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[Twilight Imperium] Game 5 - Round 8: Game Over!

MrBlarneyMrBlarney Registered User regular
edited April 2013 in Critical Failures
TwilightImperiumLogo.png
Twilight Imperium

Over three thousand years ago, the Lazax ruled the galaxy. But after many millennia of control, the Lazax grew complacent with their position over the other races. The six great races of Sol, Hylar, N'orr, Hacan, Letnev, and Xxcha began to chafe under the rule of the Lazax Empire. And so when a trade dispute over the Quann wormhole resulted in the Sol armada acting against the Letnev, a flame spread like wildfire throughout the galaxy, igniting a civil war between races that had only tenuously been held back by the Lazax rule. In the centuries that followed, the Twilight War eradicated the Lazax race and turned back thousands of years of progress. The great races retreated to their home planets to rebuild, and once the Galactic Council was once again able to meet, it was a shadow of its former strength. And now, thousands of years later, after the long era of the Dark Years, the time is right for a new race to step up and become the rulers of the galaxy, and the guiding hand for all races within its domain.



Twilight Imperium is a boardgame of galactic empire-building on a large scale, often described as a 4X game given physical form. Players build ships, conquer planets, research technology, and engage in trade and diplomacy, all in the pursuit of earning victory points toward claiming the Imperial Throne of Mecatol Rex and rule over the entire galaxy. For this forum game, I am planning on including the following options from the game's two expansions, including one minor house rule:
  • Strategy card set from Shattered Empire
  • Public Objective decks from Shattered Empire
  • Wormhole Nexus; Empty Worlds stack includes both Wormhole systems for setup
  • Remove Action Cards from the pool tied to options not in play
  • Racial Technologies, Flagships, Mechanized Units, Shock Troops
  • Tactical Retreats
  • Custodians of Mecatol Rex

Rules and Utilities

Base Set Rules
Shattered Empire Rules
Shards of the Throne Rules
Official FAQ
Tech Tree

Walkthrough/Tutorial
Previous Games on PA: Game I, Game II, Game III (setup), Game IV

There are a lot of rules to read through, and the summary I am putting into these opening posts will not be entirely comprehensive. I recommend reading through the Walkthrough/Tutorial linked above for starters and as a good review of the base game for veterans. You might also want to look at previous games played on the forum for an idea of the flow of the game.

In general, actions will be noted in bold dodgerblue, bold limegreen, and bold red: see the sections below for specific formatting. Alternatively, players may post actions in bold using their race's color. Except for conversations between teammates and those initiated by the host, all inter-player conversation must be done in-thread. If you have need for clarifications, feel free to ask in bold darkorange.

Game Objectives
Spoiler:

Races and Special Abilities
Spoiler:

Game Setup
Spoiler:

General Game Flow
Spoiler:

Strategy Phase
Spoiler:

Action Phase
Spoiler:

MrBlarney on
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Posts

  • MrBlarneyMrBlarney Registered User regular
    edited December 2012
    Strategic Action and Strategy Cards
    Spoiler:

    Tactical Action
    Spoiler:

    Space Battles and Invasion Combat
    Spoiler:

    Units
    Spoiler:

    Transfer Action
    Spoiler:

    MrBlarney on
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  • MrBlarneyMrBlarney Registered User regular
    edited April 2013
    Status Phase
    Spoiler:

    Odds and Ends
    Spoiler:



    Current Game State

    Current Map: Round 8, Status Phase

    Current Technologies

    Victory Points and Objectives
    Spoiler:

    Universities of Jol-Nar - caliber and GrimmyTOA:
    Spoiler:
    The Naalu Collective - stever777:
    Spoiler:
    The L1z1x Mindnet - Iron Weasel and Fidoh:
    Spoiler:
    The Ghosts of Creuss - SeGaTai:
    Spoiler:
    The Embers of Muaat - Void Slayer:
    Spoiler:
    The Yin Brotherhood - MrBody:
    Spoiler:

    Special Effects
    Spoiler:

