location it gets seven bonus points and the fact that neither of our opponents took advantage of that on their turns means I think we should probably do that now that does mean we are once again and growing away from our opponents instead of towards them but I still think this is a good idea so on the spot there is the blue and green icons now I think we should build a blue city which means it's one of these two and this is the only one that has blue on the outside which means I think it's the better pick for us so let's put it right down over here and that will generate one two three four of the blue arts knowledge because of course we get a concentration bonus and then we also get one trade knowledge and one science knowledge so that science will bring us to three the trade will bring us to one and the four arts will bring us up to four now that we've placed this tile down we should definitely construct a Sydney on there to get those seven points if we didn't do that then it is a certainty that one of our opponents would do that before our next return so that means we have to spend three of our blue knowledge which brings us down to one we can then take a new city and add it right on top of the spot and that will give us one influence next up we get seven more points and our opponents are starting to maybe regret not trying to capitalize on this opening on their turns so we will go from 12 up to 19 all right that's finished out this build and we have set it up so that one of our opponents could go over here to make a Lukas but if they do that then we will generate some extra knowledge from that so I am pretty happy with how this worked out I think with building done we now have the option of developing and we do currently have a three of these science knowledge that means we could develop any one of these of course we cannot do navigation again because you can never have two of the same mastery card in your civilization tree this means we have three other options that would be mathematics which lets us get an extra science every time we produced you in a turn the calendar says every time we make one of the green nodes in our civilization tree we gain it to science and the last one is sages which says you immediately gain 3 of any type of knowledge of your choice once from all these options I think let's go with calendar and we should choose at this one here now that is going to cost us our three science which brings us down to zero and then we can slide this right over here so we have just created it two of these green notes now this calendar says we get two signs every time we created a single green node so that is two plus two or four more science that we get just for placing this down so that's going to bump us all the way back up to four and in the future when we create more of the green nodes we will continue to get more science knowledge also if we upgrade it that will give us four science knowledge instead of two every time we make it a node so that is certainly a good option as well all right I think we are done with our turn which means it's now time for the white Celtic player to go well the first thing that happens is their military doctrine is going to give them one government knowledge at the start of their turn and it's now time for them to grow and the tile that you're gonna place is this one after looking over their options they're gonna place this right over here and that is going to create one craftsman knowledge as well as one two three of the science knowledge they will then get one purple religion knowledge and then one knowledge of their choice so this will bring them up to two craftsmen three science three of the religion and then they can choose it one more in this case they've decided to take another religion and now they can build now remember they spend one and less knowledge to create a new city and that is what they've decided to do on this turn and they're gonna place this down onto a craftsman camp so instead of it spending three they can spend two which lets them place this right over here and that will immediately generate them three victory points for building adjacent to that of the monument this means they have three points total and of course that city also gives them one more influence now that they're done building it's time for them to develop if they want to and they have decided to create one of these level three religion mastery carts now in particular they're going to go with religious ceremonies so that is going to cost them three bringing them down to one and then they can add this right over here into their civilization tree as you can see that matched up with both of these over here which makes this a legal placement and it says that at the start of their turns they now gain one religion in addition of course to the one government that this military doctrine gives that all right it looks like they're now done with their turn which means the gray Japanese player can go so they can start off with growth and it does not look like they have any start of turn effects over here with this tile they've decided to add right over here and that way they will get to a single trade knowledge they will get one to three of the government knowledge because of the concentration bonus they will also get a science knowledge and a cashman knowledge and one more government because of their single level city on that government camp so that is one craftsman one science one trade and for government after that growth phase they can now build and instead of constructing a city they have decided to contribute to a monument now before they do that they're gonna use their fire mastery free action that lets them spend two of any one time into one of another on this case they are going to get rid of two craftsmen and that will give them a single government which means they are at five government knowledge total and that's going to be just enough for them to contribute to the first card for the forum so that means they can spend in there five government which will bring them down to zero next up they can place the forum monument out onto a locus on the board and then every player with a government City adjacent to it will get five points per adjacent city so they're gonna put this right over here onto that locus and now it looks like the grey player has a government City and so does the white player so each of them will get five at victory points this means white is going to go up to eight and a grey goes up to five and then after that the grey player will get five points for this contribution card so that means they have jumped up to ten points lastly they can add this card out into their civilization tree and it says that they can immediately gain government knowledge equal to their current reserve limit well the current limit is 10 so that means they will immediately jump all the way up to 10 and then they've decided to add this right over here to create another red notice well they are now done building so it's now time for them to develop if they want to and they do get a discount of 1 whenever they develop a new mastery card now they currently have a 10 government knowledge over here and that means they have enough to complete one of these at 9 cost cards now in particular this one has a requirement or they also have to have a 3 cost craftsman card which they do this one is also an option because it requires them having a 6 cost government which they do and then this one also has that same requirement now this one that says they would immediately gain influence equal to the number of cities they control but right now they only have 2 cities so they think this is better played later on in the game the same thing is gonna go for this administration which lets them immediately upgrade a city that they control for free well currently that would just go to a 2 which isn't amazing so they have decided to play urbanism now it does have that requirement to which they match and it says at the end of each age they will gain one point for every single city that they control now with this age isn't done yet but they do like the idea of completing this one before the end of the first age so then you're going to go ahead and to do that now now this would normally cost them nine government influence but they have a discount of one so that will only cost 8 which brings them down to 2 next ups they can add one of these 4 into their civilization tree and they've decided to go with this one and they'll put it right over here to match up with that red notice all right the great player is done with their turn which means all players have taken 3 turns in this age so we can now move on to the 4th turn as you can see this is the second to last turn before the end of the age and now we get to go now the first thing that happens is our navigation is going to give us one science which brings us up to five and we want to keep in mind that whenever we create these green notices we get two more science and if we make two government on our turn we produce one additional government and that happens every time we produce two government on a turn so if we produce four six or more government that will gain us even more bonus so let's start off with our growth phase and I feel like we should probably put a tile right over here that will activate this notice and it will give us a bonus as well as our opponents but in particular this will give us at least three of these science knowledge and that will be enough for us to contribute to the illustrious university again which would let us max out our science knowledge to do something relatively similar to what so the great player just did on their turn you know that would let us get down a really powerful science mastery card so with that in mind let's put one of these down and in particular I think this is gonna be a good one for us actually I changed my mind we might want to place this one up here on a future turn if that spot is still available and then you use that blue camp to put a city down so instead let's just put this one down over here we are planning on doing a monument action and not one of these city building actions so I don't mind putting this down over here where I don't plan to go because that is not particularly close to our other cities remember one of our goals involves having eight of our cities in a contiguous group and so far we're not doing a very good job of that because these are not connected either way we can now generate our knowledge and it looks like that is going to get us one of the purple knowledge we will then get one to three of the government to science and one of the blue arts we will also get to another science from this level one city and the white player will get a single craftsman from that level one city so let's take care of white first and now let's take care of our knowledge so we are gonna get three science which brings us up to eight we will also get one arts and one religion and then we get one to three of the government and since we made a divisor of two this law will activate giving us another one of the government knowledge all right it's now time for the build phase and I think I've actually changed my mind with what we want to do now I mentioned contributing to the illustrious university monument that way to max out our science and then we could build a one of the nine cost mastery cards but I think instead what we should do is wait a little bit and spend this build of a is upgrading one of our cities now in particular let's upgrade this green city and remember when you upgrade to the second level that is going to cost you six of the applicable knowledge and you gain to influence now influence is important it's worth points and if we have the most then we also get an assimilation bonus and that is going to increase our limit for the science which means on the next turn if we pull this off we will generate even more from the bonus now looking at our opponents I don't think either of them are likely to take this out from under us before our next return so let's play a little bit slower and to do the upgrade this turn now as I said we only have the resources to upgrade this science city which is unfortunate that's because this one has already been fully activated from its adjacency bonuses and you of course get the bonus equal to the height of the city so I would love to upgrade a level to over here but that's not really the option available to us so I think we're just going to go with this now on top of all of this we also have this objective to have three elevated level two cities out here by the end of the game so I think this is certainly a good option for the turn so let's go ahead and spend six of our science we can then take one of these tokens and stack it right on top and then we generate to influence which will bring us up to four after that our reserve limit will head up here to 15 and now it's time for the development phase now we only have enough knowledge to create a government of mastery card although we do have enough knowledge to do a mastery card upgrade if we wanted to do that instead now upgrading one of these would be nice but I think let's just go ahead and create two this military doctrine card for three of our government at knowledge so that's going to bring us down to one and then we can add this right over here now that's going to match up with that purple notice and it's now going to give us one government at the start of each turn all right we are now done with our turn this means the white kilt eclair can go and at the start of their turn and they get one government and they also get one religion knowledge now before they take any more steps on their turn I just realized that on their last turn they created a craftsman level one city and that should have increased their craftsmanship knowledge up to the tenth spot so that is now fixed and now the white player can do their growth phase and they've decided to place this tile right over here now that is going to create a locus that is going to give them one two three four across some chip knowledge they'll get one science one government and one trade and then the great Japanese player will get one government knowledge because of their single level city on this government camp so gray now has three government knowledge total and the white player gets to gain for craftsmanship knowledge which will bring them up to five after that they get a science which brings them to four they also get a government which brings them to four and a trade which brings them to one so it's now time for their building phase and they have decided to spend all five of and their craftsmanship knowledge and this is exactly what they need to contribute to the first level of the Great Wall Monument so they spent there five and now they can add this down out onto the board and as you can see it must go adjacent to a craftsmanship city now at the moment this is the only craftsman City and as you can see it's only the edges of this wall that give bonus points so they've decided to place this right over here and it's worth noting that there are some of these colored icons on this side so more tiles can be placed but that side of the wall can never have tiles placed adjacent to it for the rest of the game I suppose it is a wall after all so that makes a semantic sense now when this gets placed the white player will immediately generate five victory points and if in the future anyone builds a city here they will also get five points so the white player will go up to thirteen and then this card will give them five more points which is going to bring them up to eighteen so they're just one point behind us and now as a bonus this says they immediately generate one influence so that means they've tied us with four on the influence track the final thing they have to do is add this into their civilization tree and they could add this right over here to match up with an orange node but that means that this orange node on the bottom will never match up because of course there is a black node over there now they want to complete seven of these orange nodes by the end of the game so instead of doing that they're gonna put this right over here to free up both of these to be matched up later on well their build phase is done so now they can develop if they want to and they've decided to spend three of their science and that lets them put out navigation which will give them one science at the start of each turn now they're gonna put this right over here so that will match up with their yellow notice and that has finished out their turn well it's now the green player's turn and before they do anything I just realized that he constructed a trade City on a previous turn which means their trade limit should be up here at ten sorry for missing that and now they can go ahead and grow well they have decided to place this tile down and with it they want to capitalize on this opportunity that the Great Wall has given them now they're gonna place this right over here and do they have two of the matching science icons so that's one two three science knowledge they get they will also get two ain't government knowledge as well as a blue art and orange craftsmanship knowledge so that three science will bring them up to four the craftsmanship will bring them up to one the art will bring them up to one and finally