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Rule summary

The game is played on modular map where new areas are added and merged as your civilization grows and expands.

Each round allows a certain civilization action. The more structures you have, the more action you get, and the more advanced you are, the more powerful your actions.

  • Civics lets you produce resources earlier.
  • Culture lets you advance your civilization earlier and pay less.
  • Economy lets you exchange resources with adjacent peoples to collect more valuable sets.
  • Military lets you attack adjacent peoples to plunder their resources.
  • Religion lets you construct civilization structures earlier and pay less.
  • Science lets you take actions in areas further away from their own areas.

After a number of rounds equal to your civilisation size, all your areas produce and you may construct new structures and advance your civilization. This also serves as a catch-up mechanic, since smaller civilizations produce less but construct and advance more frequent.

In Peoples, you are faced with tough tactical and strategic questions. Which civilisation structures do you construct to get the actions you need? Which civilization traits do you advance to accomplish your goals? Which civilizations do you cooperate with and which do you compete with? The history will judge whether you answered the questions right or wrong.

When all tribes are engaged (but not before!), you must disengage them with a Revolution action. This is also the action where you grow your population and acquire civilization points and development cards. This also serves as a catch-up mechanic, since larger civilizations gets more productive actions but have to wait longer for the next Revolution action.

There are six victory conditions linked to the six civilization traits. Culture victory is won by influencing opponents, Economic victory by collecting one of each resource, Military victory by placing all your tribes etc.

Version History

  • 0.31: More frequent Revolutions, one civilization action per turn, progressive advance and structure cost
  • 0.3: Complete overhaul with time wheel actions instead of tribe actions and civilization structures instead of civilization cards
  • 0.214: Base cost removed with advanced rule of technology tree (bonus for certain items, second player etc.)
  • 0.213: Unique resources required instead of extra resource for first acquired
  • 0.212: Specialists get only base cost
  • 0.211: Luxuries changed so that both colors may be kept but only one used in the same payment
  • 0.210: Specialists get both base cost and level cost
  • 0.29: Science extends range across own and empty areas
  • 0.28: Settlement expansion doesn't require disengaged tribes
  • 0.27: Military plunder linked to Military delta
  • 0.26: Military triggers production in own land area as well
  • 0.25: Culture and Religion bonus limited to number of placed tokens
  • 0.24: 1st advance marker corresponds to CP = Civilization level
  • 0.23: Latitude/longitude rule linked to twice the number of peoples in part to allow more expansions before mergers
  • 0.22: Neutral tribes not added in starting part to prevent early advantages for certain strategies
  • 0.21: Luxuries changed so that either color (but not both) can be used prior to Nobility/Welfare State
  • 0.2: Quicker start and gameplay with more resources at start and during game
  • 0.1: First draft

Rules (Video)



Draft Rules (PDF)