    Order of Play
    The Naalu Collective: (0) Warfare II
    The Ghosts of Creuss: (3) Assembly
    Universities of Jol-Nar: (4) Production
    The Yin Brotherhood: (5) Trade II
    The Embers of Muaat: (7) Technology II
    The L1z1x Mindnet: (8) Bureaucracy


    Game Links

    Teams and Race Assignments
    Round 1: Start of Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Update 5, Start of Status Phase
    Round 2: Start of Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Update 5, Start of Status Phase
    Round 3: Start of Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Update 5, Start of Status Phase.
    Round 4: Start of Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Start of Status Phase
    Round 5: Start of Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Update 5, Update 6, Start of Status Phase
    Round 6: Start of Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Update 5, Start of Status Phase
    Round 7: Start of Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Start of Status Phase
    Round 8: Start of Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Update 5, Start of Status Phase, Update

    The Embers of Muaat have achieved 9 VP, winning the game!

    MrBlarney on
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    Robot Santa
  • MrBlarneyMrBlarney Registered User regular
    edited August 2012
    Signup Period

    People interested in playing should indicate their interest by posting a message indicating such in bold limegreen. I'll close signups after 48 or 72 hours, depending on interest. I'll assign player order and races randomly, and if there are more than six people interested, I will put players into teams of up to two players each. If there are more than twelve players, then I'll randomly select twelve players for initial participation, with the remainder acting as reserves in case any active player drops out. Players also may request specific partners, or may request to play solo, to which I will fulfill as closely as possible.

    Please also take note of the optional modules that will be employed in this game, as listed at the top of the opening post:
    • Strategy card set from Shattered Empire
    • Public Objective decks from Shattered Empire
    • Wormhole Nexus; Empty Worlds stack includes both Wormhole systems for setup
    • Remove Action Cards from the pool tied to options not in play
    • Racial Technologies, Flagships, Mechanized Units, Shock Troops
    • Tactical Retreats
    • Custodians of Mecatol Rex
    If the players wish to add any additional modules to the game, then please also indicate your interest. If there are enough requests, then I will update things to include them. In particular, I was considering adding Space Mines or Artifacts to the mix, as those seem fairly reasonable without being cumbersome.

    MrBlarney on
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  • MrBodyMrBody Registered User regular
    edited August 2012
    Totally interested!

    After REX, I'd love a game where the Lazax have already been extinct for 3000 years! Suck it, four arms!

    MrBody on
  • KilnagaKilnaga Registered User regular
    I'm game, sign me up!

    ♪ Sing into the moonlight. Who could ask for more? ♪
    Hearthstone: Kilnaga#1933
  • calibercaliber Registered User regular
    Holy cow, interested!

    I love me some TI, but can never get enough players with enough time to commit to a full game. So awesome!

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    I'm interested!
    I'm happy to play on a team with someone else if need be.

    Currently Playing:
    Crusader Kings 2, FTL, X-COM: Enemy Within, Various Boardgames
    GT/Twitter: Tanith 6227
  • jdarksunjdarksun Scion of Chaos Registered User regular
  • SeGaTaiSeGaTai Registered User regular
    interested in playing as a team

    PSN SeGaTai
  • KilnagaKilnaga Registered User regular
    I guess I should say that I'm also cool with the whole team thing? Having a teammate with more experience would be a good thing for me I think. :P

    ♪ Sing into the moonlight. Who could ask for more? ♪
    Hearthstone: Kilnaga#1933
  • GrimmyTOAGrimmyTOA Registered User regular
    I'll happily !sign up. My availability will be a bit streaky for the next little while, so being in a team would be a must.

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Sign up to dominate the galaxy!

    I played (poorly) in the last game so being on a team or as a reserve would be great also.

    He's a superhumanly strong soccer-playing romance novelist possessed of the uncanny powers of an insect. She's a beautiful African-American doctor with her own daytime radio talk show. They fight crime!
  • BertezBertezBertezBertez Registered User regular
    Sign Up for intergalactic cardboard box man empire!