the government will bring them up to four at this point they can now build and they have decided to create a new city now normally this costs three of the applicable type but remember they have a theocracy which says their buildings cost too less to build or upgrade now before they finished this build action I just realized that theocracy and urbanism both give them victory points immediately when they develop them so they should have five plus three or eight more points right now well they were at ten so they should actually be at eighteen and the victory points are very close at the moment so let's come back to their turn and do they are gonna build this city onto that government client space which means they have to spend three minus two or just one government to make that happen after that they don't have to move it their limit up because they already had a level one government city built and this new city is going to give them one influence next up the great player is going to get five points from this adjacency bonus with the great wall which will bring them from eighteen up to twenty three well that's finished out their build phase so now they can develop and they are feeling really good about this turn because they are going to upgrade theocracy now this is going to cost them three government knowledge and they have exactly that they then flip this over and you'll notice it says four points on the backside now they get to gain and these points immediately and it says that for the rest of the game they now spend four or less to build or upgrade their cities so those four points will bring them up to 27 and at this point the rest of us are starting to get a little bit worried about the great players mastery cards those are obviously worth quite a bit of points and they also really help their engine out so I think we probably need to keep that in mind as we go into our next returns all right it's now time for us all to take our fifth and final turn of this first age and once again we get to go first well the first thing that happens is our military doctrine is going to give us one government and then our navigation is going to give us one science next up we can take our growth phase and the main thing that we want to do is contribute to this level of the illustrious University now that is gonna cost us six science and we already have three so we only need three more now if we wanted to get a lot of science we could complete at this locus I misspoke on our previous turn when I said we would not get any benefits for this upgrade as far as getting bonus knowledge for adjacent tile placements I of course forgot that there is a locus to be made over here so once any tile goes over here that will generate us to science right here now if we did it then we would get two three four plus potentially more and I don't think we actually need more than that so let's leave this open for a time when we might have a better use for getting lots of science so instead I think let's place this right over here this way we once again create another spot they could create a locus to score this so I was very wrong when I said we wouldn't get bonuses for it and now immediately we will get one government one art and we will also get one two three plus one or four science knowledge well this means we are at three government three art and seven of the science so one more than we technically needed and now for our build phase that lets contribute to this monument so that's going to cost us six out of our seven science knowledge and then it's going to give us six victory points so that means we will go from nineteen up to twenty-five next up we can add this card into our civilization tree and I think let's put it right over there now this says we immediately gain science knowledge equal to our current reserve limit which is fifteen which means we just made fourteen science well our build phase is done which means it's now time to develop as you can see we have 15 science available now it's worth noting that this is our final turn before the end of the age and once the age is over we will lose any of our remaining knowledge now the player with the most knowledge in each one of these six is going to buy it for the domain benefits and if we look at the green one it says inventor now that will be worth two points to the player who has the most access science and it says once during in the next age instead of placing down a new Lana tile you may reactivate a tile that is already in place now one thing we are keeping in mind is at the end of the game we would love to have three nine cost masteries from blue red or green as well as four of these six costs and that means we are pretty motivated to try and spend nine at the moment now the problem with that is these 9s have prerequisites and we haven't really been building towards them very well for instance this astronomy says you can ignore the prerequisites on master cards which would be nice but we would need a sixth cost green card already and we have not done that yet now the next option is chemistry this says at the end of each age you gained one victory point for every base mastery card and two points for every advanced mastery card in your civilization tree now this requires that you have a three cost red mastery card and we do so that means this is an option this next one is artificers and it requires a six cost Green which we don't have and if we did then this would immediately gain us one influence for every green node in our civilization tree obviously this is not an option for us right now and the one that I would really love to do is printing but it requires a orange craftsman three cost to card and we have not done that yet as you can see this lets you have a discount of two when you develop or upgrade for the rest of the game and if you flip it over it is a four reduction on developing and upgrading which is huge now unfortunately we just cannot do this right now so I think then the next age we will very likely try to get a three cost craftsmanship card out and then get the nine science together to try and get printing done as soon as possible maybe even on the second turn of the next age now another option that we have is we could spend six of our 15 science to get one of these six cost cards out now if we got a green card out that would unlock the pre-record it's for both of these options next time we get at nine of our science around which would certainly be nice overall so let's look at these options this one says you just start each age with five signs so if we did this one then we would start the next age with five science immediately which would certainly help us get up to nine to keep building out those really create nine costs science mastercards the next option right here says at the end of each age you get one point for every one of the green nodes that you have in your civilization tree and we currently have it looks like four of those so that would be worth four points at the end of this age after that the next one is cartography and it says at the end of the age you get three points for each domain that has a notice in your civilization tree well at the moment we have a purple red and green notice in our civilization tree so that means cartography would be worth three points immediately and then at three times three or nine points at the end of this age and potentially more at the end of the next ages if we continue to get more notices built out so this could be a really good option for us now the last of these six costs is optics it says you may immediately assimilate a mattre card of value three from one of your opponents now we can actually use this right now to assimilate a value three orange card from an opponent now the only one made by either opponent is artisans and it says that you spend one less knowledge when you develop so this is pretty great and if that means we have a lot of good options for us obviously if we did that with this then we would be set up to get a printing card placed out as soon as possible but to considering this is the end of the round I think maybe we should just try and cash in some big points you know what I think points are something we should chase down so let's go with cartography in particular we are going to go with this one right here because that's gonna match up here which gives us a blue notice which means this is going to get us three more points at the end of this age this card itself is going to get us at three points immediately of course and we have to spend at six of our science which is going to bring us down at nine now we actually have way more science than we need realistically because we just made a green notice which is going to activate our calendar which is going to give us two more science and again remember we're gonna lose all of our science at the end of this age so I think we are for sure going to have the most compared to our opponents well let's go ahead and take our three points for cartography which will bump us up to 28 this means we are done with our turn so now the white Celtic player can go first things first there military doctrine will give them a single government their navigation will give them one science and their religious ceremonies will give them one religion so we can start off with a growth phase and they've decided to place this here so that is gonna give them one two three four five six seven of the religion purple knowledge and then one of the orange craftsmanship knowledge well they had three religions so that's going to bring them up to their maximum of ten and if their craftsmanship will go up to one after that they can build and they have decided to construct a new city which is going to be a purple religion city now they spend one less knowledge in order to build so that means they can do this for just to knowledge which brings them down to eight and with this they're gonna place right over there after that they will get a single influence which brings them up to five and then for their development phase they're going to spend six of their religion in order to play sacred writings that says at the end of each age they will gain 3 points for every purple city that is in play out in the middle of the table now they are going to add this right up here to match up with that purple notice and then they will get three victory points so they will go from 18 up to 21 well they are now done with their turns so now the grey Japanese player can go they can do their growth phase and they are going to place this tile out which they've decided to place it right over here now that is going to give them one two three of the blue art a single trade and a government acknowledge it's also going to give them one craftsmanship and it looks like the white player will get a single government knowledge so white will go up to six and then the grey player will get to a single craftsman bringing them to two they will also get the three art which brings them up to four on top of that they get one government and they also get a single trade now that they are done growing that they can build and they've decided to create a new city and it's going to go down onto a green camp now normally that would cost them three green knowledge but we can see there's the cursey says they pay for less when they build or upgrade so that means this is a free city for them next up they can place this down onto a green city and both of these have their merits this one will give them more of the science just from potential adjacencies when more tiles come out but this one they know will block us from being able to connect to this city up with that one now they can see that one of our objectives is having eight of the adjacent cities so they are going to go over here to make our life a little bit more hard it definitely doesn't destroy our plans obviously we can still make it happen potentially off of this one over here because this city is now fully isolated either way after they have placed this down and they can now gain one influence which means they are tied with us at four next up since that was their first green city their limit will jump up to ten while they are done building it's time for them to potentially develop and if they have decided to spend three of their Science in order to develop it navigation that means all of the players have navigation which it lets you start your turn with one extra science and they're gonna put that right down over here to match up with that red notice that means in order to put a card right over here and these specific things need to be available so it might be hard to fill this in later but they have a lot of other options available to them all right gray is done and this means we have finished out in the first page of the game because all players have taken five turns so it's now time to do a few things with the aged ending and the first is each player can activate all of their at the end of aged actions in in their civilization trees so let's start with us and we have one of these it is cartography and it says at the end of each age we get three points for each domain that has a notice in our civilization tree now there are six at different domains in the game for the six different colors and it looks like we have a green red blue and a purple notice so that means we get 4 times 3 or 12 points right now overall this seems pretty good as we go from 28th up to 40 points after that the white celtic player can activate it there's and they have just one that is sacred writings and it will give them 3 points for every purple religion city in play as we can see there are currently two these and the white player happens to own both of them but that does not actually matter for the purposes of the scoring so for the rest of us if we want to make purple cities for the rest of the game we will have to acknowledge that we are giving our opponent two points either way there are two purple cities so this is going to give the white player six more points so they're gonna go from 21 up to 27 lastly the gray Japanese player has one of these activations it is Urbanism and it says they get one point for every city that they control at the moment appears they have one two three four cities so that is four points so they're gonna go from 27 up to 31 and we have now finished all of those at the end of round actions for the players this means the next thing we have to do is resolve influence now each player is going to get points equal to their current influence amount so it looks like the white player is going to be getting five points which will bring them from 27 up to 32 then the grey player is gonna get four points which brings them up to 35 and we also get four points which brings us up to 44 the next thing that happened with influence is we have to check to see who has the most now that is the white player just barely and if there was a tie we would look to the current player order now in this case there is not a tie so the white player can now assimilate a three value mastery card from one of their opponents in this case they are going to assimilate artisans from the gray player and that means they can take one copy of that mastery card from the supply and add it into their civilization tree well this worked out pretty well for them because they can match up that orange notice and they can point to a black notice towards the other one where they can obviously never place any mastery cards all right we are now done with influence and it's worth noting that we do not lose influence we just gained it throughout the game this means it's now time to score up these domain cards here now we can start off with the craftsman card so we're gonna check to see who has the most craftsmanship and it looks like we have zero the white player has won and the gray player has two now if there was a time for this then we would once again break it with this track down here so in that case it looks like the gray player is going to win that role so they can take it and that is gonna be worth one point to them immediately so they're gonna go up to 36 points and of this says right here that one sit during this coming age they may place to land tiles instead of one now whenever you use one of these once per age cards you simply add it right back here into the supply next up let's score science and it looks like we have 11 the white player has 2 and the gray player has 1 so we clearly win this one which means we get two victory points and that's going to bring us up to 46 and this says that once during the next age instead of placing down a lanna tile we may reactivate one that is already in place let's now move on to the merchant who's going to check for our trade knowledge and it looks like we have one the white player has one and the gray player has three so that means gray is going to win this which means they are going to get three victory points now that is going to bring them up to 39 and the ability down here says that your camps produce one extra knowledge off their domain type in this age so this is an ongoing benefit that they get for the entire second age of the game let's now score the diplomat who is going to check for our arts knowledge and it looks like we have three the white player has zero and the gray player has for now they very specifically place down a tile in their growth phase to get more of the blue