Engineering Genius is another Action card that doesn’t cost an extra action to play and can save you a ton or ore, but is only useful if you plan on building wonders. Not ideal, but if you’ve managed to secure a healthy number of Civil Actions via your government or blue technology cards, then it’s not a bad way to supplement your meager ore income. Reserves gives you a healthy amount of ore, but will cost you an extra action just to play the card. These allow you to build or upgrade your mines, farms, or buildings on the cheap without costing an extra precious Civil Action (other than the one you used to take the card from the card row…you only spent one, right?). The best Action cards for this are Urban Growth, Rich Land, and Efficient Upgrade. I’ll also be a hawk for any of the yellow Action cards that mitigate my weak ore production. If it looks like Coal is the way to go, I’ll usually build a fourth Bronze mine early. If I get Iron out early, I usually stick with only three mines until later in the game when actions are more plentiful. ![]() First of all, you’ll be stuck with Bronze mines for a long time. ![]() If you’re waiting for Coal, you’re going to run into a few problems. There’s no reason to research both Iron and Coal, so pick whichever you’re going to focus on and stick with it. If Iron seems to be buried in the Age I deck and doesn’t make it to the card row until late in Age I, I tend to skip it and wait for Coal to show up in Age II. Going from 3 to 6 ore is a godsend early in the game and will open up the ability to build any Age I urban buildings your civilization desires. It might take several turns to build and upgrade your mines to Iron, but the Age A events are usually helpful in providing some extra science or ore to help you along. If an Iron card comes out early in Age I, I always try and grab it. The easiest, and most efficient way to bump up ore production is by upgrading your mines. If you want to build any other buildings, however, three ore isn’t going to cut it. Age A buildings such as Philosophy, Religion, and Warriors can all be purchased for three ore. Your first full turn should always consist of adding a third bronze mine so you can bump up your ore income to 3 per turn. You begin the game with two bronze Mines which will provide you 2 ore each turn, one for each mine. Ore is primarily gained through a group of structures called Mines. While all the resources are important, I tend to find myself short of ore more than any other, and not being able to build is a killer. Let’s take a look at each of the resources and how to keep each in the black. Falling behind in any of them can mean the difference between winning and ending up like me. There are five major and one minor resource you need to worry about from the dawn of antiquity until that final turn of Age IV. The core of Through the Ages is resource management. Let’s take a look at how this thing ticks. The complexity comes from trying to juggle all of TtA’s parts so they work together. While Through the Ages can seem complex, the rules are actually rather simple. I cannot resist building a Wonder, even if everything in my current “strategy” screams against it. ![]() While my win percentage doesn’t back up that claim, I attribute my woeful performance far more to my adult ADD and less to understanding how the game operates. While I may suck at TtA, I have played the game, hundreds of times, actually. For those who have yet to see it, t’s truly a wonder to behold. Now that it’s out on the App Store, many of you have been witness to said incompetence. I’m pretty sure I’ve stated my incompetence when it comes to winning games of Vlaada Chvátil’s masterpiece, Through the Ages.
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