    ...but I would say that
  • MrBodyMrBody Registered User regular
    This might be the most efficient game ever in terms of tabletop play time vs pbp play time and physical setup vs virtual setup.

  • MrBlarneyMrBlarney Registered User regular
    From the looks of things, we've got plenty of interest, so I'll close down signups tomorrow, approximately 24 hours from this post. I'll start the preparations...

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  • Orange SodaOrange Soda Registered User
    edited August 2012
    Signnnnnnuppppp

    Orange Soda on
    Spoiler:
  • stever777stever777 AFK most Saturdays Registered User regular
    Sign up
    Solo preferred but team is OK, too.
    I like to be the only one responsible for my demise.

  • MrBlarneyMrBlarney Registered User regular
    edited August 2012
    Teams and Race Assignments

    The dice have been rolled, and these are the races to be featured in this game and their players:

    Universities of Jol-Nar: Headmaster caliber and Regent GrimmyTOA
    The Naalu Collective: Queen stever777
    The L1z1x Mindnet: Overmind Kilnaga and Councilor Iron Weasel
    The Ghosts of Creuss: Lightbearer Orange Soda and Waveweaver SeGaTai
    The Embers of Muaat: Fire Warden jdarksun and Fire Keeper Void Slayer
    The Yin Brotherhood: Elder Brother MrBody and Elite Untouched BertezBertez

    Starting Map

    You'll find racial information in the opening post, in the Races and Special Abilities section. I have taken the liberty of placing your starting units in your home systems; the Jol-Nar and Naalu players should let me know if they wish to change their initial formations. Everyone will be receiving their initial cards and system tiles for building the map shortly.

    Building the Map

    Map building starts with the Jol-Nar, who will place a system from their hand into the inner ring (1-x hexes). Placement proceeds clockwise until the first ring is filled. Then, the second ring (2-x hexes) is filled through two rounds of placement, starting with the Yin and moving counter-clockwise to the Jol-Nar who will place two systems, then snaking back to the Yin. The outermost ring (3-x hexes) is filled in the same way. The following restrictions must be observed in map creation:
    • Each ring must be filled completely before moving on to the next, starting from the center and moving outwards.
    • Special systems with red borders may not be placed adjacent to one another.
    • If a player has placed a system containing no planets, then a system containing at least one planet must be placed on their next turn.
    Should a player be unable to place a system according to these rules, their hand of systems is revealed so that they may place a system while breaking the normal rules.

    Building starts with caliber and GrimmyTOA, you may place a system whenever you're ready.

    MrBlarney on
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  • MrBlarneyMrBlarney Registered User regular
    All teams should now have their opening cards and systems for building the map. Systems with multiple worlds have the planet information separated by dashes. If a world has a technology bonus, it is listed after their resource and influence values.

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  • Orange SodaOrange Soda Registered User
    edited August 2012
    I'm so excited. Creuss is my favorite race!

    edit:

    its been a while since I played on here, I'll need the following clarifications:

    Are we allowed to PM other players or is all communication outside our partners, forbidden.

    Is it too late to vote on artifacts? My vote would definitely be yes if so. Space mines I don't care about.

    Cruess' Flagship says something like "treat the destination system as if it has a D wormhole." Since I can activate any system on the map with a CC and move any ship to that destination tile that has appropriate movement, if the destination of my flagship is ... say anywhere on the board I want it to be, it would still be 1 distance away from my home system, which has a D wormhole.... Can I effectively use this ship to teleport anywhere on the board that I want to?



    Also forgive me if I get confused on a few of the rules. I've been playing a lot of Shattered Ascension lately, so I'll have to switch gears back to rules as written!

    Good luck everyone. This should be an exciting game!

