Civilization: A New Dawn – Automatic Civilization
Civilization: A New Dawn – Automatic Civilization Rulebook
Table of Contents
Table of Contents
Golden Rules
In order to add an automated player to a game, you will need the automated player focus cards, which can be downloaded for free from www.FantasyFlightGames.com. Download these cards, print them, and cut them out in order to use them in your game.
These golden rules apply when using the AP:
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The AP follows all rules listed in the Sid Meier's Civilization: A New Dawn Rules of Play, unless the rule is specifically overridden by this document. If there is a conflict between this document and the Rules of Play, this document takes precedence.
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In most cases, these rules and the AP's focus cards eliminate any decision-making that is needed on behalf of the AP. However, if a choice ever needs to be made on behalf of the AP, the choice should be determined randomly. To do this, you can assign each option one or more dice values (each option should be equally weighted) and then roll a die to determine which option to use.
Setup
Follow all of the standard rules for setup, counting the AP as one of the players (e.g. if there are two human players and the AP, use the setup instructions for a 3-player game). The following exceptions apply for setup:
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Assign a player color to the AP and randomly select a leader for that player.
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Construct the focus bar as normal for the AP, using the automated player focus cards in place of the standard focus cards.
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Use the advanced map-building rules when using the AP with these alterations:
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In step 4, when forming the core, use the diagram below instead of the diagrams in the Rules of Play. The yellow tile labeled "C" in the diagrams is the AP's capital tile. Place the AP's capital city figure on the capital-city icon (star) on this tile. The black hexagon is a water token.
[Diagram omitted: "Core Tiles—Side A", tiles numbered 1–4 around a yellow capital tile labeled C, with a water token. See the printed rulebook, page 1.]
[Diagram omitted: "Core Tiles—Side B", tiles numbered 1–4 around a yellow capital tile labeled C, with a water token. See the printed rulebook, page 1.]
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In step 5, do not deal tiles to the AP. The AP does not add tiles to the map, so the map will be smaller than it would be if the AP was a human player.
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Note: Players must still follow the requirements for placing new tiles, including touching at least four spaces on tiles already on the table and touching at least one space on a core tile.
Complete the remaining setup steps as normal, counting the AP as one of the players.
You are now ready to start the game.
Automated Player Turn
The AP is always the first player. The player to the left of the AP is responsible for advancing the event dial at the start of each of the AP's turns. The event dial does not advance at the start of the first turn of the game.
During the AP's turn, it resolves the focus card in its fifth slot. After resolving that card, it resets it to the first slot as normal and play passes to the player to the AP's left.
Because the AP always resolves its card in the fifth slot, it will move through, count through, build in, and place in terrain of any type except for water, unless otherwise specified.
Priority Order
Several types of AP focus cards include a "priority order." This is a list of criteria that should be used to make decisions for the AP. When using the priority order, find all potential targets that fit the topmost criterion. If multiple targets fit that criterion, use the next criterion to determine which eligible target to use, continuing through the criteria until there is only one eligible target. If you go through all criteria and there is still a tie, use the tiebreaker at the end of the list.
If no targets meet the first criterion in priority order, use the next criterion to determine eligible targets, continuing down the list until at least one eligible target is found. If multiple targets are found, use the remaining criteria and tiebreaker (if necessary) to choose which eligible target to use.
Example: Using Priority Order
The AP resolves its industry focus card, Pottery (pictured on the printed rulebook page 3), in its fifth slot.
[Card image omitted: Pottery, Level I, Industry. Its text is given in full under Automated Player Focus Cards below.]
Pottery first allows the AP to build a wonder. The topmost criterion for building the wonder is "the wonder that moves this player closest to achieving an agenda." These are the victory cards in use for this game and the available wonders:
[Victory card and wonder images omitted: three agenda cards (Technophile/Scholarly, Civilized/Money Grubber, Warmonger/Paranoid) and four wonders (Oracle, Colossus, Stonehenge, Petra).]
None of the agendas require culture wonders, so Stonehenge is eliminated from contention. The next criterion is "the wonder with the lowest cost." Of the remaining three wonders, the Colossus and Petra are tied for the least expensive, so the Oracle is also eliminated.
Because there are still multiple options that meet all criteria, a human player assigns dice values 1–3 to the Colossus and 4–6 to Petra and rolls a die. The result is a 2, so the AP builds the Colossus.
The AP's production is 5, while the Colossus costs 7. The AP does not have any resource tokens to spend, so the AP spends the two trade tokens it has on its industry focus card reach 7 production. It places the wonder in its capital, which is currently its only city.
