| Thiles Targon |
It says terrain improvements with an *can share the same hex with other improvements. So I can put an aqueduct, canal, farm, fishery, fort, road, watchtower all in the same hex, but I can’t put a road in the same hex as a mine?
I think they meant something like, you put all the * stuff in a hex and a sawmill or a quarry or a mine.
I found nothing about it in FAQ, does anyone have a better reading of this?
| Chemlak |
I've always felt that they asterisked the wrong selection. The way it's supposed to work is that you can only build one non-asterisked improvement in any given hex, plus any number of asterisked improvements (I suppose only one of each type).
So, here's how to treat it:
Reverse the asterisks, removing them from the improvements that have them, and adding them to those that don't.
Then change the rule to the following: A hex can only contain one improvement marked with an asterisk.
Or, keeping the notation the same as it is now: A hex can only contain one improvement that is not marked with an asterisk, but any number of improvements marked with an asterisk.
There's a post somewhere around here from Jason Nelson (at least I'm pretty sure it was him, he wrote the UCam kingdom rules, but if not him it was Sean K Reynolds, who did the design pass after Jason turned it over) confirming that the above is the way it's meant to work.