Page 20 towards the bottom of the second paragraph of section 2.3.10 Infrastructure Upgrade
The above only gives Utilized Shipyards, not Maximum Shipyard Capacity. Maximum Shipyard Capacity is determined by Utilized Shipyards x Orbital.For example, a colony with 3 Census and 3 Shipyards would have a maximum shipyard capacity of 9 EP.
Page 24 in the first paragraph of Colony Generation, there is a reference to Colony Size Chart.
There is a Colony Importance Chart on page 22, but it only uses Census to determine that.A colony's size is determined by taking its Census plus its total infrastructure and comparing the result against the first column of the Colony Size Chart.
Page 53 the example under 3.4.8 Resolving Intel Missions, is wrong.
It should read,5 difficulty mission supported by 4 utilized Intel against opposing system with 6 defensive Intel = 5 / (4 x 6) = 20% chance of success.
"5 difficulty mission supported by 4 utilized Intel against opposing system with 6 defensive Intel = 4 / (5 x 6) = 13.3% chance of success."
And do you round up, down or normal?
Also on page 53, Espionage: Army and Espionage: Colony list effects taking place for the next 6 turns and 10 turns respectively. This is also scattered throughout the reset of the Espionage section. Is this supposed to represent 1/2 a campaign year and a full campaign year? Most use 5 turns and 10 turns, but a couple of 6 turns snuck in.
Page 55, the Sabotage: Agriculture Mission Difficulty should probably be "Mission Difficulty: 2 + (Agriculture ÷ 2)" instead of "Mission Difficulty: 2 + (Productivity ÷ 2)". Also, do these calculations round, up, down or normally?
Page 60, the last sentence of 3.4.4 Treaties should read "The effects of all of these treaties are to put an empire in a better position to weather external threats to its sovereignty."
Page 63, in the middle of the first paragraph of Alliance Treaty, it states "The leader must also approve any armistice treaty that is offered or signed by the alliance to end a conflict with an enemy." Yes, this is so, but according to Armistice Treaty, "Alliance members must unanimously agree to the terms of and sign an armistice treaty in order for it to be valid.", so the sentence in Alliance Treaty is misleading, since the leader must approve it, but so does everyone else.
Page 66, the Breaking Chance example in 3.4.4.5 Breaking Treaties is confusing.
When I first read it, I saw it as (assuming IN = 50) (100 - 50) x 20% or a 1000% chance. I think what confused me was that in this ONE example, you put in the % sign for a percentage calculation. I think it would be clearer if you wrote it as "(100 - IN) x 0.2" or "(100 - IN) / 5" and left off the % sign, since it doesn't show on other calculations.Breaking Chance
(100 – IN) x 20%
[round up]
Page 67, in the 3.4.5 Declarations Hostilities Chance, it should read "(AG - Relationship x 2) + Declaration Modifier".
Page 69, in the 3.5.4.4 Rescinding Declarations section, you state:
There is also Surrender Declaration that will end those.Hostilities, war, and total war declarations are automatically rescinded when the affected two parties sign an armistice treaty. This is the only way that these declarations can be rescinded.
Page 75, the example at the bottom of 3.6.1.1 Initial Relationship, should read "which rounds down to 45."
Page 83, the first paragraph in the second column needs to change all "Tech" references to "Intel".
Page 88, the last sentence of the first paragraph of X.X.4 Combating Piracy:
conflicts with the Piracy Check Modifiers at the top of the page:The minimum construction cost of space combat units required to provide a bonus to a system's piracy check is equal to 10 times the system's Jump Lanes value. A system with 4 Jump Lanes would require at last 40 EP of space combat units to be well-defended, for example.
Page 93, 3.11.1 Unit Construction says:Military presence in system is greater than or equal
to Commerce value (+1)
Is this "Purchased" or "Under Construction"? If "purchased", a system with Utilized Shipyards of 5 and Orbital of 5, could crank out 1 BattleShip each turn (once construction time is complete) if the EMPIRE could afford the EP?The maximum construction cost of starship units that can be purchased at a colony each turn is equal to its shipyard capacity (Utilized Shipyards x Orbital).
Also on page 93 in the 4th paragraph of 3.11.1 Unit Construction, it states"
This also occurs in the 4th paragraph of 3.11.2 Repairs on page 94 and the 2nd paragraph of 3.11.3 Field Repairs on page 95.The number of Construction Phases that a unit must be under construction before it is finally completed is called its completion time and is equal to its construction cost divided by 5 (round fractions up).
Page 97, the last paragraph of 3.12.3 Tech Advancement:
This needs some clarification, as it seems to state that an Empire just starting the game cannot do any research until they have a colony with Census, even if they have a Homeworld with Tech Infrastructure.Empires that don’t control any colonies or Census can’t receive tech advances because they have too few resources available to even consider frittering what resource they do have away on frivolous research projects.
Page 100 Mothballing costs contradict each other in Maintenance State Chart and the second paragraph of X.X.3 Mothballed. I think that 25% is too high for Mothballed maintenance and that it should be reduced to about 10% as you stated elsewhere, Tyrel.
Page 103, the second paragraph of 3.15 Maintenance reads:
Does this mean that Maintenance Cost is the total for the whole year, instead of monthly?Maintenance expense is calculated by taking the total maintenance cost of all an empire’s units, making sure to account for their current X.X Maintenance States, and multiplying it by 10% (round fractions up). This is the number of economic points that the power must pay each turn to properly maintain its military forces. Refer to X.X Maintenance for more information on this topic.
Page 107, the example under X.2.4 Ramming Orders makes no sense at all.
100 - (AG + XE) ÷ 2
Round fractions down
This formula results in the reverse of what the second quote states from the following paragraph.Aggressive empires or those that are naturally xenophobic are more likely to train crews willing to commit the ultimate sacrifice for their nation.
Example 1 AG=75 & XE=75
100 - (75 + 75) ÷ 2 = 100 - (150) ÷ 2 = 100 - 75 = 25% for the highly aggressive and xenophobic race.
Example 2 AG=25 & XE=25
100 - (25 + 25) ÷ 2 = 100 - (50) ÷ 2 = 100 - 25 = 75% for the non-aggressive and non-xenophobic race.
A better result might come from just averaging their AG & XE or (AG + XE) ÷ 2. This would give the two example races above (obviously), a 75% chance for Example 1 and a 25% chance for Example 2.