My fellow Speakers,
I have only played TI once before and I don't think the guy running it had much of a clue. Recently, I got ahold of the game for myself and have set it up in an attempt to learn it on my own, so I can teach it to others. On a side note, I really enjoy massive, epic, complex games - which TI is at the top of the list.
Anywho, on with my questions. I did search the forums and the multiple FAQs, but nothing helped. I appreciate your assistance as I crawl through the mound of rules.
Always nice to get a fellow Emperor / Speaker / King / President / Headmaster (etc. in absurdum).
And remember: there are NO stupid questions, only stupid answers. Speaking of which…
1. The rulebook states in step 11 of the set-up, that all players start with 3 Command Counters in the Fleet Supply. The Fleet supply dictates how big a fleet can be in any given system. However, on round one some of the races are in violation already. For example, The Nekro Virus starts with 1 Space Dock, 2 Cruisers and a Carrier as ships. That's four. Do Space Docks count as a "ship"? If so, how does this work?
Space Docks are not ships and do not count towards your Fleet Supply. Not even those belonging to the Clan of Saar.
2. During the Status Phase, each player receives 2 Command Tokens. Is he allowed to put BOTH in the same Area? …or does this not really matter because the very next step allows you to 'reorganize' the counters…?
Yes he is allowed and no it doesn't really matter at that point, as you say, due to the reorginization of Command Counters (CC's). There are, however, other instances where a player might gain more CC's. At that point it is vitally important to place them in the pool(s) that best serves your current plan. If it serves you best to put all of them in your Fleet Supply then you are absolutley free to do so.
3. In order to do ANYTHING in a given system, I need to 'activate' it using a Command Counter from the Command Pool. That I get. So, just to ensure I am understanding this - when it's the first turn and I know I want to build something in my home system - I need to spend a Command Counter there to activate the system to then build… right?
Correct. However, you should always keep an eye on your Fleet Supply before you build. Also, you shoud always remember that you are not allowed to move ships out of an already activated system. Thus, it is almost always prudent to first move the ships in your home system away before building there as otherwise; A: you won't be able to build as much; and B: you won't be able to use any ships, or other units, left in it when you're finished building.
(unless, of course, you happen to have the Warfare Strategy Card or the Action Card that mimics that Strategy Card's Primary effect)
4. Being that Mercenaries (SotT) count as part of your fleet limit, is it best to let them float around space on their own so you collect their benefit - or are they better to have with your fleet because of their Evasion tactic? I am trying to figure out how best to use them.
That depends on what the Mercenary in question does. There is one, for example, that acts as an extra PDS when on a planet. To have im fly around in space is kind of a waste in my oppinion. Then there's the Merc with a Carrying Capacity of 1. A very useful PDS-shuttle in my eyes.
Always remember, though, to NEVER let your mercenaries be alone on any planet for any reason. Been there, done that, 'nuff said…
That's it for now. Again, I appreciate your help in advance. Thank you.
I always try my best to help and guide new players so as to maximize their TI experience.