Xxcha play Action Card "Local Unrest", targeting Lodor.
Local Unrest
Choose a planet in a non-Home system. Exhaust that planet and destroy one Ground Force on it, if able. If there are no Ground Forces left on the planet, it reverts to neutral status. Play: As an action.
It's really too bad I can't attempt to liberate my own Home System planets...
The Nekro Virus will give you 2 TG immediately with the last TG given after we have received your gift, @discrider . The Trade Contract will given to you as soon as possible. The Nekro Virus would be willing to discuss concessions with the Naalu to assure the certainty of the latter offering.
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jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Tactical action (CP 4 -> 3)
Activate Quann system
Move all units from Moll Primus and 1 dreadnought from perimeter to Quann. Cruisers will use first strike.
In the event of casualties I will let the dreadnoughts sustain the first two. After that, the two destroyers.
The Nekro Virus will give you 2 TG immediately with the last TG given after we have received your gift, @discrider . The Trade Contract will given to you as soon as possible. The Nekro Virus would be willing to discuss concessions with the Naalu to assure the certainty of the latter offering.
Call me crazy but I don't want the VP leader to get great trade contracts, especially with Microtechnology, and I also don't want the Nekro to get War Suns for an unreasonably cheap cost.
This is a bit of a pet peeve of mine, but I don't think people always parse the cost well of trading tech with the Nekro.
A destroyer and a CC would cost you three TG, and there's a hard cap on how many CCs you can get per round, especially this game with Leadership going fallow twice.
So basically the three TG are at best covering your costs. That means you're selling War Sun, a top tier technology, for... A 2:2 trade. Would you make that deal with any other race?
Technologies are worth 8 resources or 6 resources and 2 influence the traditional way. Why sell them so cheaply to the Nekro?
I may be bitter because a player in my other game just gave away Type IV drive to the Nekro, for "peace" and another player sold him XRD for 2 TG, which was a loss on his part...
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El SkidThe frozen white northRegistered Userregular
edited September 2014
Just throwing this out there, but I am also in the market for a Couple of TGs. If I can be of service to anyone let me know.
The Nekro Virus will give you 2 TG immediately with the last TG given after we have received your gift, @discrider . The Trade Contract will given to you as soon as possible. The Nekro Virus would be willing to discuss concessions with the Naalu to assure the certainty of the latter offering.
So basically the three TG are at best covering your costs. That means you're selling War Sun, a top tier technology, for... A 2:2 trade. Would you make that deal with any other race?
@Kirindal , you may want to hold off on playing Tech until second round, as I may have to buy Automated Defense Turrets this turn.
The Nekro Virus Carrier, Cruiser, and Dreadnaught each take a hit.
We also have no problem being patient in playing Tech, consider it held off. If it would allay the fears of the Naalu on an inequitable trade, then the Nekro Virus would be more than happy to sweeten the pot for the Muaat, say to the tune of two extra TG. What do you say, @discrider ?
The Naalu Collective: Activate the Vega system. (CP 3 --> 2)
Move in 2 Cruisers, 1 Carrier, 4 Fighters, and 2 Mechanized Units from the Xxcha Home System and 2 Carriers, 8 Fighters, 2 Mechanized Units, and 2 Ground Forces from Industrex.
During the space combat, Naalu loses 3 Fighters while Xxcha loses 2 Cruisers, 1 Destroyer, 1 Carrier, 3 Fighters, and 2 Ground Forces; combat resolves in favor of Naalu.
Land 1 Mechanized Unit and 2 Ground Forces on Vega Minor and 3 Mechanized Units on Vega Major.
In the invasion combat at Vega Minor, Naalu suffers no losses while Xxcha loses 2 Ground Forces; combat resolves in favor of Naalu.
In the invasion combat at Vega Major, Naalu damages 3 Mechanized Units while Xxcha loses 3 Ground Forces; combat resolves in favor of Naalu and 1 Xxcha PDS and 1 Xxcha Space Dock is destroyed. The Yssaril Tribes: Activate the "Fleshly Bankruptcy" empty system. (CP 1 --> 0)
Move in 1 Cruiser and 1 Destroyer from Mecatol Rex. The Xxcha Kingdom: Play Action Card "Local Unrest", exhausting Lodor and removing 1 Naalu Ground Force. (AC 6 --> 5) The Mentak Coalition: Activate the Quann system. (CP 4 --> 3)
Move in 1 Dreadnought, 2 Cruisers, and 2 Destroyers from Moll Primus and 1 Dreadnought from Perimeter.
In the space battle, Mentak damages 2 Dreadnougts while Nekro loses 1 Dreadnought, 2 Cruisers, and 1 Carrier; combat resolves in favor of Mentak.