    Orange Soda on
    Spoiler:
  • MrBlarneyMrBlarney Registered User regular
    Ah, yes. Everyone should feel free to ask clarification questions in bold darkorange.
    its been a while since I played on here, I'll need the following clarifications:

    Are we allowed to PM other players or is all communication outside our partners, forbidden.
    Private conversation is limited to communication between team partners. If you want to discuss things with other players, you'll need to do that in the thread.
    Is it too late to vote on artifacts? My vote would definitely be yes if so. Space mines I don't care about.
    If anybody else has an opinion on options, I will allow until the completion of the first ring of placements for people to come to an agreement. At this point, I do not plan on adding either of the options to the mix.
    Cruess' Flagship says something like "treat the destination system as if it has a D wormhole." Since I can activate any system on the map with a CC and move any ship to that destination tile that has appropriate movement, if the destination of my flagship is ... say anywhere on the board I want it to be, it would still be 1 distance away from my home system, which has a D wormhole.... Can I effectively use this ship to teleport anywhere on the board that I want to?
    No. In simplest terms, the Hil Colish cannot use its own wormhole for movement, but other Creuss ships are free to warp into the Hil Colish's location from the Creuss home system.

    As a closing remark, if you are working in a team, I suggest leaving the original conversation thread I have sent you for status updates, and creating a new conversation for team strategy discussion. Don't forget to invite me to any further conversations!

    chirisigtext.png
  • Orange SodaOrange Soda Registered User
    MrBlarney wrote: »
    Is it too late to vote on artifacts? My vote would definitely be yes if so. Space mines I don't care about.
    If anybody else has an opinion on options, I will allow until the completion of the first ring of placements for people to come to an agreement. At this point, I do not plan on adding either of the options to the mix.

    Actually, I take back my vote. We've already effectively started. Lets just keep the listed everything as is and not make set up any more cumbersome than it will already be!

    And yah blarney, that is how I want to treat the flagship, but I can't find any "official ruling" or way of backing up that functionality with rules as written + faq, even though that is definitely the way I think the ship should work (the less broken way).

    Spoiler:
  • MrBodyMrBody Registered User regular
    Oh man this is going to be interesting. I have nooooooo idea of the strategic values of anything.

  • KilnagaKilnaga Registered User regular
    MrBody wrote: »
    Oh man this is going to be interesting. I have nooooooo idea of the strategic values of anything.

    You and me both. :P

    ♪ Sing into the moonlight. Who could ask for more? ♪
    Hearthstone: Kilnaga#1933
  • Orange SodaOrange Soda Registered User
    Basically here is a good overview of the races we have involved (with some bias towards how I usually play each race):

    Jol-Nar is tech heavy. They have a lot of options available to them on how they want to play their race. They can go heavy into militaristic technology and be a formittable fighting force, or they can develop more turtle-ing technology and become a very hard force to penetrate. It should be noted thematically that the Jol-Nar once enslaved the Muatt. The muatt stole an unfinished version of the War Sun technology from the Jol-Nar and escaped back to their homeworld. The Jol-Nar are pretty much their most hated enemy. Jol-nar are basically fish people.

    Naalu is a pretty militaristic race. Their unit of choice is usually fighters. They can really be a nuisance to deal with if they are left unchecked for too long. They are telepathic snake people.

    L1Z1X is a very militaristic race. Their unit of choice is usually dreadnaughts. They are pretty much a direct descendant of the Lazax who used to rule the galaxy. They are pretty much the Borg.

    Ghost of Creuss are a very interesting race. They are not corporeal, but instead made of smoke/gas, which they house in suits to give them a more corporeal form, so they can interact with the galactic counsel better. Not only are they militaristic, but they can strike all over the board, and keep supply lines open to reinforce forward bases almost anywhere on the board. Their power comes from access to wormholes, so be weary of any system adjacent to a system with a wormhole tile. It is pretty much fair game as a Creuss target. When you think of this race, think of them as basically the Protoss from StarCraft.

    Muaat is a very powerful race. They are basically Sun People, who have to live in protective suits because their body temperatures are so high. They start out with a gimped war sun, which is the most powerful single unit in the game. They need to acquire 2 technologies before it is at its full force, and they can buff them even further with their racial technology.

