Page.8
As Construction Cost is used in the calc for Completion Time, which figure is used, Base or TL adjusted (Re shipyard) in the Completion Time calc?
Construction Cost is calculated prior to calculating Completion Time, so you use the actual Construction Cost computed during Step 6 during Step 8.
Page.9
Assault (Support) prerequisites are only available to Ground Units.
I realized after I posted that last night that I really need to clean up the prerequisites, both to make them more clear and align better with the latest version of the tech tree. I will get that done and posted tomorrow.
In this case, the prerequisites are the technologies that have to be researched first before a player can unlock the indicated technology. Thus, as written in the document now, you would have to unlock both Anti-Ground and Anti-Sea technologies before you could unlock Assault. The Assault tech can then be equipped on either space or ground combat units.
Page.11
Deception and Electronic Protection appear to be essentially the same thing.
Deception is awaiting it final rules tie-in back to the finalized version of its rules from the CSCR. Deception is used to mask a ship during the detection process, making it appear either larger or smaller than it really is.
I have been debating one whether or not to kick that tech to the Engineering Manual, anyway, so it may just be best to move it there where it can be discussed in better detail.
Defense creates a "loop" since some of the prerequisites have Defense as a prerequisite. As does Engines so unarmed ship would not be possible.
Gah, I had a feeling that was the case. Will update that tomorrow, too.
Page.13
Hanger (Basing), prerequisite (Mobility) only available to Ground Units. This has a knock on to Launch Bay (Basing).
As with the Assault question, the prerequisites are for research, not for implementation. The connection to ground techs is merely because that the Hangar/Launch technologies become available before an empire achieves spaceflight, so they can't be tied to space techs.
There is 11.4 Tech Advancement and it's subsections, then following this there is 11.4 Empire Tech Levels and it's subsections.
Hah, that is part of the reason that I leave X.X in most places until the end -- that way I at least have to double check those numbers to make sure that they aren't screwed up. I have renumbered the local draft.
I would rewrite 11.4.1 to read:
"The base cost (in tech points) to unlock a new
technology is equal to an empire's total Census (or 10,
whichever is greater) times 10."
I think I tried weaving the simplified research rule into unlocking without paying any attention... or else I just completely had no idea what I was writing when I wrote that (either is a possibility!).
Is there already a unit design spreadsheet as inferred in 12.5 para 2?
Charlie has put together a few sample sheets, but so far I have just been doing everything by hand. On final release we will have a spreadsheet, though. If Charlie is okay with me posting one of the sheets, I will add it to the blog post and the stickied forum thread.
I am wondering if all of the pools are going to a "Make the X this turn, spend it next turn", with X being Tech Points or Economic Points or whatever?
Currently (1e) EP are spent on the turn they are "made".
The dynamic is indeed being changed so that you spend the items on the turn after they are earned. This includes moving the Income Phase to the end of the campaign phase. That way the campaign turn will begin with the Turn Orders Phase and then progress onwards from there resolving the players' turn orders. We had several players that were confused by the previous turn sequence, especially with the Income Phase taking place before they drafted their turn orders.
The primary advantage to this method is that when the player is handed his updated sheets at the beginning of the campaign turn he will know exactly what his resources look like at the beginning of that turn (effective of the end of the previous turn), and can plan accordingly. Additionally, it allows the events of a campaign turn to be reflected in the income earned.
Of course, moving the Income Phase back really doesn't change the actual flow of the game that much, as the Income Phase came first before -- it is now just back loaded into the turn now instead of being front loaded as in 1E.
-Tyrel