Mentak uses racial technology "Salvage Operations" to gain 2 Trade Goods. (TG 5 --> 7)
The Embers of Muaat: 4 VP The Yssaril Tribes: 3 VP The Naalu Collective: 2 VP The Nekro Virus: 2 VP The Mentak Coalition: 1 VP The Xxcha Kingdom: 1 VP
Public Objectives
[1 VP] I now spend 10 resources or 10 influence.: Yssaril, Naalu, Muaat, Xxcha, Mentak
[1 VP] I have more than one Technology Advance in 3 different colors.: Yssaril, Muaat
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.: Naalu, Nekro
[1 VP] I am blockading an opponent's Space Dock.: Yssaril
[1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.: Nekro
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.
Public Objective Deck: 5 Stage II Objectives
Secret Objectives The Embers of Muaat: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces here. The Naalu Collective: 1 Secret Objective The Nekro Virus: 1 Secret Objective The Yssaril Tribes: 1 Secret Objective The Mentak Coalition: 1 Secret Objective The Xxcha Kingdom: 1 Secret Objective
Worlds: R - Maaluuk (0R, 2I) R - Druaa (3R, 1I) R - Archon Ren (2R, 3I) R - Archon Tau (1R, 1I) R - Industrex (2R, 0I, R (x2)) X - Lodor (3R, 1I, G) R - Mallice (0R, 3I) R - Primor (2R, 1I, GF (x2)) X - Vega Major (2R, 1I) X - Vega Minor (1R, 2I, B)
Worlds: R - Retillion (2R, 3I) R - Shalloq (1R, 2I) R - Arinam (1R, 2I, B) R - Hercalor (1R, 0I, Y) R - Lazar (1R, 0I) R - Meer (0R, 4I) R - Sakulag (2R, 1I) R - Tiamat (1R, 2I, Y)
Necessary Bureaucracy (LAW): After voting on an agenda, players vote on the next card of the Political deck. Once per agenda.
Strategic Planning: Until the end of Round 6, Mentak does not need to spend counters from Strategy Allocation to play on the secondary abilities of Strategy Cards.
Order of Play The Naalu Collective: (0) Trade II The Yssaril Tribes: (1) Leadership The Xxcha Kingdom: (2) Diplomacy II The Mentak Coalition: (3) Assembly The Nekro Virus: (7) Technology II Current Player The Embers of Muaat: (8) Bureaucracy
The Nekro Virus choose to exercise our racial ability and extract the computer core from the wreckage for examination. The Nekro Virus thanks the Muaat for insight on War Sun construction and send a courier to Muaat with 3 TG.
The Embers heartily disapprove of all trade proposals not concerning us.
And frankly, the less Microtechnology helps us, the more we will have to retool towards Nanotechnology.
The Nekro Virus do not approve of the trade proposals as well as it does not suit our current needs.
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jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
I would enjoy getting trade deals. Obviously my contracts are poor, so I'd take most anything. I wouldn't mind having contracts with Yssaril and/or Naalu, as a sign of good neighbourship.
Depending on the deal I could probably throw some spare trade goods to Naalu as payment?
I would enjoy getting trade deals. Obviously my contracts are poor, so I'd take most anything. I wouldn't mind having contracts with Yssaril and/or Naalu, as a sign of good neighbourship.
Depending on the deal I could probably throw some spare trade goods to Naalu as payment?
Since the Nekro has declined to participate in trade, a spot has opened up.
If Mentak approves, not additional tribute is required, although we request immunity to your piracy if we end with extra trade goods this round. If the Yssaril agree, and it is the same value for them, we can proceed.
Hmm, I don't suppose there's any chance I'll be able to strike a deal with Muaat or Nekro? Not that my contracts are likely to be useful for much longer...
Posts
Local Unrest
Choose a planet in a non-Home system. Exhaust that planet and destroy one Ground Force on it, if able. If there are no Ground Forces left on the planet, it reverts to neutral status.
Play: As an action.
It's really too bad I can't attempt to liberate my own Home System planets...
Sabotage calls, anyone?
When would I expect to see the TG?
@jakobagger, it is your turn to act.
Activate Quann system
Move all units from Moll Primus and 1 dreadnought from perimeter to Quann. Cruisers will use first strike.
In the event of casualties I will let the dreadnoughts sustain the first two. After that, the two destroyers.
Pre-Battle Round
Mentak has 2 Dreadnoughts, 2 Cruisers, and 2 Destroyers.
Nekro has 1 Dreadnought, 2 Cruisers, and 1 Carrier.
Mentak uses their racial ability to take two pre-battle attacks with their Cruisers.
No hits registered.
Round 1
Mentak scores 3 hits; @Kirindal, how will the hits be allocated?
