Posted by: Erik L
« on: November 11, 2015, 04:45:46 PM »Once I get to the part of "not changing smeg around" and into the layout part, I can easily do that.
hmm as a rulebook organisation thing, had you thought of putting the applied science tech trees under the theoretical tech trees they are unlocked by?
ie
Have the physics tech tree
then have Engine Tech, Laser Tech, Inertial Compensators, Shield Tech, FTL Tech, Power Tech and Fission Tech
then
Chemistry
with Armour, Mineral Improvement
though it gets a trifle more complex with applied sciences like Mineral Improvement which has requirements of Chemistry and Geophysics.
It would assist with making prerequisites more obvious
Whats the mechanism for determining starting Economic Health?5 for players, 1d10 for non-players.
I can only find info on how it modifies up and down turn by turn
nope it's the old one, no Science instruments
interestingly DTRPG says the Via Astrum playtest was updated 11/11/15 however, there are only three copies of the Via Astrum PDF in there
you've been busy!
hmmm, no email, and the one in my RPGNow library (even though it says "updated") is still Astra_Imperia_2_(6055182).pdf
It could be I didn't buy the AI2 playtest, I thought that I did but maybe it was only AI1 that I bought, hmm just checked and I did on 27 June last year, though it was as a bundle with the Via Astrum playtest, wonder if that's the reason?