knowledge than we did because they did really want to win this card that's because this is going to give them four points which will bring them from 39 up to 43 and it says they immediately gain to influence so we can put this right back here into the supply and then the gray player is going to jump up to six influence total next up we can score the high-priest for excess religion knowledge in this case it looks like we have two religion the white player has two and the gray player has zero so that means we are tied with the white player and we are breaking the tiebreaker but I do want to mention that on our turns we of course could have used our fire mastery to spend two of one type of knowledge to get another one now I honestly forgot to keep that in mind on our final turns but considering just how much excess science knowledge that we have I think we would have for sure been able to lock down either the purple or the government so with that in mind I'm not going to change anything we are going to break the tie for the religion and I'll tell you right now that the white player is gonna win the one government and when we come to the end of the next age I'll try to be a little bit more cognizant of spending any excess knowledge that I don't think we need in order to vie for some of these competitions sorry about that either way we are gonna break the tie so that means we take the high priest which is going to give us five at victory points so we weren't at 46 which means we'll go up to 51 and this says that at the start of this age you may draw two additional land tiles I'm going to put this in our area for the moment and finally we can check for this governor so let's look out here again and we have three government the white player has six and the gray player has one so that means the white player is gonna win this and once again there is a possibility we could have spent our excess science at a rate of two to one in order to try and win religion and government but if we had done that then we would have had so little science that maybe one of our poets would have vied for that so that's why we're not gonna change anything around let's just go ahead and give the governor to the white player which means they're going to get six points so that's gonna take them from 32 up to 38 and now the white player can determine the initiative order for this upcoming age well we are not surprised to see that they want to go first and they think we are doing a little bit too well so they're gonna make us go last because again this is a global tiebreaker and they want us to have to work the hardest alright we are now done with the end of age processes so we can move this over to the won and slide this over to the second age and now the first thing that we have to do as we enter this new age is have every player zero out all of their knowledge unless of course they have cards that immediately let them bounce back to gain more knowledge at the start of an age at this point none of us have taken those so we can just to push all of these sliders down and now the next thing that we have to do is draw new land two tiles now we can do this simultaneously and remember that for us this high priest lets us start the age off with two additional tiles so normally we have seven but we get to have a nine which is going to increase in our options now before we randomly draw we can discard either of these if we want to and I think maybe let's discard it this one and keep that one it has two of the red icons which work pretty well with our law mastery which gives us an extra one of the government knowledge whenever we produce at least two so let's draw eight more titles because again our hand limit is increased by two due to the high priest role that we won at the end of the last round now that we have our nine we do have the opportunity to discard any of these that we want to and then draw back up to nine just one time so that means we have to see if any of these aren't particularly interesting to us now it does seem like overall we are not making that much science and considering we can store up to 15 science that is probably something that we should fix in particular it looks like only these two tiles are giving us any science at all you know what I think let's keep those two as well as maybe these two because they have the double red on them and then let's discard all five of these and to draw five more well we got two more tiles that have science and a particular this one has three signs on it so I think that was a pretty good redraw and now let's see what tiles our opponents have all right it looks like our opponents have their tiles for this second edge of the game and we can now start playing that age now over here it looks like the white player gets to go first and as always they can activate their start or turn mastery effects so their military doctrine will give them a single military their religious ceremonies will give them a religion and over here navigation is going to give them one science next up they can grow and they've decided to place this tile out and that's going to be placed right over there now this means they can generate 1/2 of the purple religion knowledge they'll also get one government one craftsmanship and then one knowledge of their choice this means they have three religion two governments and a craftsmanship and then they've decided to take another religion next up they can build and they want to make another religion city and we're not too surprised to see that considering they do have the sacred writings mastery card normally that would cost them three but the traders gives them a discount of one so that means they can spend to religion and then they can place this right over here next up they gain a single influence for that building and now they can develop now they do have a discount of one on development because of this artisans card but they've decided today are going to do an upgrade and they are going to flip over religious ceremonies now that is going to cost them a single religion knowledge and they create to religion at the start of each one of their following turns so they of course have to spend at one religion for lance and they are now done with their chart this means the great Japanese player can go and the first thing that they do is gain a single science due to their navigation mastery card after that they can now grow and they've decided to place it right here so that is going to create a locus and that's going to give them one two three four science plus a fifth science from their single level City on that green camp now we are going to gain to science because we have a level two City on that camp and over here they are gonna get a craftsman knowledge as well as one of the blue arts knowledge plus two more arts knowledge because of course they get one for this camp and then their merchants card ability lets those camps produce one extra knowledge of their type so they're gonna gain five science which brings them up to six three arts which brings them to three one craftsmanship and then we also get to science next up it's time for their build phase and they are gonna create a new city now that is going to be a blue arts city which normally would cost three of the blue knowledge but they have an upgraded theocracy which says they spend at four or less so that means they can place this out for free so they're gonna put that down right over here and that's gonna give them one more influence next up it's time for their development phase and they are going to spend five of their science because they do have a discount of one from artisans in order to create a cartography now remember this is the one that we got so many points for at the start of this age it gives three points for each domain that has a notice within that civilization tree so then you're gonna add this one right over here and currently they have a green in your red and an orange notice out here so obviously they're gonna try to increase that diversity now before we move on I just realized this reserve limit should go up to ten because they of course just built out their first level one at blue city and now they can take three victory points for developing cartography so they'll go up to forty six well they're done with their turns so now we can go the first thing to happen is we will gain a government for our military doctrine we will also gain a science from our navigation and then we have to keep in mind that this law will let us gain another government every time we produce too and this calendar also gives us science whenever we create these green that notices next up we can do our growth phase although before we do that I just realized several turns ago we created a blue city which means our blue reserve limit should be up here at ten fortunately I don't think that's actually mattered for any of the turns that we've played since then now it's time for us to grow and I think let's place this tile out right over here the reason we are doing this is because we are going to make a bunch of science and a bunch of art this also makes a really good scoring spot for later on when instead of placing down a land tile we could use our inventor to reactivate a tile which would let us reactivate it Lukas like this one giving us a ton of knowledge so let's go ahead and score this up it looks like we are going to get one two three science plus two more because we have a double level city on this green camp and then we get one two three arts plus one for this so that is four plus another one for this camp which means we get five of the Arts now in addition to all event the gray player does also get one science so gray now has two total and then we get five science which brings us up to eight and we also get five arts which brings us up to five next up it is the build phase and I think let's go ahead and upgrade another city one of our objectives involves having three of the level two cities and in order to upgrade our arts city we need six knowledge unfortunately we have five but we can use our fire mastery to lose two of our science which brings us down to six to give us one arts and now we can spend those six arts in order to upgrade this city right here so that is going to give us to influence which it means we now tie with a white player and we're not in the first place but at least keeps us in the running the next thing that happened is our reserve limit for arts is going to go all the way up to fifteen all right it's now time for us to develop and I think let's spend our science now I've been kind of planning ahead for this because this will let us develop into optics which lets us assimilate to a mastery card of value three now the big development that we'd like to get out as soon as possible is going to be the printing over here which requires a level three of the orange craftsman type so let's go ahead and use optics to take care of that of course we do have to choose one of these four optic cards options and I think let's go with this one that's because we have a green notice pointing down which can go right over here and that leaves a purple notice pointing that way which kind of matches up with that purple notice so we should be able to find out one of the purple religion master cards to put over here and to match up if we want to now we don't have to we do already have one purple notice down here for the cartography scoring but I still think this is pretty good now whenever we create a green notice our calendar is going to activate which is going to give us two signs now of course we have to spend at six science first so we can lower this down to zero and then get to science back and now we can assimilate to a value three mastery card which is going to be artisans now these are the only two options available to us well both of these options have the three of the orange and one black and I think let's put this one right over here that's gonna match up with that orange notice which means we now have five out of the six notices in our area of course if we get to six then that will get us even more points for cartography at the end of each age and we just need yellow and there are a couple ways to make that happen before the end of the age either way this is looking good and of course optics is going to give us three points just for playing it out so we're gonna bump up to 54 all right our turn is done so that means we can move on to the second turn of the age which means the white Celtic player can go now they can begin things by activating their start of turn actions this military doctrine will give them a single government they're upgraded religious ceremonies will give them a to religion and then navigation is going to give them a single science next up they can grow and they're gonna place this tile out and with it they are going to complete this locust well that is going to give them one two three craftsmanship they will also get one to government two of the trade and a science in addition to two more religion the three craftsmanship will bring them up to four the one science will bring them up to three the two trade will bring them up to two they don't get any arts but then they do get to religion and one government so they got some of everything except for arts next up they can build and with their trading ability they only have to spend it to knowledge and if they have decided to spend it to craftsmanship that's going to let them place this right over here and then they will gain a single influence after that they can develop and they're gonna go with a monotheism now they have the artisans over here so they spend one less knowledge so that is gonna cost them five of their religion and they have exactly five they can then add this into their civilization tree right up here and that says at the end of each age they will get one point for every one of the purple notices in their civilization tree now they will also get three points immediately which will bring them up to 41 white is done so now the great Japanese player can go and they're gonna start things off by taking a single science with their navigation now they can do their growth phase and they are going to place this tile out and they're going to put it right over here so that is going to generate it looks like three of the yellow trade knowledge as well as three plus one of the purple religion knowledge so they have three trade total and now for religion and at this point before they finish out their growth phase they are now going to use their craftsman role now this says it once during this age you may place to land tiles instead of one and the second land tile is placed just like normal which means they are going to generate knowledge from it in this case they're going to place this out although before we move on I just realized they do have this merchants ability which gives them one extra knowledge of the produced camp domain type so that means they should have one more religion so they can place this down and they're going to put it over here and that is going to generate one two three four of the trade plus two more because of course they have that merchants extra role so that is six trade plus of course one government so they now have one government and then six trade will bring them up to nine all right it's now time for them to build and if they have decided to upgrade at one of their previously placed cities it's gonna go from a 1 to a 2 so that means it's gonna cost them three of the associated type and they are going to upgrade a trade city so that means it would normally cost them six of the trade knowledge however they have an upgraded theocracy which says the cost to build or upgrade is lowered by four so that means they can do this by just spending two of their trade knowledge so they can add this down right over here and that is a really well-positioned city considering it's next to two potential notices plus another straight-up match down here which I think the great player is likely to place at some point soon after creating this second level city they get to influence which is going to once again put them into the lead next up they can develop and they are going to go with smuggling now this is a six cost for the trade at knowledge and they do have artisans which means they spend one less so that means they are going to spend a five which brings them down to two and then they're gonna add this right over here now that is going to immediately get them three victory points which will bring them up to 49 next up smuggling will let them immediately gain ten knowledge and that could be in any color of their choice and they can't split it up now it's worth noting in the future they could upgrade this for a cost of three trade and that gives four points and 20 of the wild knowledge well they're gonna start by spending seven of that ten going up the government track so that's gonna bring them up to eight and then the other three are going to be trade which will bring them up to five all right they are now done with their turn which means it's now time for us to go well first things first this military doctrine will give us a single government and then navigation will give us one science next up we can grow and I think now is the time for us to use our inventor again it says once during this age instead of placing down a new land of tile we may reactivate