    Lastly, we have the Yin Brotherhood, who is pretty much the religious fanatics of the group. They are basically an awesome clone army! Expect cruisers and destroyers due to their racial ability, but this race can also see a lot of success in ground combat!

    I hope this might help you guys get a better feel for what you are up against. In my opinion, no one here is unmatched, but Muaat, Creuss, and L1Z1X are your powerhouses. Followed very closely by Naalu. Naalu is one of the most powerful races in the game if left unchecked! Jol-Nar late game will basically have ALL THE TECHNOLOGY, so who knows what that will mean for them in how they play their game! Yin can do a lot with their suicide attacks! I enjoy playing nearly every race involved in this game. My personal least favorite is Muaat, because they get such a large target painted on them early game, because of their warsun!

    Spoiler:
  • Orange SodaOrange Soda Registered User
    Basically, with set up, you are looking to keep as many planets close to your sphere of influence as possible. Try to save your good planets for the locations right around your home world, as those 3 systems are the ones you can expect to hold for most, if not all of the game.

    High resource values (the first number) are what you will use to produce units. The influence value will be the one that lets you vote on political cards. Do not neglect influence. Some of the political cards can literally be game changing! Some planets have technology colors on them. This will provide a discount when you go to buy a technology of that color.

    Red boarded systems (supernovas, gravity rifts, asteroid belts, ion storms, nebulas) are either something to mess up other people's sphere's of influence (but can create early game enemies since that ends up being a pretty early game antagonistic action) or they can create borders with your neighbors. If you drop a supernova between the two of you, it is going to make traveling towards you harder than heading in the other direction where there are no red boarded systems.

    Empty space is pretty much just that.. it does nothing. Try to keep these away from you unless you want to try to create a buffer between you and your neighbors. I often see a lot of these dumped around the inner ring. Just remember that if you place empty/red systems, the next thing you place has to be something with a planet.

    Some planets have refresh abilities that give you shock troops/fighters/trade goods/ground forces on that system if you leave it unexhausted (don't use it that turn).

    You also have wormholes. Because I am playing creuss, these can be very dangerous, but don't be too afraid of them. Just because a wormhole is close to you, does not mean that I will be attacking you. Don't forget your diplomatic lines of communication! Alliances are key in this game!

    Spoiler:
  • Orange SodaOrange Soda Registered User
    Crrrrrrrsssssshhhhhhh

    Sai Seravus paced around the bridge of the Hin Donism as the carrier’s scanners picked up a faint signal through the wormhole. The forward scout probes had detected the presence of unusual energy readings through the D gate.

    The Shaleri anomaly has always been a mystery to the rest of the members of the Galactic Counsel. There have been numerous scouting missions and science teams sent by the other races to investigate what the Creuss refer to as The Nexus. Not a single ship would ever return to their point of origin though. The Creuss made sure of that. This area of space was shrouded in mystery and the other races learned to avoid this area over the years. They had seen no tangible proof of the Creuss’ existence. The rumors of the missing ships led to the rumor of the sector being inhabited by the Ghosts. The only explanation for the complete disappearance of anything passing through this stretch of the outer ring could be the existence of something ominous and perhaps dangerous inhabiting the region. That was all about to change.

    ______________________________________________________

    Maulve piloted the retrofitted frigate Entropic with relative ease. The Mentak pirate had seen his fair share of missions as captain of the Entropic, but this mission would prove to be the most dangerous. He couldn’t remember the time that he was actually this nervous about a simple cargo run.

    The trade route from Muaat to Null was a profitable one. The passage between the two worlds was long and cumbersome. It cut up towards Mecatol Rex from Muaat and back down towards Null. The trip took several months to complete at relativistic speeds, but the temptation to cut through the Ghost space was too great for many of the Mentak pirates who ran this trade route. Most of them did not live to see their cargo to safety, but the few who escaped passed on tales in whispers. It was almost as if they thought that speaking their rumors and delusions out loud would somehow give them power and make them real. Perhaps the Ghosts would somehow hear them from across the Sector and hunt them down for daring to cross through their space.

