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1. Generally speaking, in AtH, players obtain Labor Points from 2.

The type of
the controlled Areas within their Region, which when combined goods produced
with Mech Points, will produce goods. is dependent on
Good Areas which Sector of
the Region’s
Labor Mech Production economy the
Labor and Mech
Points Points Output are allocated to.
Poor Areas Available Mines,
Wells, and Plants
limit the outputs.

Transport Farm Metal Fuel Industry


Sector Sector Sector Sector Sector

Trade Food Metal Fuel Consumer


Mech
Points
Infra-
3. Food feeds the Labor, while Military
structure Metal and Fuel feeds the Plants Plants
Units
allowing the production of more
4. And Transport allows for Trade Mech, more Plants, more
with other Regions, or for improving Transport, and most importantly,
Trans … or for
the infrastructure allowing the port Military units
the Consumer Points that will be
Region to expand into new Areas, to defend …
given to the Labor to increase the
gaining access to more Labor, Mines, or attack.
Social State of the Region…
or Wells.
5. Social State and Sector State represent technological advances and the general well-being and economic
soundness of a Region. A Region’s Social State is equal to the lowest of its five Sector States (Transport, Farm,
Metal, Fuel, and Industry).

Transport Farm Metal Fuel Industry


Sector Sector Sector Sector Sector

6. Each Sector State is determined by the number of Consumer Points spent each turn on the Labor assigned to the
sector in question. Generally, the more Consumer Points spent, the higher the Sector State. And the higher the
Sector State, the more Mech Points can be made productive per Labor Point in the Sector.

Consumer Labor
Points Points

7. At Sector State 0, for example, no Mech Points can be used in the sector. At Sector State 1, one Mech Point can
be used by one Labor Point to produce two things (normally produced by the sector, like Food). At Sector State 2,
two Mech Points can be used by one Labor Point, and the production would then be three (Food, Fuel, etc.). This
progression continues in a linear fashion.

1 Labor 1 Mech 2 1 Labor 3 Mech 4


Point Point Production Point Points Production

1 Labor 2 Mech 3 1 Labor 4 Mech 5


Point Points Production Point Points Production
8. In order to be at Sector State 1, one Consumer 9. In order to be at Sector State 2,
Point must be spent on any amount of Labor Points one Consumer Point must be spent
in a Sector. It doesn’t matter if there is one Labor on each Labor Point in a Sector.
Point or 100, if you spend one Consumer Point in
that Sector, the Sector State is 1.
10. The overall objective of this game (in
the standard rules as written, anyway) is
Consumer
Consumer to be at Social State 2 for the last two
Consumer
Consumer turns of the game, which means the first
Points
Consumer
Points
Consumer
So, what is a Points
Consumer
Points eight turns of the game is about gearing
Consumer
Points
Consumer up the production of Consumer Points.
poor Region Points
Consumer
Points
Consumer
President to Points
Consumer
Points
Consumer Each Labor Point must be given one
Points
Consumer
Points
Consumer Consumer Point in each of the last two
do? Points
Consumer
Points
Consumer
Points
Consumer
Points
Consumer
turns of the game. Since there are 5 Labor
Points
Consumer
Points
Consumer Points “living” in each Good Area within a
Points
Points Region (3 in a Poor Area), a region with 6
Points
Points Good Areas would need a minimum of 60
Consumer Points.

12. And stockpiling or hoarding Consumer Points


to spend all at once is a very expensive 11. But consistently producing that many Consumer
proposition, requiring a lot of Money over and Points is a difficult and expensive proposition.
above the costs to produce the Consumer Points Consumer Points require Food, Metal, Fuel,
in the first place. Plus, since the feat must be Industry, and Money…all of which are also needed
accomplished two turns in a row, that will for expansion of the Region’s basic economic
require a lot of stockpiled Consumer Points. health, and even its very survival at times.

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