Nekro scores 2 hits, Mentak damages his two Dreadnoughts.
Call me crazy but I don't want the VP leader to get great trade contracts, especially with Microtechnology, and I also don't want the Nekro to get War Suns for an unreasonably cheap cost.
This is a bit of a pet peeve of mine, but I don't think people always parse the cost well of trading tech with the Nekro.
A destroyer and a CC would cost you three TG, and there's a hard cap on how many CCs you can get per round, especially this game with Leadership going fallow twice.
So basically the three TG are at best covering your costs. That means you're selling War Sun, a top tier technology, for... A 2:2 trade. Would you make that deal with any other race?
Technologies are worth 8 resources or 6 resources and 2 influence the traditional way. Why sell them so cheaply to the Nekro?
I may be bitter because a player in my other game just gave away Type IV drive to the Nekro, for "peace" and another player sold him XRD for 2 TG, which was a loss on his part...
We also have no problem being patient in playing Tech, consider it held off. If it would allay the fears of the Naalu on an inequitable trade, then the Nekro Virus would be more than happy to sweeten the pot for the Muaat, say to the tune of two extra TG. What do you say, @discrider ?
Round 2
Mentak has 2 Dreadnoughts (both damaged), 2 Cruisers, and 2 Destroyers.
Nekro has 1 Dreadnought (damaged) and 1 Cruiser.
Mentak scores 3 hits, destroying 1 Nekro Dreadnought and 1 Nekro Cruiser.
Nekro scores 0 hits.
Combat resolves in favor of Mentak. Status update coming shortly.
The Naalu Collective: Activate the Vega system. (CP 3 --> 2)
Move in 2 Cruisers, 1 Carrier, 4 Fighters, and 2 Mechanized Units from the Xxcha Home System and 2 Carriers, 8 Fighters, 2 Mechanized Units, and 2 Ground Forces from Industrex.
During the space combat, Naalu loses 3 Fighters while Xxcha loses 2 Cruisers, 1 Destroyer, 1 Carrier, 3 Fighters, and 2 Ground Forces; combat resolves in favor of Naalu.
Land 1 Mechanized Unit and 2 Ground Forces on Vega Minor and 3 Mechanized Units on Vega Major.
In the invasion combat at Vega Minor, Naalu suffers no losses while Xxcha loses 2 Ground Forces; combat resolves in favor of Naalu.
In the invasion combat at Vega Major, Naalu damages 3 Mechanized Units while Xxcha loses 3 Ground Forces; combat resolves in favor of Naalu and 1 Xxcha PDS and 1 Xxcha Space Dock is destroyed.
The Yssaril Tribes: Activate the "Fleshly Bankruptcy" empty system. (CP 1 --> 0)
Move in 1 Cruiser and 1 Destroyer from Mecatol Rex.
The Xxcha Kingdom: Play Action Card "Local Unrest", exhausting Lodor and removing 1 Naalu Ground Force. (AC 6 --> 5)
The Mentak Coalition: Activate the Quann system. (CP 4 --> 3)
Move in 1 Dreadnought, 2 Cruisers, and 2 Destroyers from Moll Primus and 1 Dreadnought from Perimeter.
In the space battle, Mentak damages 2 Dreadnougts while Nekro loses 1 Dreadnought, 2 Cruisers, and 1 Carrier; combat resolves in favor of Mentak.
Mentak uses racial technology "Salvage Operations" to gain 2 Trade Goods. (TG 5 --> 7)
Current Map: Round 6, Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Yssaril Tribes: 3 VP
The Naalu Collective: 2 VP
The Nekro Virus: 2 VP
The Mentak Coalition: 1 VP
The Xxcha Kingdom: 1 VP
Public Objectives
[1 VP] I now spend 10 resources or 10 influence.: Yssaril, Naalu, Muaat, Xxcha, Mentak
[1 VP] I have more than one Technology Advance in 3 different colors.: Yssaril, Muaat
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.: Naalu, Nekro
[1 VP] I am blockading an opponent's Space Dock.: Yssaril
[1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.: Nekro
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.
Public Objective Deck: 5 Stage II Objectives
Secret Objectives
The Embers of Muaat: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces here.
