3 quick questions

By awp832, in Twilight Imperium 3rd Edition

Havent played the game much, but I don't think these are directly covered under the rules, I have looked, at least...

Q1. Sarween Tools & Multiple space docks: Suppose a system has multiple docks on it, take for example, the Emirates of Hacan homeworld. Suppose it has 3 docks, one on each planet. When producing units in this system, are the docks allowed to 'help' each other? Could you effectively build a dreadnaught (cost 5) by exhausting 2 resources, and using the Sarween Tools from each dock to make up the other +3?

Q2: Production & Multiple docks: similar. Does *each* dock have to stay within its production limit, or is this a collective thing? Take Hacan home system w/ 3 docks again. Can it just produce 12 units, or do you have to make sure you're producing 5+4+3 units?

Q3: Transfer Action & Integrated Economy: So long as the conditions for preforming a transfer action are satisfied, is this combo legit? You can activate a transfer between your production system and an adjacent system, since the adjacent system now has a command counter (thanks to the transfer action), Integrated Economy can let you build units one 'hex' away?

I think thats all for now, ty.

Sorry, had one more.

Does the Imperial 2 Card also make the player draw the top card of the Objective deck? I looked in the SE rules pdf, and it doesn't say that it does. If not, how would new objectives be brought in when playing with the Imperial 2 card?

awp832 said:

Q1. Sarween Tools & Multiple space docks: Suppose a system has multiple docks on it, take for example, the Emirates of Hacan homeworld. Suppose it has 3 docks, one on each planet. When producing units in this system, are the docks allowed to 'help' each other? Could you effectively build a dreadnaught (cost 5) by exhausting 2 resources, and using the Sarween Tools from each dock to make up the other +3?

Each dock gets +1 resource for whatever it is producing. So you could not take the +1 from two different docks in the same system and build a unit that costs 2 resources for free, because that unit must be built at one dock or the other. As long as you are building at least as many units as space docks, however (remembering to count 2GF or FT as 1 "unit" for this purpose) then it's effectively the same since you can take a 1 resource discount on each of the units and the math adds up the same.

awp832 said:

Q2: Production & Multiple docks: similar. Does *each* dock have to stay within its production limit, or is this a collective thing? Take Hacan home system w/ 3 docks again. Can it just produce 12 units, or do you have to make sure you're producing 5+4+3 units?

Each dock has its own production limit partially determined by the planet it is attached to. Each dock must stay within its own production limit, but in play terms it's not usually much different than adding everything together. Whether you think of it as building 9 peices of plastic in this system or building 5 peices at this dock and 4 peices at that dock, it ends up being the same limit. The only thing you need to watch out for is that you aren't splitting a pair of GF or FT across 2 docks when divvying up "where each unit was built."

Edit: Also remember that the entire build is collectively subject to the player's Fleet Supply limit, whatever that may be. There can never be more ships in one system than the player's fleet supply allows.

awp832 said:

Q3: Transfer Action & Integrated Economy: So long as the conditions for preforming a transfer action are satisfied, is this combo legit? You can activate a transfer between your production system and an adjacent system, since the adjacent system now has a command counter (thanks to the transfer action), Integrated Economy can let you build units one 'hex' away?

Edit: If I'm reading your question correctly, you are asking if you can do a Transfer Action and then build units from a space dock in one system and place them in the adjacent system also activated by the same transfer action. If that is correct, then the answer is yes you can. The systems get activated first and the build happens later, after the command counter has been placed.

Also, regarding Imperial 2, again I don't recall the exact wording, but the way I remember it working is thus: Whenever it gets picked, objectives are revealed up to the number of turns which have passed since game start. So if it sits unchosen for three turns, there will be no new objectives for three turns, but when it gets picked on turn 4, suddenly 4 objectives will show up.

Steve-O said:

Also, regarding Imperial 2, again I don't recall the exact wording, but the way I remember it working is thus: Whenever it gets picked, objectives are revealed up to the number of turns which have passed since game start. So if it sits unchosen for three turns, there will be no new objectives for three turns, but when it gets picked on turn 4, suddenly 4 objectives will show up.

You're thinking of Bureaucracy; Imperial II doesn't have that effect. With Imperial II, I believe you need to play with the Age of Empires variant from the base rules (where all objectives are revealed), or use a house rule where you just turn over a new card during each status phase.

thanks to both of you.