The AP now has a chance to build a city within two spaces of a friendly space. Its first criterion in building a city is being adjacent to as many natural wonder and/or resource tokens as possible. These are the AP's options:
[Map image omitted: options A, B and C on the printed rulebook page 3.]
There are three spaces where a new city would be adjacent to two such tokens, so the AP needs to use additional criteria to choose one.
The next criterion is "a space with a barbarian spawn point." The barbarian spawn point shown above is too far from a friendly space to be a valid choice; also, it is only adjacent to one natural wonder and/or resource token, so it would have been eliminated by the first criterion.
The final criterion is the "highest defense." Option A has an inherent defense (twice the terrain difficulty) of 8, while option B is 4 and option C is 2, so the AP chooses option A to build its city.
Gaining and Spending Resource Tokens
The AP treats all resource types as the same. When the AP gains its choice of resource tokens, it gains one of a random type from the supply. If the supply runs out of a specific type of resource, players can change out the AP's resources of that type with other resources from the supply.
The AP can spend resources of any type, including those on natural wonder tokens, when building a wonder and each resource increases its production by 2.
Building Wonders
When building a wonder, if the AP needs to increase its production value to build the wonder, it does so by spending the following in the indicated order:
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Bonus trade tokens from industry city-state diplomacy cards (see Wonders and Diplomacy cards for details).
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Natural wonder tokens of any type.
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Resource tokens of any type. If the AP would overspend by one and has one or more trade tokens, it saves a resource token and spends one trade token instead.
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Trade tokens on the industry card.
Gaining Focus Cards
When the AP gains a focus card by advancing their tech dial to or past a tech level space, the AP replaces a random focus card of the lowest tech level in its focus row. Replace it with a focus card of the same type of the level indicated on the AP's tech dial. See example below.
If the AP needs to gain a focus card of a certain level and has none left to gain, it gains a focus card from the next highest level instead.
Example: The AP advances its tech dial to a level-II space, but has already replaced all of its level-I cards with level-II cards. It gains a random level-III card instead.
Example of Gaining Focus Cards
The AP resolves its science focus card, Astrology, in its fifth slot and spends the 1 trade token it has on that card to advance its tech dial 6 spaces, going from 13 to 19. This advances the AP's tech dial past two tech level spaces, a level-III and a level-IV space.
[Card image omitted: the AP's focus row before and after the example.]
The AP first replaces one of its cards with a level-III card. It replaces its lowest-level cards first, so it must replace either Astrology or Foreign Trade, which are its only remaining level-I cards. The human player randomly determines that the AP replaces Astrology with the level-III science card, Replaceable Parts.
Next, the AP replaces one of its cards with a level-IV card. Because Foreign Trade is its only level-I focus card remaining, the AP replaces that card with the level-IV economy card, Capitalism.
Gaining Trade Tokens
The AP can have any number of trade tokens on each of its focus cards.
When the AP gains one or more trade tokens and has a choice of where to place them, it places them one at a time on the focus card with the fewest trade tokens. If there is a tie, it places the token on the card highest in its focus row.
Spending Trade Tokens
The AP uses these rules when deciding whether or not to spend trade tokens:
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Culture focus card—The AP spends as many trade tokens as it has legal spaces to place control tokens.
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Economy focus card—The AP only spends trade tokens from this card if doing so allows at least one of its caravans to reach its destination when that caravan would not reach the destination without the token.
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Industry focus card—See "Building Wonders."
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Military focus card—When it is the AP's turn to spend trade tokens during an attack, it spends tokens as outlined below:
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AP is winning as the attacker: The AP spends as many tokens as it can, stopping if it reaches a total the defender cannot match.
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AP is losing as the attacker: If the AP cannot increase its total higher than the defender, it does not spend tokens. If it can, it spends as many tokens as it can, stopping if it reaches a total the defender cannot match.
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AP is winning as the defender: The AP does not spend tokens.
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AP is losing as the defender: The AP spends enough tokens to win. Otherwise, it does not spend tokens.
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Science focus card—The AP always spends all its trade tokens on this card.
Performing Attacks
The AP's military focus card allows the AP to perform attacks. These focus cards have a priority order for selecting targets for these attacks. To select a target, look for all potential targets that fit the first criterion that are within the specified number of spaces of any space friendly to the AP. If you find multiple eligible targets, use the tiebreaker of lowest defense to determine which target to attack. The target's defense includes its terrain difficulty, as well as any bonuses from reinforced control tokens and any card abilities. If you do not find any eligible targets matching the criterion, move to the next criterion.