one that is already in place in this case I think we should reactivate to either of these I think we'll just go with this one here and when you reactivate a land tile with this action that is part of a locust you can choose to either do one side or you can activate the locust now in this case I think we should definitely do that so that means we are gonna get one two three four five science we will also get one two three four or five of the arts and the green player is going to get a single science let's take care of them first so they go up to four and then we gain at five science which brings us up to eight and to five arts which brings us up to five next up it's time to build and I think let's create a new blue city so that means we're gonna have to spend three of this knowledge which brings us down to two and let's build this right over here that way in the future if we get the inventor again we could reactivate this to make it an even better action and we now have two cities next to each other because remember one of our five objectives has us wanting eight cities next to each other so obviously we are a ways off from this objective but I think it's still one we should try to work towards once this is built we can now gain one influence which means we are now tied with the white player up at seven at this point we can now develop and we've been working towards this I think it's finally time to get our printing press made now this has a requirements of having a three cost orange craftsman mastery card and we have that with the artisans over there now that also gives us a discount of one when we develop so instead of spending nine we can't spend eight and we happen to have exactly eight so that's going to work out pretty well with the science now I think the one that we should go with is going to be this version of printing we can add that right over here because it matches up with the white notice we of course have to spend all eight of our science and then we just made it one of these green and notices so that's gonna pop us back up to to science actually you know what I think we're gonna go with this one instead that way we are pointing these two green notices up towards each other and we could potentially do a double match to get us a bunch of science now that we have placed this out we have a discount of two whenever we develop or upgrade and we also have a discount of one from artisans so that means we have a discount of three for new cards and two for upgrading now this printing is gonna give us five and victory points right now and if we upgrade this that will give us six more points and a discount of four on developing and upgrading which is obviously pretty darn good so let's take five points which will bring us up to fifty nine all right our turn is done so we can move on to the third turn of this age and that means the white Celtic player gets to go first things first their military doctrine will give them one government they're upgraded religious ceremonies will give them a to religion and their navigation will give them one science next up they can grow and they are going to place at this land a tile out and then they're gonna put it down right over here so that is going to give them one two three religion plus another religion for this and of that so that means they are at five plus one is six and they also get one government knowledge the one government brings them up to six and the six religion brings them all the way up to eight next up they can build and they have decided to build their first trade city normally that would cost three but traders reduces that by one so they can do this for just two of their trade and they're going to put that right down over here after that they gain a single influence which brings them up to eight and it's now time for them to develop now they are going to go with this nine cost religion it cost one less because of their artisans and they can place this out because they do already have a sixth cost religion battery card in fact they already have two of them now that means they have to spend eight religion and do they have exactly that so they can bring this back down to zero and then they're gonna add this down right over here to match up with that orange and the white so let's focus in and this says that they will immediately gain one influence for each of their purple notices in their overall civilization tree now they are also going to get 5-4 victory points immediately and if they upgrade this then they will immediately get to influence for each of and there are purple notices in their civilization tree so obviously this is pretty good now and potentially amazing for getting influenced later on in the game well at the moment they have 1 2 3 4 purple notices so that is going to be 4 influence and then of course they get 5 points those five points will bring them up to 46 and the 4 influence will bring them from 8 all the way up to 12 so they are just one influence away from potentially being able to assimilate a six cost card of course if they have the most influence at the end of this age all right white is done so now the great Japanese player can go and they can start things off by activating navigation to give them one science next up they can grow and they're gonna place it in this tile out and they've decided to put it right over here that is going to give them three of the arts knowledge it will also give them one to three of the purple religion knowledge because again they get +1 for their camp with their merchant role bonus now in addition to that they are going to get one trade plus two more trade because of their double level city right over here next up they can grow and they've decided to place this tile and they're going to put it right over here now that's going to generate 1 to 3 of the craftsman knowledge it's going to give them 2 plus 1 or 3 science it'll give them one government and then one of the blue arts knowledge so the 3 craftsmanship brings them up to 4 the 3 science will bring them up to 8 the arts will bring them to 4 and the government will bring them up to 9 next up they can do their build phase and they are going to use this to upgrade their level to trade city into a level 3 city now that is gonna cost them nine a trade but of course theocracy gives them a discount of four so that means they can spend five which they happen to have and then they can add this down or right on top so that is a level three city on top of this yellow camp that has several opportunities to activate it later on in the game after that is upgraded they are going to get three influence for it so they go from nine up to twelve and they have tied with a white player after that they can now do their development phase and if they have decided to make warfare now this is a nine cost government card with a prerequisite of having a six cost government card and they do have one of those over here now they get a discount of one from their artisans so that means they can spend eight government which is going to bring them down to one and then they are going to add this right in over here to match up with the orange and red notices after that they are going to gain one influence for each of these cities that they control and they get five in victory points well they currently control one two three four five cities they could control a couple more if they hadn't been spending their turns upgrading this but either way they still get five influence for this warfare activation this means they're gonna go from 12 all the way up to 17 and they are now clearly in the lead on this influence track of course they also get five points for playing out warfare and that's gonna bring them from forty nine up to fifty four at this point gray is done with their turn which means it's time for us to go so let's start things off by activating navigation which gives us one science and military doctrine which will give us one government all right now we can grow and I think let's go with this land tile and we can place it right over there that means we will get one two three four five six seven eight of the arts knowledge so we're gonna go from two all the way up to ten after that we can go into our build phase and considering we want three level two cities and we currently have two let's just go ahead and to make our third level two city to finish out this objective now that is going to be a blue city which means we are going to have to spend at six of our blue knowledge so that's going to bring us down to four and then we can add this right over here so after we do that we are going to gain to influence which will bring us up to nine and we are still definitely in last place on that track next up we can do our development phase and remember we have a discount of three for new cards and two when we upgrade now at this point we have four of the blue knowledge so let's take a look at this to see what some good blue options are now with that foreknowledge and the discount of two we can build a six cost which is I think what we should do this first one it says we could start each age with five of the trade knowledge the next one says at the end of each age we'd get one point for every blue notice in our civilization tree the third one says that monument levels cost us two less to build for the rest of the game and this fourth one says at the end of each age you gain three victory points for each of your cities adjacent to a monument now many of these seem pretty good but the one that really sticks out to me I think is music now that will give us a discount of for constructing monuments and when you consider the fact that we have finished out at this objective and we are nowhere near completing this one I feel like maybe we just ignore this objective and focus on the other ones and instead spend our build actions contributing to monuments that will let us put more cards out here which will give us more notices to try and fulfill this objective and we could also try to develop some more cards with our discounts in order to get more points from the notices that we have already well that seemed like a great plan until I realized that we don't actually have a legal place to put any of these music options out here into the tree I was hoping to put it right over here but that needs a blue opposite and orange and for all three of the music's the blues our office of themselves now we don't even have any of the greens on the outside that we could just attach to because of course this one is matched up with another green which does not work here and over here we have green and orange on a corner where as all of the musics have them opposite each other so I guess we did not plan this super well and unfortunately that means we cannot place any of these so we now need a new plan for this development so instead let's play medicine to go right over here which will give us an orange up top so that we could then put music on top of it in in the next turn and now this is still pretty good I think for us when you consider it says at the end of each age we will get one point for every one of the green notices in our civilization tree and by putting this out over here we are going to match up two of those and we also get to science every time we match up so this is still pretty great for us we can add that right over here and it has a cost of six science now we of course have a discount of two plus one or three less whenever we make a new MasterCard so we only have to spend at three science which happens to be exactly what we have next up that did create two more notices so each one of those will give us two signs with our calendar so that means we pop it right back up to four and then we can take three victory points well we weren't at fifty nine so that'll bring us up to 62 we are now done with our turn so it's now time for the fourth turn in this second age of the game and that means the white Celtic player can go that's usual the first thing that's gonna happen for them is they are kind of gained one in science from their navigation to religion from their upgraded religious ceremonies and one government from their military doctrine next up I just realized that the white players at trade limit should be up to ten because they did create a yellow trade city on a previous turn next up they can grow and they're going to put this tile out and with it they are going to create a locus so that is going to give them one two three four five of the trade knowledge it will also give them one science knowledge and one two three of the religion knowledge so that brings them up to five on the trade and five of the religion and when they go to take a science they've realized they are already at their limit now because of that they are going to use their fire mastery before they take their science to immediately spend two of this science in order to bump their religion up and now they can take the one science which will bring them up to four next up they can build and they are gonna go with yet another purple city now the traders that makes it just two of the religion that they have to spend and then they're going to put it down right over here after that again one influence bringing them to thirteen after that they can develop and they're gonna go with smuggling now that's going to cost six minus one or five of their trade which they had exactly and then they're gonna add that right over here now that's going to give them three points immediately and then they can gain a ten knowledge of their choice well those three points will bring them up to 49 and then they can take ten knowledge now they're going to start by using six of that to gain craftsmanship which will bring them up to eight and then they're gonna take four trade which brings them up to four all right white is done so now the gray Japanese player can go and the first thing that they can do on their turn is gain one science from their navigation after that they can grow and they're gonna put this tile out and they want to put it right over here now that is gonna give them one two three four five six trade they'll also get one arts and two of the craftsmanship knowledge so they have six trade total they will also gain the one arts and before they gain their craftsmanship they are going to use their fire mastery to lose two of its in order to gain one government now they can take that one craftsmanship which brings them back to three and now for their build phase they are going to construct a craftsmanship city for free normally it would cost three but they of course have a discount of four so they're gonna put that down right over here and that's going to give them one influence and then for their development phase and they've decided to complete printing now that has a discount of one from their artisans so they only have to spend eight of their science so that's going to bring them down to one and we can see they do have the prerequisite of having a three cost orange card over there now they're gonna put this down right over here and that means they now have a discount of two whenever they develop new mastery cards or upgrade and they also get five victory points immediately well they weren't at 54 so now they go up to 59 all right gray is done so now we get to go and that means the first thing that we get is one government from military doctrine as well as one science from at navigation next up we can do our growth phase and I think let's place this tile down over there this is pretty good because we are obviously building towards a locus which will get us a lot of the arts and just with this placement we are going to get one two three of the blue arts knowledge we will to get one two three of the yellow trade one government and one craftsmanship so we will go to one craftsmanship three trade seven of our arts next up it is time for the build phase and even though we don't have our discount for doing these monuments just yet I think let's go ahead and complete this monument card here it's pretty cheap it's just gonna cost us four of our science so that's going to bring us down to one and then we can use this to go all the way up here which is going to match up with the yellow notice now that means we have all six of the domain notices matched up in our civilization tree so we are gonna get six times three or 18 points for cartography now I am curious the upgrade side of this one gives us six points for each domain in that area so maybe we're gonna try to upgrade this one before the end of the next age either way we can now look up here and the great wall card is also going to give us six victory points well we weren't at sixty two so now we are up to sixty eight and we are still doing a pretty good job of staying ahead of our opponents on this victory point track even though we are lagging pretty far behind on the influence track next up it's time for development and unlike last turn we now have spots available for us to put music down now this one is gonna cost us six of our arts knowledge minus three because of printing and artisans so that means we are just going to spend three which brings us down to four and now let's go ahead and put music all the way up here because that is going to give us a green notice match whenever that happens our calendar activates which is going to give us two signs and now we can see that for the rest of the game monument