Harry Rowland - Nov 13, 2004 12:23 am (#113 Total: 121) Consolidated errata - 12/11/04 7 Ages errata – 12/11/04 Eriksson is an age 3 Vikings/Danes named leader Start Empire - When setting up an empire, there is no limit to the number of your initial units that may set up in each starting area. Trade & Progress - If both players are tied during a trade, the empire that picked the T & P action advances one space only. If both empires picked T & P, the empire lower in progress advances one space only. If they are equal in progress, neither advances. Civilise – Artefact cards may be played on any empire (not just those within range) by any empire or non-empire (delete the 4th para of "Playing Artefact cards"). Harvest Glory - To receive glory for a particular category, you must have at least one of that category (e.g. you could only gain glory for most money if you have at least 1 money saved). Harvest Glory - When counting artefacts, only green artefacts are counted. Definition Invasion – entering a land area directly from an adjacent sea or ocean area (e.g. moving into Germany directly from the North Sea is invading, moving via the Low Countries is not). Andrew C Taubman - Nov 13, 2004 12:25 am (#114 Total: 121) He who sacifices freedom for security is neither free nor secure - Benjamin Franklin Here are the clarifications I've harvested from this forum and the ADG one, as an addendum to Harry's consoldiated errata: SETUP: The empire counters provided in the game come in seven colour-pairs (that is, a light and a dark shade of the same colour), plus black. The light/dark shades of each colour-pair are pink/red, yellow/orange, light purple/purple, light blue/blue, light green/green, light grey/grey, and tan/brown. When choosing a counter set for your first empire you can choose either the light or dark shade of your desired colour-pair (NOTE: each colour-pair differs subtly in the unit mix provided, and the dark shade has fewer but more powerful units than the light shade of the same colour-pair). Whichever shade you choose, both sets of counters, the glory marker, and the action counters of that colour-pair are permanently yours throughout the game, no matter what happens to the initial empire. No other player can ever choose either shade of that colour-pair in that game. Your second empire must be the other shade of the colour-pair of your first empire. Your third and subsequent empires can use either shade of any free colour-pair, or black. The shades of the free colour-pairs are not connected to each other in any way. After setting up the first two empires, is there any reason why everyone shouldn't go after the black empire for their third empire? HR> None whatsoever, unless you want a large empire in which case you might prefer one of the free large ones. I also have a question on empire setup. Take this example. The leading empire is in Age 3. You want to set up an empire which has Age 3 on it. Is it OK to set it up if it has Setup -5, where -5 would push it back to Age 2? HR> Of course. As soon as any empire makes it to age 3 you can set up any empire allowed to set up in that age regardless of how far back the empire actually setting up starts. Just to be totally clear: if I have less than my maximum empires, I get an extra action. So on turn 1 there is only one useful thing I can do, start an empire. On turn 2 my extra action could be to start another empire and my 1st empire's action could be anything (like manoeuvre)? HR> mostly correct although if you don't have a complete spread of ages on turn 1 you might choose a wild card instead of a start empire (so you can dump and redraw your cards if you can't start an empire in the age chosen by the first player). Apart from that slight disclaimer, spot on. At start units when setting up an empire. It says in the rules that the units are produced as in the Production option play. However in Production it says you are limited to stacking a number of units = to the city value or one if there are no cities, is this restriction applicable when starting an empire? HR> No. In other words in starting an empire do you have unlimited stacking with your initial forces? HR> Yes. Viking, Danes card no. 30 It says ”In ages 2&3, each land liberated…” I believe that ages 2 is wrong because the setup of this empire is in ages 3-7. HR> If the leading empire is on progress level 15 (the first space in age 3) then you would set up the vikings -6 from that space, i.e. progress level 9 in age 2. Should you use a time ripple on the Danes, they could even end up as far back as space 2 in age 1 (should you start them when the leading empire was only on the first space in age 2). LEADERS: Can you explain what the Leader # on the empire cards mean? Couldn't find it in the rules. HR>The empire's leader # is how many leaders that empire can have on the map at any one time, and the maximum number of (sequential) leader picks you get each promote leader step. The number next to the leader themselves is the age that leader can be promoted. Thus the Vietnamese (card no. 84) says: Leaders: 3 (Ho ~ 7) This means the Vietnamese can have a maximum of 3 leaders on the map at any one time, they get up to 3 picks per promote leader step and can promote Ho during any promote leader step in age 7 instead of choosing a random leader. I'm not clear on when empires get leaders (is it in the promote phase?). HR> Yes. Is it only named leaders who go on the board at empire setup? (as per the English empire example)? HR> Yes. That section is named Promote Named leaders as opposed to Promote Leader in the Civilisation step. A card with Leader -2 means that that empire can have a max of 2 un-named leaders, neither of which start at setup, but can be placed on the board if the relevant action is chosen (the one allowing promote leaders) in a subsequent turn. HR>that is all correct: promote (unnamed) leaders only happens during civilise. I can only remove a leader on the board in the “Civilise” phase, when he is one age below the age I am in now? It says “Remove all empire’s leaders whenever it moves into a different age(forward or backwards). Old age has seen them off (after all, they are now about a thousand years old). As it is listed in the Civilise Phase, I can only remove it when I do my civilize phase with that empire or I have to do it when I switch ages? HR> You can voluntarily remove leaders during civilise. You MUST remove all leaders immediately you switch ages (usually during the end of turn automatic progress but also if you Trade & Progress through an age or someone likes the Huns knocks you back into the stone age). COMBAT: In combat, disruption markers are equal to the value of the best frontline + support numbers. Does this mean that best ACTIVE numbers, or best PLAYED numbers? HR> [active]. Pls note if you only commit one unit, only its front line value is doubled (again your support value is 0). Another combat question - half of committed units are frontline, half are support - what if you commit an odd number of units? Is the odd unit frontline, support, or players choice? HR>the extra unit is always placed in the front line (as per the definition of halving, 0.5 rounds up to one). RELIGION: Hinduism Power says that a Hindu Empire can ignore adverse effects of all other religions. I assume it should say adverse effects of the other religion’s power. HR> Correct. Heresy: I assume that when I take an action and have a Heresy artifact on my empire, I would lose that action in favour of the vote action?! HR> Correct. When another empire is the pope, he would vote instead of me but not lose his action? HR> Correct. When my Christian empire discards the heresy artifact instead of losing progress levels, the Heresy artifact remains. However when my empire is not Christian anymore why should this Heresy marker remain on one of my areas?? HR> All religions, governments and red artefacts are placed on players cards rather than the map (to stop other empires overrunning them). If you don't agree with the pope's decision you can stop being Chritian. If you are the one with the heresy marker and have stopped being religious then the heresy marker will have no effect (it only affects empire's with that religion). If you adopt a new religion, the heresy goes with you to the new religion. After all you have just changed your state religion, how heretical do you want to be:) Of course if it is not you with the heresy marker you can do all that for no hassle (except the disorder bit). heresy again: When I discard my christianity artefact from my empire card, due to not being in agreement with the Pope, I can only discard heresy when I adopt,at least,any religion again. After that I have do the vote action again to get rid of heresy. If this is the case, I got it. HR> You got it. Do the geographical restrictions on religions (eg, controlling an Indian land area for Hinduism) apply only to playing the artefact card to gain the religion from scratch, or also to adopting the religion from another empire? Likewise the technological restrictions on governments? HR> Only playing. You can adopt no matter where you are provided you are within range of an empire which has that govt/religion. PRODUCTION: If you build ships in a coastal area are they still limited to one per area, or by the limit of a city in that coastal area if any? If the latter, is it a combined limit for navies and armies? HR> yes, that is the maximum number of units you can build in any one area. "A region includes every sea and ocean area adjacent to a land area in the region." Does that mean that, say, the North Atlantic is part of Europe because it's adjacent to the Azores, or does only the mainland count for this? HR> All land areas count (including islands). It doesn’t mention to produce “Elite markers” in the production explanation. So I assume that I can build one elite marker per action turn of that Empire. What is the max amount of “elite makers” I can own for one empire? HR> Elite markers are built during production (see costs on Unit costs chart on map) and you can build any number of them each production action. GLORY: Another question on harvesting glory: one empire has the green (land areas) 2 circle for Europe to gain glory points for land areas only. The other empire has Europe 2 but it is half green/half blue (for land and sea/ocean areas) in Europe. Do these two empires compete directly? EG: one empire occupies two sea areas in the Med and two areas in Europe on land. The other owns three areas only in Europe on land. Do they compete for points or not? HR> Correct, they don't and could both satisfy their glory conditions of being no. 1 in their particular category. They would both max out at 2 each. Do both parties to a Peace Treaty get the +1 glory and have it count towards potential artefact glory-harvest, or just the primary target? HR> Both gain. If a civilising empire plays a Treaty on two third-party empires, do they both need to be in its range or just one (and the second in range of that one)? HR> Just the one. Harry Rowland - Nov 13, 2004 12:29 am (#115 Total: 121) DiD I miss that much Man, you make it look so bad Andrew. :smile: Regards Harry Buzz Pounds - Nov 13, 2004 12:30 am (#116 Total: 121) Map Ok, I'm not sure it will really matter but about the islands. The jungles, forests, and mountains look obvious. On the west map, I assume Tierro del Fuego, the Falklands (Malvinas), and the Alutians are tundra; the Azores look desert (Artic Circle is not allowed). On the East map, are Bonin, Marianas, Marshalls, Christmas, Tahiti, Phoenix, Raratonga, Gilbert, Ellice, and Carolines all supposed to be desert? I also assume that a unit on the Marshalls, as an example, provices adjacency to the Central