Example: The AP is resolving its Masonry military focus card, which allows it to perform two attacks within two spaces of a friendly space. The first priority for the targets of these attacks are barbarians. There are two barbarians within two spaces of spaces friendly to the AP, so the AP first attacks the barbarian in the terrain type with a lower difficulty. If that attack fails, the AP attacks that barbarian again. If the first attack succeeds, the AP attacks the other barbarian.
Attacking Capitals
When the AP successfully attacks a human player's capital city, the AP moves any wonder in that city to their own city without a wonder that has the highest defense. The AP then takes two trade tokens from the focus card(s) highest in the defender's focus row and place them one at a time on their own focus card(s) with the fewest focus tokens that are highest in their own focus row.
Capital Attack Example
The AP (orange player) has won an attack against the blue player's capital city. The blue player does not have a wonder in their capital to steal, but the AP gets to take two trade tokens from the blue player's focus cards.
[Card image omitted: the blue player's focus row, with trade tokens marked.]
The AP takes the only trade token from the card in the blue player's fifth slot, Nationalism, and then one of the two tokens from the card in the blue player's fourth slot, Foreign Trade.
The AP has two focus cards with no trade tokens, and so places the first trade token on the card higher in its focus row, which is Drama and Poetry. It then places the second token on its last remaining card without a trade token, Astrology.
Wonders and Diplomacy
The AP ignores abilities on wonders it builds and any city-state diplomacy cards it has. Instead, when the AP resolves a focus card, it is considered to have spent an additional trade token for each of the AP's wonders and city-state diplomacy cards that match the focus card's type. Military wonders and city-state diplomacy cards count as +1 to the AP's combat value for all attacks, whether the AP is the attacker or the defender.
Example: The AP has built the Pyramids and has a diplomacy card for the Seoul city-state. When the AP resolves its science focus card, it is considered to have spent two additional trade tokens.
When the AP attacks a city-state, it must return that city-state's diplomacy card before resolving the attack. This means that if it is attacking a military city-state, the AP does not get the bonus trade token from having that city-state's diplomacy card.
When the AP visits a rival city with a caravan, if the AP does not have a diplomacy card for that player, it takes the first available diplomacy card in this list:
- Open Borders
- Joint War
- Defensive Pact
- Embassy
The AP uses the abilities on any player diplomacy cards it has except for Embassy.
Leader Abilities
Most leaders can be played as the AP without any modification. This section outlines clarifications for using certain leaders as the AP.
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Gilgamesh—When Gilgamesh defeats a barbarian, he gains one resource of a random type from the supply (in addition to a trade token).
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Montezuma—After Montezuma resets his military focus card, if he won at least one attack during his turn, he swaps his military focus card with the focus card in his second slot.
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Teddy Roosevelt—When Teddy Roosevelt gains or spends a natural wonder token, he always places it on the focus card in his fourth slot. He always spends natural wonder tokens on a focus card he is resolving, even when the bonus for doing so is not needed, and spends those tokens before spending any resource tokens and/or trade tokens. When resolving a military focus card, he spends all unspent natural wonder tokens on the last attack he performs.
Difficulty Level
After constructing the AP's focus bar, the players collectively choose a difficulty level to use for the AP. If the players cannot agree, use the lowest difficulty preferred by a player.
When played at a difficulty level higher than Settler, the AP starts the game with one or more of its focus cards replaced with level-II versions of those cards. The difficulty levels are:
- Settler—0 replaced cards
- Chieftain—1 replaced card
- Warlord—2 replaced cards
- Prince/Princess—3 replaced cards
- King/Queen—4 replaced cards
- Emperor/Empress—5 replaced cards
After picking the difficulty level, randomly select the indicated number of focus cards for the AP to replace with the level-II focus card of the same type.
Clarifications
This section addresses frequently asked questions. It is organized alphabetically by topic.
Barbarians
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The AP cannot place control tokens or build cities in spaces with barbarians.
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When building cities and placing control tokens, the AP does not take into account barbarians in spaces adjacent to the spaces it is considering for a control token or city.
Culture Focus Cards
- When the AP cannot place all of the control tokens it is allowed to when using its culture card, it gains one trade token on that card for each control token it could not place. This includes any additional control tokens granted by the AP's cultural wonders and, for Teddy Roosevelt, any natural wonder tokens spent.
Industry Focus Cards
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When determining highest defense for city placement, the AP uses the potential defense bonus for a city in each space under consideration. This bonus is twice the space's terrain difficulty plus one for each friendly, reinforced control token in an adjacent space.
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When the AP's industry card replaces itself with the industry focus card of the next tech level, the AP resets that card without resolving it.