levels cost us two less to build and we can immediately get three more points well we were at 68 so now we go up to 71 with that our turn is done so we can now go into the fifth and final turn of the second age of the game down here we can see that the white player gets to go and they can start things off by gaining one science with navigation to religion with their religious ceremonies as well as one government with their military doctrine next up they can grow and they've decided to place this tile out that's going to go right down over here and that has created a locust so this is going to give them one to government knowledge they will also get one of the trade knowledge in addition to that they get a craftsmanship knowledge and they get one two three of the purple religion knowledge now on top of all event they get one more knowledge of their choice and before they figure that out they're gonna take the rest of this so they now have nine of the craftsmanship and five trade in addition to that they gained three of the religion bringing them up to nine and one government which also brings them to nine after this they can take one knowledge of their choice and that you're gonna go with government after that they can build and they've decided to contribute eight of their craftsmanship in order to complete this part of the Great Wall so they have to spend eight craftsmanship which brings them down to one and they've decided to add this over here in order to create another purple node after that they're gonna gain one influence and a twelve victory points so they now have fourteen influence and twelve points will bring them from 49 up to sixty one after that they can develop and they were going to go with mythology now this has a prerequisite of having a six cost of purple and it looks like they have two of those out here already so that is going to cost them nine minus one or eight of their religion so that'll bring them down to one and then they are gonna add this right over here and then the text of this card says they immediately assimilate to a mastery card with a value of three or six so they have decided to assimilate our cartography now they're gonna put that right over here and it looks like they get five points for mythology and they also get three points before the cartography so that is eight more points for them bringing them to sixty nine at this point the white player is done with their actions but they do want to use at their fire mastery to turn two of something into one of something else probably a couple times considering we are about to go into the end of an age now they have decided they're gonna spend four of their government in order to get to more of a different type and with that they are gonna get one science and one of the trade all right white is done so now gray can go and they are going to start things off by taking a single science with their navigation ability after that they can grow by putting this tile out and they're gonna put it down right over here that means they will gain to science one government one craftsmanship as well as two of the trade knowledge so they now have for craftsmanship for science eight of the trade and three government next up they can build and they have decided to once again create a new city and it will continue to be free because of the theocracy discount so they can put this down on the board and they're gonna go over here and I just realized that when they built this city over there their overall crashing ship limit should have been raised by ten as well as now the religion limit this means all of their limits should be up here at ten sorry about a missing this so many times throughout this playthrough and now they are going to do their development phase where they complete mercenaries now that has a prerequisite of them having a six cost yellow MasterCard which they do and that means they're gonna lose nine minus one or eight of their trade and they had exactly eight and then they decided to place this one right over here in order to match up twice with the yellow notices after that this is going to give them five points immediately and then they also gain one influence for each city of a different domain type that they control well it looks like they have all six of them because they have red purple orange yellow green and blue so they gain six influence which brings them up to twenty four and of course they also get five points for that mastery card which will bring them up to sixty four points now the last thing the gray player wants to do is use it their fire mastery to lower their government by two and they will use that to raise their arts up to six all right it's time for us to go and we can start things off by taking one science for navigation and this military doctrine over here wants to give us a one government but we are maxed out so I think let's just spend two of this right now as a free action which will let us go up on the arts track and now we can gain that one government which puts us back up here to four next up we can do growth and I think what we have to do is make as much science as we can so let's put this right over here which is going to make one-two-three-four-five science plus one government so we go back up to five government total and then nine science and now it's time to build now I think we should contribute to a monument in particular let's go with the illustrious university once again that would cost seven science normally but we have a discount of two from music so that means we can spend just five which will bring us down to four and then we can add this down right over here unfortunately there does not seem to be a way to make another one of these green notices in our area after that this is going to immediately gain us one knowledge for every single science city that is in play and we will get 11 victory points unfortunately science has not been too popular there are only two of those cities out here so we get to knowledge and I think let's bump up our arts twice that puts us up to six and that's going to tie us currently with the grey player so we need just one more bump up here in order to win that track at the end of the round when we are competing to take the role cards next up we do get eleven points which will bring us up to 82 all right it's now time for development and I think let's upgrade it cartography now that only costs three of the science but remember we have a discount of two for upgrades because of printing so we can do this with just a single science which will bring us down to three and then when this flips over we are now going to get six victory points for every domain that has a notice in our civilization tree and we have all six of them in our tree already that means we are going to get 6 times 6 or 36 points for that by flipping it over we effectively just got 18 more points at the end of this age as well as at the end of the game that seems like a pretty good use of a single science knowledge I think at this point we should now use the fire action to reduce the knowledge track so that we are not competing with in order to bolster the ones that we are now before we do that I just realized that I did not actually give us the two arts earlier on for this bonus I bumped it up twice but of course this pot is not actually a spot so we went from 5 up to 7 now this means we are currently winning the arts and we need 3 more of the science in order to win that one now fortunately we can make that happen by our trade twice in order to gain one science and then we can lose four of our government to take two more science and that'll bring us up to six with that we will be winning both of these tracks and winning two out of the six doesn't seem too bad overall all right we are done with our turn and that means we've all taken five turns in the second age so it's now time to do the end of age actions now the first of these is activating any end of age cards in our areas well we have two of these and cartography is going to give us six points for every domain that has a notice in our tree now we were able to get all six of these presents because we have blue then green yellow orange purple and then red over there so that is going to be worth thirty-six points to us and then we also activate medicine which will give us one point for every green and notice that we have in our tree well it looks like we have one two three four five six seven eight nine ten of those so that is 10 points for medicine that means we get 46 points total and that'll bring us from 82 up to 128 and we can tell that we went to round the track by keeping this hundred point token in our area next up we could score the white player now they have one two three of these that activate at the end of the age this one gives them one point for every purple notice that they have in their tree and they have one two three four five six seven of them next up their cartography will give them three points for each domain time pit that they have a notice for in their tree and it appears they have a purple yellow and the orange notices so that is 3 times 3 or 9 points lastly their sacred writings will give them 3 points for every of religion type of city in play now here it looks like there are 1 2 3 4 5 of them so that is going to be 15 more points for them this means they get 31 points total and that will bring them to exactly 100 lastly the great player has two of these to activate cartography will give them 3 points for each domain that has a notice in their tree well it looks like they have orange red yellow they also have a green and a blue which means they have everything but purple so that is gonna be 5 times 3 or 15 points this other one will give them one point for every city that they control when they look out to the map it appears they have one two three four five six seven of these so that will be seven points overall that is twenty-two points total which will bring them up to eighty six points now before we move on from here I just realized that we forgot to get our four points when we upgraded cartography so our large lead is going to get pushed even farther as we go to 132 all right it's now time for us to look at the influence track and obviously the great player is winning that so that means they can assimilate a mastery card of up to a nine cost because they do indeed have 23 or more influence in this case they are going to assimilate the mythology from the white player and they're going to take this copy here which they can add over there into their area and that's going to give them five points so they now have 91 and then a mythology lets them assimilate to a mastery card of value three or six well you're gonna once again assimilate from the white player and take sacred writings as you can see that gives three points for every one of the purple cities in play at the end of an age so it does not come into play right now but it will at the end of the game and this is also going to give them at three points immediately so they will go from 91 up to 94 and now each player can get points equal to their influence so that means the great player is going to get 24 points which will bring them up to 118 and they can take this hundred point token next up the white player is going to gain 14 points and they were at a hundred so that's gonna bring them up to 114 and they will also get a hundred point token lastly we get nine points and that will bring us up to 141 all right the final thing that we have to do is determine roles so let's see who has the most excess craftsmanship knowledge it looks like we have one the white player has one and gray has four so that means they are gonna win it which means they will get one victory point and once in the neck stage they can and discard this to play to land tiles at once next up we can check the excess science and it looks like we have six the white player has five and the grey player has four so we are gonna win this which is going to get us two extra points so we go up to 143 and now once in the next era we can activate an already placed land tile instead of placing a new one down let's now move on and check our excess trade it looks like we have one the white player has six and the gray player has zero so white is going to win this and that will give them three points bringing them up to 117 now this means for the final era of the game their camps produce one extra knowledge when they place out new tiles let's now move on to check our excess arts in this case we were able to get up to seven the white player is at zero and the great player is at six so we just barely beat them and that means we're gonna win it so let's gain a 4 victory points which will bring us up to 147 and we will gain a to influence bringing us up to 11 after that let's check excess religion and we have zero the white player has won and gray has five so that means gray is gonna win it which will give them five points bringing them up to one at 24 now this says at the start of the final age they can draw two more land tiles lastly let's check our excess government knowledge and it looks like we have one White has six and gray has one so whitey is going to win this and that's going to give them six points so they go up from 117 up to 123 and now they can determine it in the initiative order for the next age in this case they're feeling pretty happy with it actually so they are not going to modify it and at this point we are done with the end of age actions so we can move over here and enter the third and final age of the game and the first thing that we have to do is reduce all of our knowledge down to zero lastly let's draw a new land tiles and the first thing that we can do is decide if we want to keep any of these remaining tiles that we have in our area now I do think I like the idea of this one with its three green icons but let's just get rid of the other four and now let's draw six more tiles at this point we can get rid of any of these if we want to and to draw up one more time and I think let's get rid of these two right here they don't have any green on them and we already have three of the red camps and a to religion camps so let's just try to increase the diversity of our camp options in fact let's get rid of this one as well so that we are down to one of each so we have to draw three more tiles and this is what we have to play with in the third and final age of the game all right we are now all ready with our tiles and obviously the great player has nine of them because they had that religion bonus and we can now enter the third age where you'll now notice that winning these roles up here we'll just give three points each once this age is over because obviously the game will be over at that point so let's now take the first turn of the Third Age and that's going to be the Y player well the first thing that they can do is gain one science from their navigation they can then gain one of the government from military doctrine and to religion from their religious ceremonies next up they can grow and they're going to place this tile out and they've decided to put it right over here this means that this camp will give them one plus one or two craftsmanship they will get a third craftsmanship from this single level City over here they'll also get one government one arts and three trade knowledge so this pushes them up to three craftsmanship three trade one art and two government after that they can build and they were going to make a new city that's going to go down onto a craftsmanship camp which will cost them 3-1 or just 2 of their craftsmanship and they can put this down right over here after that they do get one influence and then they can do their develop phase they've decided they want to upgrade smuggling now that's going to cost them three of their trade and they have exactly three and then they can flip this over that will give them four victory points immediately and then they can gain twenty knowledge of their choice well they'll start by taking the four points which will bring them up to 127 well they're going to start by taking the 3 craftsmanship and then eight government which leaves them with nine left now they're going to spend six which will bring their religion up to eight and then they're actually going to throw three more back over here into the trade area which brings up to seven all right they are now done with their turn which means the great player can go now the first thing that they can do is gain one science for their navigation and I just realized that a while ago they got to the second and third level on a trade City when they got to the second level this should have gone up to here and when they got to the third level this should have been removed so they can actually store up to 20 of the trade knowledge next up they can grow and they're going to place it this tile out yeah they like it to go right over here that is gonna make one two three four of the arts as well as one trade and one craftsmanship so they go up to one craftsmanship one trade and four art and now they're going to use their craftsmen which lets them place another landed tile for this they will put out this tile here and they are going to complete this locus so that is going to give them one two craftsmanship they will also get one government and one two three four of the arts knowledge now in addition to that this is