Twilight Erroneum – Mrred5 r0x0rz!
In the Friday game of TI?there were lots of rules questions, but I had an answer for all of them (that I remember…) except one. For some reason, I had interpreted the rules for production of units to mean that any Tactical or Transfer Action could be followed by Production… anywhere. So, we would activate a system, move junk around, then activate the system with our spacedock, then build there. This did not sit well with Mrred5.
I had been prepared for this. My laptop was near the table, I had the rules, and printouts of a bunch of stuff including turn flowcharts, race descriptors, and unit cost breakdowns.?So when the question came up, I tried to look it up in all of the resources I had, and?still found no answer.?Later, days after the game?I had still not found anyone discussing this particular question. So I took it up with the the Geek.
The answer? It was spelled out pretty clearly in the rules (clearly enough that no one else in the known universe had missed it!) 🙂
?”Except for the first step (the activation itself), each individual step of the Activation Sequence is only resolved if the condition for its resolution applies or is initiated by the active player. A player, for example, may activate a system to produce new units there during step 7, but does not necessarily have to move any ships into the system during step 2.”
Special thanks to The Barefoot Killer for supplying the exact quote,?and sasquatchdjh and?Gilby for answering my query!
And extra special thanks to Mrred5 for coming to the dizzle having read the rules in the first place. It really helped to have someone else to corroborate with!
The unfortunate side effect is, now the turns will be even longer. Production will have to be a separate action from movement, adding one or two more required actions for each player. It also means a few more Command counters will be?going into the command pool.?Do you feel the squeeze fellas??























