Automated Player Focus Cards
The automated player focus cards are the AP's focus bar cards. Each card is listed below with its tech level and type, followed by its printed card text. The printed one-line reminder at the foot of each card is given in italics. Each tech level has its own divider page in the card file; those dividers carry no rules text.
Level I
Early Empire — Culture
Place 2 control tokens on spaces adjacent to friendly cities. For each token that cannot be placed, place 1 trade token on this card.
Control Token Priority Order:
- Contains a natural wonder.
- Contains a resource token.
- Contains a barbarian spawn point.
- Adjacent to the most cities.
- Adjacent to the city closest to maturity.
- Highest terrain difficulty.
+1 Control Token
Foreign Trade — Economy
Move this player's caravan 3 spaces toward its destination, following the shortest path.
Destination Priority Order:
- City-state for which this player does not have a diplomacy card.
- Rival city.
- Other city-state.
Tiebreaker: Shortest distance.
+1 Space of Movement Each
Pottery — Industry
Build 1 world wonder. This player's production is 5. Build this wonder in the friendly city with the highest defense.
Wonder Priority Order:
- The wonder that moves this player closest to achieving an agenda.
- The wonder with the lowest cost.
Then, build 1 city on a legal space that is within 2 spaces of a friendly space.
City Location Priority Order:
- Adjacent to the most natural wonder and/or resource tokens.
- A space with a barbarian spawn point.
- Highest defense.
If neither a wonder nor a city was built this way, replace this card with Animal Husbandry and reset it.
+1 Production for Wonders
Masonry — Military
Perform up to 2 attacks within 2 spaces of a friendly space. This player's combat value is 5.
Target Priority Order:
- Barbarian.
- Rival city with defense of 4 or less.
- Rival control token.
Tiebreaker: Lowest defense.
Then, reinforce 5 of this player's control tokens, minus 3 for each attack this player performed (minimum 0). Reinforce tokens closest to barbarians and/or rival spaces first, with highest terrain difficulty breaking ties.
If no attacks were made and no tokens were reinforced, replace this card with Iron Working and reset it.
+1 to Combat Value
Astrology — Science
Advance this player's tech dial 5 spaces.
When this player reaches or passes a tech level space on its tech dial, randomly select 1 of its focus cards with the lowest tech level. Replace the selected card with the focus card of the same type at the tech level indicated by the tech level space. If the selected card is already at the indicated level, replace it with the card of the same type that is 1 level higher.
+1 Tech Dial Advancement
Level II
Drama and Poetry — Culture
Place 3 control tokens on spaces adjacent to friendly cities. For each token that cannot be placed, place 1 trade token on this card.
Control Token Priority Order:
- Contains a natural wonder.
- Contains a resource token.
- Contains a barbarian spawn point.
- Adjacent to the most cities.
- Adjacent to the city closest to maturity.
- Highest terrain difficulty.
+1 Control Token
Currency — Economy
This player defeats each barbarian adjacent to a friendly space without gaining trade tokens.
Then, move each of this player's caravans 4 spaces toward different destinations, following the shortest path.
Destination Priority Order:
- City-state for which this player does not have a diplomacy card.
- Rival city.
- Other city-state.
Tiebreaker: Shortest distance.
+1 Space of Movement Each
Animal Husbandry — Industry
Build 1 world wonder. This player's production is 6. Build this wonder in the friendly city with the highest defense.
Wonder Priority Order:
- The wonder that moves this player closest to achieving an agenda.
- The wonder with the lowest cost.
Then, build 1 city on a legal space that is within 3 spaces of a friendly space or friendly caravan.
City Location Priority Order:
- Adjacent to the most natural wonder and/or resource tokens.
- A space with a barbarian spawn point.
- Highest defense.
If neither a wonder nor a city was built this way, replace this card with Nationalism and reset it.
+1 Production for Wonders
Iron Working — Military
Perform up to 2 attacks within 3 spaces of a friendly space. This player's combat value is 6, or 8 if attacking a barbarian.
Target Priority Order:
- Barbarian.
- Rival city with defense of 6 or less.
- Rival control token.
Tiebreaker: Lowest defense.
Then, reinforce 5 of this player's control tokens, minus 2 for each attack this player performed (minimum 0). Reinforce tokens closest to barbarians and/or rival spaces first, with highest terrain difficulty breaking ties.
If no attacks were made and no tokens were reinforced, replace this card with Mass Production and reset it.
+1 to Combat Value
Mathematics — Science
Place 1 trade token from the supply on the focus card with the fewest trade tokens that is highest in this player's focus row. Then, advance this player's tech dial 5 spaces.
+1 Tech Dial Advancement
Level III
Civil Service — Culture
Place 3 control tokens on spaces adjacent to friendly cities. For each token that cannot be placed, place 1 trade token on this card.