going to activate giving them one science and we are going to get to art because we are also associated with that locus so we can go up to two and then they are going to gain two craftsmanship which brings them to three they will also get one government one science which brings them to two and for more arts bringing them up to eight at this point they can do their build phase and if they have decided to contribute to a monument in this case they like the idea of spending is seven arts to get 21 victory points so they are going to contribute towards the illustrious University so they've decided to put this right over here and that is gonna make a red and a green notice and they of course also have to spend seven of their arts bringing them down to one after that they can take a twenty one victory points which will jump them up to 145 and they are just two points behind us well that's finished up their build phase so now they can develop it if they want to and if they would like to upgrade cartography now they have a discount of two for upgrading and to developing new masteries so instead of spending three that's gonna cost them one of their science this will now flip over and it's just like ours in fact they have all six of the domain types showing up here into their civilization tree so that is going to be worth thirty-six points to them at the end of this age now this is gonna be worth 4 points immediately which will push them into first place at 149 at this point they're done so now we can go and we can start things off by getting one government from our military doctrine and one science from navigation all right let's now do our growth phase and I think let's begin by using our inventor this lets us not put a lanta tile down instead we can reactivate one of these land tiles to either do a locus activation or one of the sides just like last time I think let's activate right over here to gain knowledge from this locus so we are gonna gain it one two three four five science the gray player will also get one science and then we get one two three four five six seven of the blue arts knowledge so let's give gray there one science then we get five science bringing us up to six and seven arts will bring us all the way up to nine after that we can do our build phase and remember we are focusing on trying to complete these monument carts now we have a discount of two but we still don't have enough to complete any of these perhaps we maybe could have selected a different growth option but I didn't like what we did because that gave us so much of these arts now at this point I think let's complete this one here which is going to cost us four minus two or two craftsmanship now we don't have any so let's use our fire mastery in order to lose two signs to gain a craftsmanship and then we can bounce things out by losing two of our arts to gain the other craftsmanship so now we can spend these two along with the discount that we have to complete this we now have to add this into our tree and I think this is a pretty good spot that has created a new one of the green notices which will activate our calendar giving us two more science next up in that segment of the great wall is going to get us eight points and one influence this means we have twelve influence total and one hundred and fifty five points next up we can do our development phase and I think this architecture card right here is going to be amazing for us it says at the end of each age we score three points for each a monument card in your civilization tree and we already have one two three four five of those so automatically this is worth 15 points if we upgrade it it's worth twice as much as you go from three each to six each and this is also just going to give us five points now on top of all of that this fits really nicely right over there giving us a blue green and orange notice now we of course have to pay for this it had a requirement of having a three cost green card which we have and then we have to spend at nine minus three or six arts to put this down fortunately we had seven so we go down to one and then this green notice will activate the calendar giving us two more science finally let's grab our five points which will take us up to 160 well we are done so now we can move on to the second turn of the age which means the white Celtic player can go well the first thing that they can do is activate military doctrine that's going to give them one government although they don't have space to hold it they forgot about having that activate when they took all of that knowledge with this upgraded smuggling ability on our last to turn so let's just pretend like they saw that we'll say they took one more craftsmanship than they did the government I know that is a little bit of a cheat for them but I don't think anything anyone else has done since their turn would have affected this so let's just roll with it now this means that military doctrine can bring them back up to ten their religious ceremonies will gain them to bringing them up to ten and the navigation will give them one science next up they can grow and they're gonna put this right over here so that is going to give them one two three four arts as well it has one science I suppose they get two science actually because they do have the Martian troll so they go up to four science total and five arts and now it's time for them to build and they are not going to let this opportunity slide by now this is the last piece of the illustrious University it's going to cost them eat all of it their government knowledge and it gives 24 points as well as one influence for every green science city in play so they can add this down it's their civilization tree matching up that green node they can then spend all eight of this government bringing them down to two and then they will get 24 points this means they go from 127 up to 151 after that they get one influence for every green science city out here unfortunately for them there are just two of them but that still does give them to influence so they go up to seven next up they can do their development phase and they have decided to upgrade their mythology now that's going to cost them five of their religious knowledge so that's going to bring them down to ten they can then flip this over this will give them six victory points and they can immediately assimilate to a mastery card a value of three six or nine in this case they want to assimilate the warfare card from the gray player so they can put one of these three down and they're going to put this one over here now this is the same turn where they put this down into their civilization tree and they have decided to rethink that they actually want to put it over there to match up with the yellow instead of the green now that doesn't actually change any of the things they've done since then on this turn and now they can activate warfare which is going to give them one influence for every city that they control in addition to that they will also get five points so the five points will bring them to 156 and then we can see that they control one two three four five six seven eight nine different cities out here this means they gain nine influence bringing them up to 26 all right the white player is now done with that rather big turn and this means the gray Japanese player can go so they will start by taking one science for their navigation and then they are going to grow by placing this tile out now they've decided to put it right over here which is going to create a locust so that's going to give them one two three four of the craftsmanship knowledge two of the arts one of the trade and in other arts because they have a single level City over here so that's for craftsmanship which brings them up to seven three arts which brings them up to four and one trade which brings them to two next up they can build and they've decided to create a new city and they've decided to put it over here on this arts camp normally that would cost them three arts knowledge but they of course get a discount of four so they don't have to pay anything and then they get to gain one influence next up they are going to develop and they've decided to put masonry out now they need a three cost green card in their area and they do have that and then this costs nine craftsmanship now they have a discount of 2-1 or three so they can complete this for just six craftsmanship bring them down to one and then after that they can add this right over here into their civilization tree now we can see this is going to give them five points immediately and they also immediately get six influence so they're gonna go up to 154 and when their influence gets added they will go up to 31 all right gray is done so now we can go and the first thing that happens is we are going to gain at one government as well as one science all right it's now time to grow and I think later in this turn we want to have the five minus two or three trade in order to contribute to the Great Wall and we currently have no trade so we want to get at least three with this placement now we of course also don't want to help our opponents out so I think let's place this over here now that's going to get us one two craftsmanship one government as well as one two three of the trade goods so this will take us up to two craftsmanship three of the trade and one government brings us to three next up it's time to build and as I mentioned it before I'd like to complete this one or right here so that's going to cost five minus two or just three of the trade knowledge so we have exactly that available next up we have to add this down into our civilization tree and considering the game as getting pretty close to being over let's now take a look at our objectives now we know that we already have at three of the level two cities and I think we have a lock on controlling one monument we also know that we gave up on this objective a long time ago so that leaves these two left over now fortunately for us on this one we already have the four of the six cost cards and we are just one of these nine cost cards away from making that happen so realistically the big thing to focus on is this one over here now at the moment we have two out of the three red notices that we need we have easily the five green but it looks like we only have three out of the seven blue notices currently in our civilization tree so we have to match up four more blue notices as well as one red before the game ends in order to achieve this objective now considering we have these at three essentially done that means we're already looking at 40 points so if we complete this that'll jump us to seventy points which is a 30 point game so with all of that in mind I think let's add the great wall right down over here that's gonna match up with a purple notice as well as a blue so we now have four blue total and that means we only need three more next up this great wall card will give us 20 points immediately so we're gonna go from 160 up to 180 alright we've finished the build phase so now we can develop and I think with all of this science that we have let's go ahead and get another one of these level 9 science cards out now as I said before this objective wants us to have four of the sixes and three of the nines specifically of the blue red or green type now fortunately we have one green and one blue over here with the nines so by doing this we are going to complete that objective now I think what we should do is place out chemistry this one is going to work really well for us actually because it matches up with the green and orange notice now we do of course have to pay for this so that will be nine minus three from our discounts so that means we go down to three science and then we made a green and notice so our calendar will activate giving us two sides back next up chemistry is going to give us five victory points immediately and at the end of each age we get one point for every base mastery card that we have and two points for every upgraded advanced mastery card currently that's worth 13 points to us at the end of the age and that will certainly be more once we get to the end of the game so let's go ahead and take those five points immediately which will bring us up to 185 all right that's finished out our adjourned so now we can all take our third turn of the age and the white player can start this off now the first thing they of course get to do is gain one science for their navigation to religion from their religious ceremonies and then one government from their military doctrine next up they can do their growth phase and they've decided to add this tile right over there so that's gonna make a locust for them this means they are gonna get one two three four five of the government knowledge they will get one science one two of the trade knowledge they will also get one of the craftsmanship knowledge and the gray player is going to get one government oh the white player also gets one more government because their merchant card adds one more to the amount of knowledge their camp reduces so gray will go up to to government and then white will gain six which brings them up to nine after that they get to trade knowledge and then one science knowledge although they are already capped at that so for a free action before they do this they're gonna spend two of this to gain a trade and then they can gain that science and finally they will get one craftsmanship with that done they can now do their build phase and they've decided to contribute to a monument in this case that's going to be the great wall and this is the final card for the great wall now that's gonna cost them for craftsmanship which will bring them down to five and then they're gonna add this right over there so that has made another orange notice for them this is also going to give them sixteen points immediately and then they can assimilate a level nine mastery card from one of their opponents well they can take those 15 points which will bring them up to 171 and then they have decided to assimilate to our architecture so they can place this right over here and that's going to give them three points for every monument card they have in their civilization tree at the end of each age in addition to that they immediately get five points which will bring them up to 176 well with their build phase done it's now time for them to develop and if they have decided to create urbanism now that requires them having a level three orange card and they do indeed have that over here so now they can build this for nine minus one or eight of their government knowledge so that's going to go down to one and then they've decided to add this right over here now this says at the end of each age they're gonna get one point for every city they control and they immediately get five points right now so they're gonna go from 176 up to 181 all right the white player is done so now the grey player can go and the first thing that happens for them is their navigation is going to give them one science next up they can do their growth phase and they're gonna put this right over here now this is pretty good for them and the white player so I'm starting with a grey player they're gonna get one two three four five of the trade knowledge they are also going to get one craftsmanship to of the government and two arts when we look over to the white player it looks like they're gonna get to craftsmanship and one from that placement well we can take care of that first so they're gonna go up to seven craftsmanship and one government and then the gray player is going to get five of the trade knowledge one of the craftsmen to government which brings them up to four and two of the arts next up they're gonna do their build phase and they've decided to create a new city and they've decided to put this right over here now normally that would cost them three science knowledge but the theocracy discounts that by four so this is free and now they can take one influence so they're gonna go up to 32 next up it's time for their development phase and they have decided to create banks now that has a requirement of them having a six cost at yellow mastery card which they do and then this is going to cost them nine trade now they have a discount of one two three so that's only gonna cost them six trade which will bring them down to one and then they can add this over here now that is gonna give them points equal to their remaining trade knowledge at the end of each age and also five points immediately now at the moment they just have one trade but they have a couple more turns to try and boost that up so they can take their five points which will bring them up to 159 and that has finished out there turned so that means we can go now so we can start things off by taking one government's as well as one science and now in relation to our objectives we I believe have everything taken care of for this one this one and this one we do indeed have four of these applicable level sixes in our civilization tree and three of the nines now we know that we are not competing for this and in order to complete that one over there we still need three more blue notices in our civilization tree well I think one of the ways we're gonna get one is by contributing to the forum this turn that has a white node over there which will match up with one of our blue so that means