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Sparrowhawk

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Canada CST
Apr 1999 time: 23:37
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Here are several questions I posed to Smiley at one point in the game and his answers (I would have posted them during the game but I didn't want to disrupt the progress).
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1) If I spy successfully negates the action of the Society it is sent to, are the Gold from that action lost or do they return to the treasury to be used for next turn?
1. When spies disrupt something, the unspent gold goes back to the treasury.
2) Military Support, I have asked Gamecube this, and he didn't answer me, but it has come up again with Spaced and Skanky and Gamecube has elected to take the support costs out of the Tax Revenue (which means after Military Production and after Wars). This seems to make sense to me, but I am curious what you intended.
2. You and GC are right about army salaries.
3) Governments. Despotism results is tax revenue from 6 cities, Monarchy from 12 and Republic unlimited?. With the different number of players and the different size maps, should these numbers by variable depending on map size? (I think so, but just a thought).
3. Map size is set to have squares approx. 12 x number of players, so a static sum should work. The intention was that a representative government would be necessary for a multicultural society.
4) Trade: If a government (Monarchy or Republic) receives caravans from a neighbour in Despotism, does the receiving Society get more gold then the sender? (due to the government they are in?)
4. Yes, in a trade swap, a Republic will get a double payout while the Despotism only gets the normal payout.
5) New Cities (2 Questions)
If you have previously lost cities (say you had 5 and lost 2 leaving you with 3), does your next city built cost you as city 6, or city 4. Similarly if you take additional cities (say starting with 5 and taking 2 more) does you next city built cost as city 6 or city 8?
If you state city locations and those locations are used by the time you try to settle them, do you not get the cities or should the GM locate them in the locations or their choice (to minimize borders as you have indicated elsewhere)?
5. New city costs only depends on how many cities you have, those that have been lost or nuked don't count.
6) Science:
If there are 8 societies in the game, and say 4 of them have tech 5 at the start of the turn, does the cost decrease during the turn or do all the societies who research the tech that turn pay the same cost.
(I like decreasing the cost during the turn, more math but it offsets some of the advantage of sending in orders early).
When calculating the costs of techs (reduced) do you round down as in other calculations? (I assume so)
6. Everyone pays the same price. Too hard to balance the budget for the players otherwise.
7) Wonders:
Jihad - you can take any city in the world (every turn? or one use then wonder is expired?)
7. You can sneak attack and take places beyond the border cities. Unlimited uses in theory, in practic you'll rarely make more than one or two before the rest of the world declares war on you.
8) Wars:
If you sneak attack, you can only take cities you border.
If your enemy declares war on you on the same turn, can you take more then border cities?
If you both attack each other, the armies first attack each other as indicated. Does the winning army then continue the attack as normal?
8. In dual sneak attacks, armies first fight, winner attacks. Even if enemy does attack as well, it's still limited to border cities.
9) If a spy does diplomatic action does this count as a declaration of war? (I don't think it does, but I think it should).
9. Spying doesn't declare war, but it can sure provoke it.
10) If someone is building a spaceship, it will take 3 turns to build. If their opponent waits until the third turn to attack them (with Nukes ), does the production of the 3rd spaceship part end the game or do their oppenents have the 3rd turn to attack them and if succesful the spaceship is destroyed, if unsuccessful the spaceship leaves after the turn cycle and the game ends?
10. They gots to survive to the end of the turn to launch the spaceship. This is to add some challenge so that people don't hurl all their funds at the spaceship the last turn and not have to worry about defense.
11) The "University of California" allow you to "build things that you have not yet discovered the technology for, providing that someone else has". Does this mean that the person with the University of California can produce Wonders and Special Units (Nukes, SDI, Spaceship Parts) or just special units?
11. Everything, wonders included. You can also buy more expensive armies, but only a Kuciwalker would.
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In the interest of starting a new game, I think that there are several clarifications which need to be made to the rules (some of the above came up in the game).
In addition to the rules I have refered to above, others were mentioned in the game itself such as spies and defensive spies, but I don't think we reached a conclusion as to how to implement the change.
As I stated earlier and Spaced referred to, I would happily GM the next game, but I cannot start it until next week. If anyone else can start it sooner, that would be great also though.
Perhaps suggested rule changes could be posted below and then implemented in the next game??
* Sparrowhawk 
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