Notes on MATERIAL WORLD (obscure rules which are easy to miss) 1. Each turn you may only buy as many military as you have population. (I-G) 2. Military must start on a population, one per population. (I-G) 3. No need for a caravan in a space where you have population. (C-1) 4. Population can be used to take over an area where another player has only a caravan (C-1). You must still spend a use fee. 5. All level increases only apply on the following turn. (C-3) 6. Developed dots are never destroyed. (C-3) 7. Transports (caravans) cannot be moved the turn they are placed. (C-3) 8. Military do not move on the turn purchased. (C-3) 9. Population counts as a Train line. (C-3) 10. Consumer good factories do not work if conquered. (C-5) Summary by Rick Heli