The Naalu Collective: 1 Secret Objective
The Nekro Virus: 1 Secret Objective
The Yssaril Tribes: 1 Secret Objective
The Mentak Coalition: 1 Secret Objective
The Xxcha Kingdom: 1 Secret Objective
The Naalu Collective: faintpremonition
Action Cards: 3
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 2
Trade Contracts: (Naalu [2], Naalu [1])
Technology: Antimass Deflectors, XRD Transporter, Enviro Compensator, Sarween Tools, Cybernetics
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
R - Archon Ren (2R, 3I)
R - Archon Tau (1R, 1I)
R - Industrex (2R, 0I, R (x2))
X - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
R - Primor (2R, 1I, GF (x2))
X - Vega Major (2R, 1I)
X - Vega Minor (1R, 2I, B)
Action Cards: 7
Political Cards: 1
Strategy Allocation: 4
Fleet Supply: 6
Command Pool: 3
Trade Contracts: (Nekro [2], Nekro [1])
Technology: Hylar V Assault Laser, Gen Synthesis, Dacxive Animators, Sarween Tools
Worlds:
R - Mordai II (4R, 0I)
R - Dal Bootha (0R, 2I, R)
R - Garbozia (2R, 1I, G)
R - Mellon (0R, 2I)
R - Xxehan (1R, 1I, G)
R - Zohbat (3R, 1I, B)
Action Cards: 7
Political Cards: 0
Strategy Allocation: 2
Fleet Supply: 4
Command Pool: 2
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, War Sun, Hylar V Assault Laser, Deep Space Cannon, Neural Motivator, Neural Computing
Worlds:
R - Muaat (4R, 1I)
R - Mecatol Rex (1R, 6I)
R - Arcturus (1R, 1I)
R - Bellatrix (0R, 1I, R)
R - Lisis (2R, 2I)
X - Sumerian (2R, 2I, TG (x2))
R - Tsion (2R, 2I, TG (x2))
R - Velnor (2R, 0I, R)
Action Cards: 13
Political Cards: 4
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 0
Trade Contracts: (Yssaril [2], Yssaril [1])
Technology: Antimass Deflectors, XRD Transporter, Type IV Drive, Enviro Compensator, Sarween Tools, Cybernetics, Stasis Capsules, Neural Motivator
Worlds:
R - Retillion (2R, 3I)
R - Shalloq (1R, 2I)
R - Arinam (1R, 2I, B)
R - Hercalor (1R, 0I, Y)
R - Lazar (1R, 0I)
R - Meer (0R, 4I)
R - Sakulag (2R, 1I)
R - Tiamat (1R, 2I, Y)
Action Cards: 6
Political Cards: 1
Strategy Allocation: 0
Fleet Supply: 6
Command Pool: 3
Trade Contracts: (Mentak [1], Mentak [1])
Technology: Hylar V Assault Laser, Enviro Compensator, Sarween Tools, Stasis Capsules, Salvage Operations, Mirror Computing
Worlds:
R - Moll Primus (4R, 1I)
R - Perimiter (2R, 2I)
R - Quann (2R, 1I, G)
R - Tequ'ran (2R, 0I, R)
R - Thibah (1R, 1I)
R - Torkan (0R, 3I, B)
Action Cards: 5
Political Cards: 2
Strategy Allocation: 3
Fleet Supply: 6
Command Pool: 2
Trade Contracts: (Xxcha [2], Xxcha [2])
Technology: Antimass Deflectors, XRD Transporters, Enviro Compensator, Hylar V Assault Laser
Worlds:
R - Saudor (2R, 2I)
Neutral Worlds and Special Effects
Strategic Planning: Until the end of Round 6, Mentak does not need to spend counters from Strategy Allocation to play on the secondary abilities of Strategy Cards.
Order of Play
The Naalu Collective: (0) Trade II
The Yssaril Tribes: (1) Leadership
The Xxcha Kingdom: (2) Diplomacy II
The Mentak Coalition: (3) Assembly
The Nekro Virus: (7) Technology II Current Player
The Embers of Muaat: (8) Bureaucracy
Already at fleet limit, unfortunately. Since the nekro didn't manage to kill anything.
In addition, the Nekro Virus give 2 Trade Goods to the Muaat.
@discrider
Surrender or feel the full brunt of my STEELY HULL.
Round 1
Muaat has 1 Destroyer.
Nekro has 1 Cruiser, 2 Destroyers, an 1 Carrier.
Muaat scores no hits.
Nekro scores 1 hit, Muaat Destroyer destroyed.
Combat resolves in favor of Nekro; @Kirindal to elect whether to use his racial ability.
Naalu propose the following trade arrangement:
Naalu 2: Yssaril 2
Naalu 1: Nekro 2
Nekro 1: Yssaril 1
And frankly, the less Microtechnology helps us, the more we will have to retool towards Nanotechnology.
Depending on the deal I could probably throw some spare trade goods to Naalu as payment?
Since the Nekro has declined to participate in trade, a spot has opened up.
Naalu 2: Yssaril 2
Naalu 1: Mentak 1
Yssaril 1 : Mentak 1
If Mentak approves, not additional tribute is required, although we request immunity to your piracy if we end with extra trade goods this round. If the Yssaril agree, and it is the same value for them, we can proceed.
-Naalu
Yep, still good!