    Maulve needed the money. If he could make this trip there and back in half the time, than he might be able to afford a new ship. The Entropic was a reliable ship and it had never let Maulve down, but it was showing its age. It did not have many trips left in it before it would need to get scrapped. Maulve needed this big break and he decided to go for it. He would be lost without a ship.

    The engines on the Entropic fired to full power as the frigate entered space that Maulve had never before dared to venture. But he wouldn’t get very far. As he approached the Shaleri Anomaly, his instrument panel starting going haywire. The Entropic was detecting insanely high energy levels emanating from the Anomaly itself.

    All of a sudden, a huge carrier, escorted by two destroyers materialized into space right in front of Maulve. As he watched the events unfold on this tactical screen in front of him, he worried that today would be his last day and that he would never live to see tomorrow.

    The ships in front of him were covered in strange runes and were massive in size. Maulve had never seen anything like this before. The designation on the carrier was unfamiliar and the destroyers bore the same marking.

    Maulve had no time to run. Where would he go anyway? He was facing the ships dead on and there didn’t seem to be any escape. The latent energy field created by the Ghost ships was causing all of Maulve’s equipment to malfunction. Just as all hope seemed to be lost, a hailing frequency was sent to the Entropic.

    The blood drained out of Maulve’s face as he read the read out from his screen to himself. The message on the screen display was

    “Run away from here. Tell them we are coming.”

    Spoiler:
    Kilnagacaliber
  • GrimmyTOAGrimmyTOA Registered User regular
    Awesome to see we're getting started. I shall see if the headmaster has anything to say re: galactic layout before I do anything unilaterally, but won't unduly slow things down.

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    I haven't played this for a while, and never with the Creuss, but why the heck is their home system so close to L1Z1X? Surely that's a huge disadvantage to both sides.

    Currently Playing:
    Crusader Kings 2, FTL, X-COM: Enemy Within, Various Boardgames
    GT/Twitter: Tanith 6227
  • GrimmyTOAGrimmyTOA Registered User regular
    They aren't actually in that system. They're hovering off the edge of the map (in ghost-space or something). They can enter through the Creuss gate (at 6 o'clock) or, I believe, through any other wormhole.

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Oh, I see now - they're off the board the same way the Nexus is.
    Thanks for the clarification!

    Currently Playing:
    Crusader Kings 2, FTL, X-COM: Enemy Within, Various Boardgames
    GT/Twitter: Tanith 6227
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    edited August 2012
    New Data Available.

    The Councillor – its meat-name had long ago been deleted from the archives – shifted a small portion of its considerable attention away from its calculations to acknowledge and examine the notification. Dreadnaught Prime had intercepted a smuggler frigate on the edge of the 0.0.0. system, and its crew was being questioned. The Councillor opened a remote link to the Prime and assumed control of the drone that had been designated First Interrogator. Now seeing through the drone’s cybernetic eyes and controlling its body, the Councillor turned its attention to the subject who lay strapped to an examination table.

    95% probability that you are Mentak, the Councillor said in the drone’s heavily-modulated voice, Confirm.

    "W-what?" The subject stared back without understanding.

    The Councillor redirected more of its attention to the task at hand, feeling a microscopic tug of what long ago would have been called irritation.

    Rephrasing: You are Mentak, are you not?

    "Yes – yes, I am." Finally they were getting somewhere. The Councillor could scarcely believe that it had taken 6.6 seconds to get such rudimentary data. Time lost forever.

    What is your designation?

    "My des-? Oh, I understand. My name is Maulve. I’m a legitimate businessman –"

    Irrelevant, the Councillor interrupted. Your ship’s logs indicate that you were recently in the vicinity of the Shaleri Anomaly and that you encountered vessels of unknown design and origin. Explain.

    "Sir, it weren’t my fault, I was just trying to save some tiii-AAAH!"

    The Councillor waited for the immediate effects of the nerve staple to subside. It was 23 seconds before the subject ceased screaming, and another 30 before it was able to speak again.