Pacific, South Pacifc, and Melanesian Basin. And finally, do I see it correctly that Comores is fertile? Buzz Andrew C Taubman - Nov 13, 2004 12:31 am (#117 Total: 121) He who sacifices freedom for security is neither free nor secure - Benjamin Franklin my thinking is whether it needs to be an errata or not or whether it would be obvious in a 5 player game that everyone gets 3 colours rather than some getting 4 and some only 2. A 5 player game has a max of 3 empires per player, how could anyone end up with 4 colours? Oh hang on I think I see what you're getting at: you mean my point about the two shades of a colour-pair have no relationship to each other apart from the ones chosen during play start. But that is not confined to a 5+ player game ... no, I guess I still don't fully understand what you're getting at here. Andrew C Taubman - Nov 13, 2004 1:01 am (#119 Total: 121) He who sacifices freedom for security is neither free nor secure - Benjamin Franklin Wild card questions: - what a wild card action is used as another action, does it behave exactly like that action in all ways? eg, does it entitle you to the second progress boost you would normally get when you win a trade having used a T&P chit? - Under Wild Card on page 2 it says "If you use the wild card to perform the same action twice in a turn ..."; what else can you use it for? Is there any reason to use a wild card instead of a real action chit which you leave unchosen? Harry Rowland - Nov 13, 2004 1:15 am (#120 Total: 121) Gidday Buzz, you ask: Map Ok, I'm not sure it will really matter but about the islands. The jungles, forests, and mountains look obvious. On the west map, I assume Tierro del Fuego, the Falklands (Malvinas), and the Alutians are tundra; the Azores look desert (Artic Circle is not allowed). HR> All correct (and only named areas count). On the East map, are Bonin, Marianas, Marshalls, Christmas, Tahiti, Phoenix, Raratonga, Gilbert, Ellice, and Carolines all supposed to be desert? HR> Correct. If they don't look like mountain or jungle, they're desert. I also assume that a unit on the Marshalls, as an example, provices adjacency to the Central Pacific, South Pacifc, and Melanesian Basin. HR> Also correct which is why you still might want to go to these places. And finally, do I see it correctly that Comores is fertile? HR> Fertile as the day is long. You might want to go there. Regards Harry Harry Rowland - Nov 13, 2004 1:17 am (#121 Total: 121) Wild card Gidday Andrew, you ask: Wild card questions: - what a wild card action is used as another action, does it behave exactly like that action in all ways? eg, does it entitle you to the second progress boost you would normally get when you win a trade having used a T&P chit? HR> Yes but only for the empire doing the wild card. - Under Wild Card on page 2 it says "If you use the wild card to perform the same action twice in a turn ..."; what else can you use it for? HR> You can use it for any of the seven actions, only 2 of which will be the same as the actions chosen for your other 2 empires. Is there any reason to use a wild card instead of a real action chit which you leave unchosen? HR> I don't understand the question. Regards Harry James Spurny - Nov 12, 2004 11:03 am (#574 Total: 577) Minutus cantorum, minutus balorum, minutus carborata descendum pantorum. 7 Ages Combat Question Harry, here's a question that I can't tell the answer from the rules: in combat, disruption markers are equal to the value of the best frontline + support numbers. Does this mean that best ACTIVE numbers, or best PLAYED numbers? Example: in a naval battle using a large empire, I have 3 ships of the line (4 +2), and 1 newly minted cruiser (6 +5). On a turn after the opponent has acquired a disruption marker, I commit 1 ship of the line as frontline (4), and the Cruiser in support (+5) Is the disruption marker worth 9 (4 +5) as the best active numbers, or is it worth 11 (6 +5) as the best played numbers? Thanks, James James Spurny - Nov 12, 2004 11:38 am (#575 Total: 577) Minutus cantorum, minutus balorum, minutus carborata descendum pantorum. And one more... Another combat question - half of committed units are frontline, half are support - what if you commit an odd number of units? Is the odd unit frontline, support, or players choice? James Allan J Rothberg - Nov 12, 2004 1:43 pm (#576 Total: 577) Consimworld: one big, happy dysfunctional family, albeit slightly smaller now. James, My guess would be round up the half that is counted as frontline. Consider the extreme example of 1 commited unit, or even 3. Harry Rowland - Nov 12, 2004 4:07 pm (#577 Total: 577) 7 Ages questions Gidday James, you ask: Harry, here's a question that I can't tell the answer from the rules: in combat, disruption markers are equal to the value of the best frontline + support numbers. Does this mean that best ACTIVE numbers, or best PLAYED numbers? Example: in a naval battle using a large empire, I have 3 ships of the line (4 +2), and 1 newly minted cruiser (6 +5). On a turn after the opponent has acquired a disruption marker, I commit 1 ship of the line as frontline (4), and the Cruiser in support (+5) Is the disruption marker worth 9 (4 +5) as the best active numbers, or is it worth 11 (6 +5) as the best played numbers? HR> 9, being your best front line and support values (as your cruiser is going in support it has a committed front line value of 0 this round of conflict). Pls note if you only commit one unit, only its front line value is doubled (again your support value is 0). And one more... Another combat question - half of committed units are frontline, half are support - what if you commit an odd number of units? Is the odd unit frontline, support, or players choice? HR> Allan is correct, the extra unit is always placed in the front line (as per the definition of halving, 0.5 rounds up to one). Regards Harry