we want to have at least six minus two or four craftsmanship total and we currently have two so let's now do our growth phase and I think we should add over here to try and to make sure a locus happens before the end of the game which will give us a whole bunch of the arts knowledge in this case I think let's put that tile down right over there so that we then generate one-two-three-four craftsmanship as well as one of the arts and a1 science now when we come back to our tracks it looks like we don't actually have enough to store all of that craftsmanship so as a free action before we take it let's spend two of these to gain one of the arts and then we can take you the for craftsmanship which will bring us up to four after that we are going to get one science which brings us up to seven and one more arts which brings us to three all right it's now time to build and let's contribute to the forum so that is gonna cost us 6 minus 2 or 4 of our craftsmanship and we have exactly 4 art left to spend so let's add this right over here and that's gonna make our 5th of these blue notices so we still need to make 2 more before the end of the game to achieve this particular objective now after we place this down and that is going to immediately get us at 9 victory points so we're gonna go from 185 to 190 4 after that we can now go into our development phase and I think let's upgrade architecture now that has a cost of 5 of our arts but we have a discount of 2 because of printing now fortunately that brings us to 3 arts and we have exactly 3 so that means we can flip this over now remember the basic side over here said that we gone to 3 points for every monument card in our civilization tree but they flipped over side gives us 6 points for each monument card so it just doubled the amount of points that we get for this and we get 6 points just for flipping the card over now as you can see we have one two three four five six seven of these monument cards currently so by doubling our end of age scoring on that we just got at least 21 points maybe even more because we're hoping to get more of these monument carts now before we move on we of course do have to take these at 6 points which will bring us up to exactly 200 now we can track that by flipping our 100 over all right we are done with our turn so it's now time to go into the 4th turn of the Third Age and that means the white Celtic player can take their turn well the first thing that happens is their military doctrine will give them one government their religious ceremonies will give them to religion and a van and their navigation gives them a one science they can now do their growth phase and they're going to this tile yeah that's gonna go down right over here this means they're gonna gain one two three four of the government knowledge they will also get one of the trade knowledge and then one two of the craftsmanship knowledge so that's for government bringing them up to seven one trade which brings them up to four and then to craftsmanship which gets them up to nine it's now time for their building phase and they currently have nine of the level one cities out here and they have two more build phases so we're not too surprised to see them create a new level one city as they strive to complete this objective now they will have a discount of one for this bill to action and they've decided to put this right over here so that's going to cost them two of the trade knowledge which will bring them down to two after that they gain a single influence and then for their development phase they are going to complete masonry now they do indeed have the prerequisite which is a three cost green and now they have to spend nine minus one or eight of their trade knowledge which brings them down to one after that they can add this right over here and that is officially all of the notices that they need in our civilization tree to complete this objective now that's going to immediately get them five points and immediately gain them six influence so they go up to 186 and then their influence will bring them up to 33 well the white players turn it is done so now the gray Japanese player can go and the first thing that happens is their navigation will give them one science next up they can grow and they're gonna place this tile out and they have decided to put this right over here now that is going to give the white player one trade knowledge and then they are gonna take one A two three trade as well as two craftsmanship so White's going to go up to three trade knowledge and then grain will get to craftsmanship giving them up to four and A three trade which will bring them also up to four next up they're going to do a building action and they're gonna put out a new city and they're gonna put this down here so normally that would cost them three trade knowledge but they have an upgraded theocracy which gives them a discount of four so this is once again going to be a free new city for them now that is going to give them an influence so they have tied the white player up at 33 next up it's time for their development phase and they have decided to upgrade smuggling now normally that would cost three trade but they have printing so that gives them a discount of two so they can't flip this over for just a single trade knowledge and that's going to bring them down to three and then they immediately get four victory points and twenty knowledge of their choice well those four points will bring them from 159 up to one at 63 next up they get to gain at twenty knowledge and 11 of that is gonna go into trade so that's gonna bring them up to fourteen this means they have nine left over and they're gonna spend a four of that on government which will bring this up to eight which leaves them with five left over now they're gonna spend two of that to bring their arts up to eight which leaves them with three remaining now they're gonna spend one of those on science and then the last two will go over here to craftsmanship which brings them up to six actually they've decided to change that last two so they are going to keep the four craftsmanship and they're gonna max out of their government going up to ten okay the gray player is done so now we can go and the first thing that happens is we gain one science and one government from navigation and military doctrine so we're now going to start off with the growth phase but with just two turns left we need to figure out what we can actually achieve before the end of the game now we have been going really strong with these monument cards unfortunately at this point we have hit a bit of a block this forum right here costs eight minus two or six of the government knowledge but we are capped down at five because we never actually built a government city so that means we don't actually have the possibility of getting the six that we need in order to complete that now that does mean that on this turn we could just I guess build one of those cities and then try to get it on our next turn but it looks like both of our opponents are pretty well positioned to try and to take it anyway so I think instead and maybe we just try to get a bunch of the arts in order to be ready to build at this last stage over here if it is available to us that does mean our build phase isn't going to be too great this turn but looking towards our development phase we really need to work on getting to more of the blue notices done now one of them could be done right up here if we find a right side white matching notice or of course a right side blue and there are a couple of white half notices in our civilization tree as well now when we look through all of the different card options the only one that has white nodes on it is going to be the promissory notes now that requires nine minus three or six of the trade and we don't have the ability to get that so I suppose we better find some matching blues to make sense for those open spots now in particular if this diplomacy down here looks pretty good it lets us immediately gain one influence for each monument card that we have and we have seven now I would love to do sacred arts which just gives you 15 points immediately but we do not have a three cost purple in our civilization tree and I don't think it makes sense to try and spend a development phase making that happen so either way I think let's try to get a bunch of arts and the way we can do that is by completing this notice up here so I think let's place this tile down and just like that which means we are going to get one to science we also get one two three four five six seven of the arts on top of that we will get a government as well as a craftsmanship now the great player is going to get an arts when we do this which will bump them up to nine so let's take our knowledge that was going to be one craftsmanship it's also going to give us one government although we are at a max so before we take that let's spend to government bringing it down to three to gain one arts and then we can gain our one government up to four after that we get to science which will bring us up to ten and then seven arts which will bring us up to eight and now it's time for us to take a build phase now I have figure let's just go ahead and construct a city it will give us one influence which is worth one point and that's gonna cost us three of our strengths in one of these types and I think let's go ahead and spend government so that's gonna bring us down to one and then we can place this down onto an empty government camp now both of these are adjacent to a potential and notice being completed and considering this one has a white color in it which is wild I think let's go over here because I think it's slightly more likely that this one gets filled in we of course could fill this in on our last attorney if we wanted to so we're gonna gain one influence bringing us up to thirteen and then our government knowledge limit will raise up to ten next up it's time for development and as I said before let's go with diplomacy and we have the prerequisite of having a six cost blue card over there with music so let's go ahead and play this one out right over here to create another blue match now that is going to cost nine minus three or six of our arts knowledge so that'll drop us down to two next up we will immediately get five points and one influence for each monument card in our civilization tree so let's focus out and it looks like we have one two three four five six seven monument cards this means we will get seven influence which will bring us from 13 up to twenty and then the five points that card gives us brings us up to 205 all right we are done with our turn so now it's time for the fifth turn of the age which is also going to be the final turn of the game for each player so the white Celtic player can go and they can start by taking some knowledge now this navigation gives them a science but they are capped out so before they take that they will use their fire in order to go down by two and that will let them bump up one of these other tracks and they're gonna use that to go up once on the Craftsman track next up they can take one science with their navigation which means then two for the religious ceremonies is going to bring them up to their max of 10 and then military doctrine will bring them up to eight next ups they can do their growth phase and they're going to place this tile and with it they're going to go right over here so that is going to give them 1/2 of the craftsmanship for their merchant bonus plus 3 for 5 with that concentration bonus after that they are going to get a religion a trade and one more trade because of their single level City right over here so that five craftsmanship will bring them up to seven the religion is already capped out so for a free action they were going to reduce this by two in order to go up once on their craftsman track over here to get to eight and then they can take the religion bringing them up to nine and finally they get to trade it which brings them up to five after that they are going to build a new city and it's going to go right down over here on a green camp that means they have to spend three - one or two of their science knowledge to put that out and then they gain one influence which brings them up to 34 with building done they can now do their last development action of the game and they are going to upgrade to warfare now that is going to cost them five government and if they don't have any discounts so that means they have to go down so three over here and this will flip over giving them six points immediately and they will also get one influence for each level of city that they control well let's start with the points so that's going to bring them from 186 up to 192 and then out here on the board they have one two three four five at six seven eight nine ten 11 of these cities and we're not too surprised to see that considering they had an objective to have 11 level one cities so that means they will get 11 influence with this warfare mastery car to upgrade so they will go from 30 for up to 45 now that they've finished their development phase their turn is just about but they've decided to use their fire mastery to do some two-to-one trades out here to try and help when they vie for these three-point roll cards at the end of the age well they're gonna start off by going down four times on the religion track so that brings them to five and then they can to put two more on to the other tracks and they'll put both of those into craftsmanship bringing them up to ten next up they're gonna spend two of their science to go up once on government and at this point they are done with these traits so that means they are done with their final turn of the game so the great player can now go well the first thing they can do is gain one science so that is going to bring them up to seven next up they are going to grow by putting this tile out and they're going to put that right over here so that is going to give them one two of the arts it will also give them two religion a craftsmanship and another craftsmanship from the city now they will also get one two three four five six of the trade knowledge and the white player will get one religion and one trade so white now has six trade and six religion and the gray player is gonna max out their trade going from fourteen up to twenty now if they gain another one they actually just get a victory point instead of gaining the extra knowledge in addition to that they are said to get two arts so before they do that they are actually gonna spend two arts bringing them down to seven and that lets them bump one track and they're gonna bump the trade track so that means they can't go to twenty-one and they will instead get a victory point and then and the two arts will bring them back up to nine so that point will bring them to 164 and now they get to religion as well as to craftsmanship so gray can now build and if they wanted to they have enough government to complete this monument card that way to give them twelve victory points immediately but that would also unlock in this card it so that we could do it on our turn which would let us spend eight arts to get 30 points and they've decided they don't want to leave that option available to us so instead they're gonna upgrade a level one city to a two in this case they want to go right over here so that is a craftsmanship city which means that's going to cost six craftsmanship - for from theocracy so they can do this for just - craftsmanship and then they gain to influence which brings them to 35 next up they can do their final development phase of the game and do they want to upgrade mercenaries now that does cost five of the trade - - for printing so that is three trade now remember every trade at the end of the game is going to be worth one point to them so they are spending three points effectively to do this but they still think it makes sense so they can flip this over and go down to 17 trade and now this is going to give them a six victory points immediately and they immediately gain to influence for each city of a different domain that they control well it looks like they have all six of them because they have blue green red purple then they have the yellow and orange down here so that is going to be 6 times 2 or 12 influence that they get for this upgrade action this means they're gonna go from 35 up to 47 and do they have once again taking the lead on this track now this mercenaries card is also gonna give them 6 points just for being upgraded which means they're gonna go from 164 up to 170 well they are done with development but they do want to end their turn by using fire mastery to help adjust some of these tracks now they are going to start by spending 4 of their craftsmanship that will let them bump to other tracks and they've decided to put both of those into the trade which isn't too surprising considering each one of the trade knowledge they have at the end of the game is worth a point after that they are gonna spend two of their religion and they will bump to their trade up once again after that they are gonna spend four of their government bringing them down to six and with those two bumps they are simply going to put those towards the betrayed so each one of those is a discrete action and each one takes them over their limit so each one will give them a single point so