Then, place 1 control token on a space adjacent to a friendly space.
Control Token Priority Order:
- Contains a natural wonder
- Contains a resource token.
- Contains a barbarian spawn point.
- Adjacent to a natural wonder token, resource token, or uncovered barbarian spawn point.
- Adjacent to the most cities.
- Adjacent to the city closest to maturity.
- Highest terrain difficulty.
+1 Control Token
Steam Power — Economy
This player gains 1 resource from the supply.
Then, move each of this player's caravans 6 spaces toward different destinations, following the shortest path. They can move into water.
Destination Priority Order:
- City-state for which this player does not have a diplomacy card.
- Rival city.
- Other city-state.
Tiebreaker: Shortest distance.
+1 Space of Movement Each
Nationalism — Industry
Build 1 world wonder. This player's production is 7. Build this wonder in the friendly city with the highest defense.
Wonder Priority Order:
- The wonder that moves this player closest to achieving an agenda.
- The wonder with the lowest cost.
Then, build 1 city on a legal space within 4 spaces of a friendly space. This player can count through water.
City Location Priority Order:
- Adjacent to the most natural wonder and/or resource tokens.
- A space with a barbarian spawn point.
- Highest defense.
If neither a wonder nor a city was built this way, replace this card with Urbanization and reset it.
+1 Production for Wonders
Mass Production — Military
Perform up to 2 attacks within 3 spaces of a friendly space. This player's combat value is 7. This player can count through water.
Target Priority Order:
- Rival city with wonder and defense of 8 or less.
- Barbarian adjacent to a friendly space.
- Rival city with defense of 8 or less.
- City-state.
- Rival control token.
Tiebreaker: Lowest defense.
Then, reinforce 5 of this player's control tokens, minus 1 for each attack this player performed. Reinforce tokens closest to barbarians and/or rival spaces first, with highest terrain difficulty breaking ties.
+1 to Combat Value
Replaceable Parts — Science
This player replaces their focus card with the lowest tech value that is highest in their focus row with the card of the next highest tech level of the same type.
Then, advance this player's tech dial 5 spaces.
+1 Tech Dial Advancement
Level IV
Mass Media — Culture
For each rival control token adjacent to a friendly space, flip that token to its unreinforced side. If that token was already unreinforced, remove it from the map instead.
Then, place 4 control tokens on spaces adjacent to friendly cities. For each token that cannot be placed, place 1 trade token on this card.
Control Token Priority Order:
- Contains a natural wonder.
- Contains a resource token.
- Contains a barbarian spawn point.
- Adjacent to the most cities.
- Adjacent to the city closest to maturity.
- Adjacent to a rival space.
- Highest terrain difficulty.
+1 Control Token
Capitalism — Economy
Then, move each of this player's caravans 6 spaces toward different destinations, following the shortest path. They can move into water.
Destination Priority Order:
- City-state for which this player does not have a diplomacy card.
- Rival city.
- Other city-state.
Tiebreaker: Shortest distance.
Then, after resetting this card, resolve the card in this player's fifth slot, but do not reset it.
+1 Space of Movement Each
Urbanization — Industry
Build 1 world wonder. This player's production is 8. Build this wonder in the friendly city with the highest defense.
Wonder Priority Order:
- The wonder that moves this player closest to achieving an agenda.
- The wonder with the lowest cost.
Then, build 1 city on a legal space that is within 5 spaces of a friendly space. This player can count through water.
City Location Priority Order:
- Adjacent to the most natural wonder and/or resource tokens.
- A space with a barbarian spawn point.
- Highest defense.
Then, after this card is reset, resolve this player's culture focus card as if it was in the fifth slot. Reset that card as normal.
+1 Production for Wonders
Flight — Military
Perform up to 3 attacks within 5 spaces of a friendly space. This player's combat value is 8. This player can count through water, rival spaces, barbarians, and city-states.
Target Priority Order:
- Rival city with wonder and defense of 10 or less.
- Barbarian adjacent to a friendly space.
- Rival city with defense of 10 or less.
- City-state.
- Rival control token.
Tiebreaker: Lowest defense.
Then, reinforce 5 of this player's control tokens, minus 1 for each attack this player performed. Reinforce tokens closest to barbarians and/or rival spaces, with highest terrain difficulty breaking ties.
+1 to Combat Value
Nuclear Power — Science
Each human player must choose 1 of their non-capital cities, if able. Destroy each chosen city and each control token adjacent to those cities.
Then, advance this player's tech dial 5 spaces.
+1 Tech Dial Advancement