Appendices ========== Offenses against realism ------------------------ o The training skills (such as Train peasant to worker) specify the time needed to train one man; time to train men is linearly proportional. There are none of the economies of scale one would expect to find when teaching groups of men with a single instructor, and individual men can be trained in unreasonably short periods of time. o Units in Olympia move by first waiting the duration of the journey in the starting location, then instantly jumping to the destination. One can see units long after they have departed. An interrupted movement order instantly brings units back to their starting location. Combat is possible with units after they have left. Note that most interaction with units, such as giving items and stacking, is explicitly prevented after they have begun movement. Combat is allowed up until the point a unit has actually moved out of a location, however, so that units can't become invulnerable by constantly moving. o Reports are received for every location visited by a player's units up until the end of the month, even if the units have since left the viewed locations. Credits ------- Literally hundreds of playtesters offered suggestions on the design of Olympia, and spent countless hours testing the game and reporting bugs. Special thanks to Montgomery Box Greg Lindahl Scott Cate John Morrow Steve Chapin Harold Payson Dan Corrin John Sloan Carl Edman Daniel Tormey Scott Hauck Scott Turner David Kerven Russell Wallace and Chuk Craig, for suggesting the name "Olympia" Olympia was inspired by Stephen Tihor's game T'Nyc.