that's two more points bringing them up to 172 and then they think they can get away with doing this a couple more times they will go down to five science to give them another bump on trade and they will go down to seven arts and stop over there so that is two more bumps which gives them two more points which brings them to 174 okay they are done so now we can take it the final turn of the game so let's start this off by using military doctrine to gain one government and navigation to gain us one science next up we can see that we do have the capability of getting enough government to complete this card over here now that will cost 8 minus 2 or 6 government and we currently have 2 so we want to find a way to make 4 more government knowledge now I do see that right over here we could use this tile and that would match up like that so that would be 1 2 3 4 or 5 actually so yeah let's go with this now that's going to give us the 5 government as well as a 1 religion which means we now have 1 religion and we also have a seven government after that we can build and let's contribute to this level of the forum now that normally costs eight of the government knowledge but we have a discount of two from our music mastery card so we can do this with just six government bringing us down to one and now we can add this into our tree now unfortunately there is no way for us to match up another blue notice we still need to do one more of those but we can take care of that on our development phase now I think let's just put this one right up here in order to match up another one of the green notices that is gonna activate our calendar giving us two more science I guess in retrospect last turn we should have put this diplomacy down to point a blue up instead of a blue down but I think we're just gonna have to roll with our mistakes for this one so we can immediately get twelve points as well as move our reserve limit for government up to twenty so we can pull this all the way off the board and then twelve points will bring us up to two hundred and seventeen this means it's now time for our final development phase and because of that little mistake up there we still need one more blue notice now I think the best way for us to get a blue notice is to actually go with a six cost of blue card now we could go with a nine cost green card but the only one that actually gives us a blue that we need is astronomy and that just ignores prerequisites on future mastery cards so that does not really give us points right now now all of these are worth five points but these six cost cards are worth three points by themselves and this one over here that says rhetoric is pretty good for us it says at the end of each age we get three points for each of our cities adjacent to a monument and we currently have three of those so that is worth nine more points so we can find that card and that's of course going to cost us six minus three or three arts total now we only have two so let's go ahead and spend it two of our science bringing us down to eleven to gain another arts and then we can spend all three of these to play this out right over here so that's going to give us three points immediately which will bring us up to 220 now at this point we are done with our development phase and I don't think it makes sense to do two four ones over here we are clearly winning science and if we lower this down I don't think we can actually get to the spot to win any of these other tracks so let's just end our turn this means we have all taken our fifth turn in the third age and that means not only is the age ending but so is the game now even though the game is ending we are still going to mostly do the end of age things just like before so the first thing that we can do is take points for any mastery cards that activate at the end of an age let's go ahead and start with ourselves and it looks like we have five of these total so let's work our way from the top down now rhetoric gives us three points for each of our cities adjacent two monuments and we have three of them which will give us nine points so we're gonna go up to 229 next up we can move on to chemistry which is going to give us one point for every base at mastery card that we have and two points for every upgraded advanced mastery so in this case it looks like we have 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 at 16 points worth of cards so those 16 points will bring us up to 245 next up we have a heavy hitter over here with cartography this says we are going to get six points for each domain that has a notice in our civilzation tree and we have all six of them showing so that is 6 times 6 or 36 points this means we're gonna go all the way up to 281 after that our medicine will activate giving us one point for every green notice that we have in our civilzation tree so let's start up here and it looks like we have 1 2 3 4 5 6 7 8 then 9 10 11 12 13 14 total so those 14 points will bring us up to 295 and finally our architecture will give us 6 points for each monument card in our civilzation tree now this one is huge because we have 1 2 3 4 5 6 7 8 so that's going to be 8 times 6 or 48 more points well we weren't at 295 so this is gonna bump us up to 343 points and we can show that by getting rid of this 200 and we can take a 300 point chip well that's finished up our end of age scoring so now the white player can go and it looks like they have five of these as well now the first one is going to be monotheism which gives them one point for every purple notice that they have in their civilization tree and it looks like they have one two three four five six seven of those so they're gonna go from 192 up to 199 and then their architecture will give them three points for every monument card that they have in their civilization tree in this case they have one two three four so that is four times three or twelve more points which is going to bring them up to 211 after that urbanism is going to give them one point for every city that they control and it looks like that's going to be one two three four five six seven eight nine ten eleven cities total so they're gonna go up to 200 and at 22 points and now sacred writing is going to give them three points for every purple city in play when they look out to the board that appears to be one two three four five so that will be fifteen points total which will bring them up to two hundred and thirty seven lastly there are cartography will give them three points for each domain that has a notice in their area and it looks like they have orange purple yellow and red showing up here they don't appear to have any green or any blue so unfortunately that is gonna be four times three or twelve points for them so that'll bring them up to two hundred and fifty nine and now the gray player can score their end of age cards now they appear to have four of these and the first one is sacred writings which gives them three points for every purple city in play well we've already seen this one scored there are five cities so that's going to give them 15 points which will bring them up to 189 next up urbanism is gonna give them one point for every city that they control and it looks like they have one two three four five six seven eight nine ten cities total so that'll bring them to one hundred and ninety nine points and now they can score their upgraded cartography that's going to give them six points for each domain that has a notice in and their civilization tree that's all six of them so that is six times six or 36 points for cartography this means they will go from 199 up to 235 lastly their banks card is going to give them points equal to their remaining trade and do they have a full trade track of 20 knowledge that means they'll get 20 points which brings them up to 255 all right we can now move on and score the influenced track and if the great player just barely beat the white player for having the most that means they can assimilate a nine six or three level mastery card and in this case they want to assimilate the warfare card that the white player has but in particular they wanted the upgrade you can only assimilate into an upgrade if you already have the base version and they do so that means that they can flip this over and that is going to give them six points immediately plus one influence for every single city level that they control so the six points will bring them up to 261 and then they can tell that they have a 1 2 3 4 5 6 7 8 9 10 11 12 13 levels of cities so they will gain 13 more influence which brings them up to 69 and they can show that by taking this 50 influence token now that that assimilation has done that players can get points equal to their influence so the gray player is gonna get 69 points which will bring them up to 330 next up white will get 45 more points and that's going to bring them up to 300 and a 4 and then we are gonna get 20 more points which brings us up to 363 after that it's now time to vie for these role cards over here and as we can see each one is just gonna give 3 points to the winning player so let's start off with craftsmanship now we have won the great player has 0 and the white player has 10 so they are definitely going to win this next up there is science now White has 0 it looks like the grey player has 5 and we have 11 so we are going to win that after that there is trade it looks like we have 0 the white player has 6 and not too surprisingly the gray player has 20 all the way up to the top so they are going to win that one after that there is arts then we have 0 White has 5 and gray has 7 so they are going to win this after that there is religion we have won the white player has six and the grey player has none so that means a white is gonna win that one and finally government well we have won the grey player has six and the white player has four so maybe they should have turned some more of this trade into government overall but either way that means this is gonna go to the grey player up here so we will get three points white will get six and a gray will get nine which means we are going to go up to three hundred and sixty six white will go up to three hundred and nine and gray will go up to three hundred and thirty nine well the final thing that we have to score for are the objectives that we have in front of us now we know that we have seven blue five green and three notices over here so we have that one next up we do want to control one of the monuments now we are definitely controlling the illustrious university as you can see we have one two three of those levels in cards out here and then we also have four levels of Cities next to the University so that is effectively seven control power compared to the one of the white player I guess they actually do have one of those monument cards so they have to control power to our seven so we are definitely controlling this next up we were obviously not able to put eight adjacent cities to each other so we are not gonna get this one but we can skip ahead and see that we have three level two cities with these three right over here lastly we can check for this one and we have more than made this happen we actually have more than four of the blue red or green six values and more than three of the nines we just needed four or three to hit it so we have and that means we completed four out of the five objectives which is gonna give us 70 more points so we can add that to our three hundred and sixty-six points which means we have a final score of four hundred and thirty six points next up the white player can check in their objectives and the first of these was having eleven of the level 1 or higher cities out here on the map well they have one two three four five six seven eight nine ten eleven exactly so that means they win this one after that they needed to have at least 35 influence and they ended with forty five so that one is taken care of next up they needed seven orange notices five yellow and three purple and they weren't able to make that happen but unfortunately for them they were not able to make this one happen they needed a five of the level three orange purple or yellow and five of the level six orange purple or yellow and they realized a little bit too far into the game that they were not going to be able to make this happen so that one it did not happen but this one does they just needed to control at least one monument and they do control the Great Wall as you can see they have one to three of those cards out here and they also have one two city levels adjacent to this wall so that means they have five control power and it looks like we have two of these cards in our area so we have two plus one or three control power here and then the grey player has just one control power so the white player certainly controls this one which means they have completed four out of their five objectives just like we did and that means they get 70 points so they're gonna jump up to a final score of 379 finally the grey Japanese player can check it heirs now they needed to have it ten cities not adjacent to other cities of theirs so it looks like and they have one two three four five six seven eight nine ten out here so they were able to pull that one off on next up they needed at least one level three city and they do indeed have that after that they needed at least 35 influence and they were able to end the game with 69 so they certainly completed that one next up and they needed seven red five yellow and three orange notices over here and they do indeed have that and they needed at least five of the nine cost red yellow or orange mastery carts as you can see they have one two three four five of those so that means they finish this one and that means they completed all five of their objectives this means they are gonna get 100 points so they're gonna go from 339 to 439 and that is their final score that means the great player has just barely won this game they have 439 to our 436 in third place there is the white player with 379 points and two that completes one full three player game of dominations well I hope you enjoyed this playthrough especially considering it looks like we did indeed pull off a victory there at the end I thought of the great player was winning it but it appears I did some math wrong there at the end of the playthrough and we were able to squeak on by now that's kind of interesting to see considering and the different things that we were focusing on compared to the grey player obviously we went very very hard on the monuments and we got a ton of points there whereas the grey player was able to completely do all of their objectives which obviously gave them 30 more points than we got and they got a bunch of points from their civilization tree as well we obviously did that as well and we got a lot of points that's energized with the monument building that we were doing already so yeah it was kind of interesting to see those scores to be so close now unfortunately the other player was that not that close overall especially considering I accidentally gave them too many points as well in the final scoring I think a big reason for that is because they did a lot of things but they didn't really hone in on any one particular thing to try and I get a lot of points from it they had five different things that they scored at the end of the game and all of them were not that great so it seems like it was kind of giving points for a little bit of this and a little bit of that or as for us we obviously got knowledge for making the green nodes and then we got points for the grey nodes we got two discounts on monuments and then we got points for those monument cards after we scored them so we had much more of a synergistic civilization tree going and I think that is why we did so much better than the white player another big part of it I suppose is that I missed judged the timing for the white player to try and complete all of their objectives they were definitely trying to do that but I suddenly realized that they did not have enough turns left over to get the mastery cards that they needed into their civilization tree they kind of overshot a lot of the sixes that I needed and built a bunch of those nines and those were certainly good for them but they did not let them complete to their objective and obviously getting that fifth thing done on the objective would have been good giving them 30 more points now they lost by a lot more than 30 points but that's just one of the many ways that it seems like that player just kind of tripped themselves up and it did not get things going as well as the other two players around the table and I think that that could certainly happen with three people around the table as opposed to me controlling all of the players and I hope this has done a pretty good job of showing you the different ways this game coming well or not and I think that's gonna wrap up all my thoughts on this play as always I'd like to thank everyone who's been supporting this channel including all of these producers level patreon backers if you two would like to directly support the channel and the creation of videos like this one then please go to junkets Gamescom slash support to see a variety of ways with which you can do that also if you enjoy this video please click the like button down below as well as the subscribe button for the channel thanks for watching