    "Sir, it were the Ghosts. The Ghosts, I tell ya!" Maulve gasped.

    Explain.

    "Ghosts, sir! Creatures of smoke of shadow! They’ve been swallowing up ships for thousands of years, and now they’re coming for us!"

    There was a short pause as the Councillor considered this.

    Your data has been added to the collective, it said by way of thanking Maulve.

    Then it applied three more nerve staples and gave the order to assimilate the Mentak.

    Now disconnected from the drone, the Councillor considered what it had learned, and reviewed the captured ships’ logs. It accessed long-dormant segments of the archives and examined files that had not been opened for over a thousand cycles. At last, it came to a conclusion:

    The Creuss were finally leaving the safety of their sub-space home ... and they were doing it 143 cycles sooner than the L1Z1X had estimated.

    Were it given to cliche, the Councillor might have thought This changes everything! But of course it didn't.

    Instead, it communicated its findings to the Overmind. There was work to do.

    Iron Weasel on
    Currently Playing:
    Crusader Kings 2, FTL, X-COM: Enemy Within, Various Boardgames
    GT/Twitter: Tanith 6227
    Kilnagacaliber
  • MrBlarneyMrBlarney Registered User regular
    Love how you guys are getting into this. :)
    GrimmyTOA wrote: »
    They aren't actually in that system. They're hovering off the edge of the map (in ghost-space or something). They can enter through the Creuss gate (at 6 o'clock) or, I believe, through any other wormhole.

    To clarify, the Creuss racial ability connecting wormholes of different types only applies to the "A" and "B" wormholes. Under ordinary circumstances, the only way in or out of the Creuss Home System is through the Creuss Gate and the "D" Wormhole.

    chirisigtext.png
  • KilnagaKilnaga Registered User regular
    I'd get more into it, but I lack the knowledge of the lore/history of the races. D:

    I guess we'll just say the Overmind has more important things to do than RP. :P

    ♪ Sing into the moonlight. Who could ask for more? ♪
    Hearthstone: Kilnaga#1933
  • BertezBertezBertezBertez Registered User regular
    RAMMING SPEED!

    ...but I would say that
  • stever777stever777 AFK most Saturdays Registered User regular
    The militant Snake-Queen is now accepting envoys from her soon-to-be subjugated races.
    Remember, she can read your thoughts. :winky:

  • KilnagaKilnaga Registered User regular
    stever777 wrote: »
    The militant Snake-Queen is now accepting envoys from her soon-to-be subjugated races.
    Remember, she can read your thoughts. :winky:
    Can she read ours? Wouldn't trying to read the minds of the Mindnet like... overload her?

    ♪ Sing into the moonlight. Who could ask for more? ♪
    Hearthstone: Kilnaga#1933
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Kilnaga wrote: »
    stever777 wrote: »
    The militant Snake-Queen is now accepting envoys from her soon-to-be subjugated races.
    Remember, she can read your thoughts. :winky:
    Can she read ours? Wouldn't trying to read the minds of the Mindnet like... overload her?
    There is no cause for concern, Overmind.

    I have a sub-routine that should serve us well in this circumstance:



    Currently Playing:
    Crusader Kings 2, FTL, X-COM: Enemy Within, Various Boardgames
    GT/Twitter: Tanith 6227
    Kilnaga
  • stever777stever777 AFK most Saturdays Registered User regular
    Listed Racial Techs are to be bought, not to start with, correct?

    When we set up the map, we go in player order but do we also place in hex order around the center, I.E. 1-1, 1-2, 1-3... or can we place anywhere in the ring when our turn comes up?

  • stever777stever777 AFK most Saturdays Registered User regular
    Kilnaga wrote: »
    stever777 wrote: »
    The militant Snake-Queen is now accepting envoys from her soon-to-be subjugated races.
    Remember, she can read your thoughts. :winky:
    Can she read ours? Wouldn't trying to read the minds of the Mindnet like... overload her?

    You cannot overload the Snake-Queen mind with your puny Mindnet.

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