Realistically, we would have been happy being a go-between for Nekro and Yssaril, taking their 1 value contracts for my 2 value ones, if they wanted the extra TG and the Naalu wanted their 2 contracts.
Realistically, we would have been happy being a go-between for Nekro and Yssaril, taking their 1 value contracts for my 2 value ones, if they wanted the extra TG and the Naalu wanted their 2 contracts.
Sure, why wouldn't you? But I don't want the race winning by a large margin to have more advantages. I'm confused why you'd assume I would let you trade at all, much less for free. Even if you don't agree with the general principle of not giving money to the VP leader, you've seen how I run trade, and how I'm not as generous as other players who have had it.
If you wanted to trade, where is your offer? You're sitting on a stack of trade goods.
If the Muaat declines to make a generous offer, we pass our turn to the Xxcha. If a generous offer is forthcoming we'll negotiate.
I'm confused as to why you'd completely discount an extra TG a turn as 'free'.
As for our stack of trade goods, we appreciate your direct help in the matter. But we'd much rather take Trade next turn and break your contracts than let you see any of them.
Assuming there is a next turn of course.
I'm confused as to why you'd completely discount an extra TG a turn as 'free'.
As for our stack of trade goods, we appreciate your direct help in the matter. But we'd much rather take Trade next turn and break your contracts than let you see any of them.
Assuming there is a next turn of course.
Because an extra TG a turn isn't worth giving you four a turn. I'm confused as to why you think that math checks out. Of course I completely and utterly discount it. And believe me, I'm fine if you wind up with trade next turn, that'll mean the game is still going and things are going rightly.
I'm confused as to why you'd completely discount an extra TG a turn as 'free'.
As for our stack of trade goods, we appreciate your direct help in the matter. But we'd much rather take Trade next turn and break your contracts than let you see any of them.
Assuming there is a next turn of course.
Because an extra TG a turn isn't worth giving you four a turn. I'm confused as to why you think that math checks out. Of course I completely and utterly discount it. And believe me, I'm fine if you wind up with trade next turn, that'll mean the game is still going and things are going rightly.
I don't think that math checks out.
It would be three a turn for me, excluding picking Trade. 1 + 1 + 2 - 1, unless I'm mistaken.
Although maybe you misunderstood our intention?
The full arrangement would have been:
Really, we were offering this trade schedule up as an alternative to the current Trade arrangement that might have resolved the Nekro issue you were negotiating.
We did not expect it to be accepted or even considered, but it was worth putting it out there just in case.
The Naalu may have been concerned over the stability of their Nekro border for example.
The Nekro Virus: Activate the Mellon-Zohbat system. (CP 3 --> 2)
Move in 1 Dreadnought, 3 Cruisers, and 1 Destroyer from Mordai II.
Transfer 2 Trade Goods to Muaat. (Nekro TG 5 --> 3; Muaat TG 2 --> 4) The Embers of Muaat: Activate the Dal Bootha-Xxehan system. (CP 2 --> 1)
Move in 1 Destroyer from Lisis-Velnor.
During the space combat, Muaat loses 1 Destroyer while Nekro suffers no losses; combat resolves in favor of Nekro.
Nekro use their racial ability to gain the War Sun technology.
Nekro transfer 3 Trade Goods to Muaat. (Nekro TG 3 --> 0; Muaat TG 4 --> 7) The Naalu Collective: Play the primary ability of the (5) Trade II Strategy Card,
gaining 3 Trade Goods. (TG 1 --> 4)
The following Trade Contracts are established:
Naalu [2] <--> Yssaril [2]
Naalu [1] <--> Mentak [1]
Mentak [1] <--> Yssaril [1] The Yssaril Tribes: Use racial ability to skip turn. The Xxcha Kingdom: Play Action Card "Influence in the Merchants' Guild", breaking the Naalu [2] - Yssaril [2] Trade Contract. (AC 5 --> 4)
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 Current Player The Nekro Virus: (7) Technology II The Embers of Muaat: (8) Bureaucracy
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
PLAY the primary ability of Assembly
I will wait to consider my new cards before choosing between a or b, but if anyone has a political card they really want to play, feel free to start trying to convince me (I take bribes...)
I've got a card I wouldn't mind playing. On the other hand, I kind of want to keep my Political Cards for resource spending. Then again, if someone else wants to overturn an agenda once it's up (and we will have two this round due to Necessary Bureaucracy) I can be bribed to use my racial ability...
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Options
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Since I'm over my action card hand limit I will discard Transport.
Then I will take the speaker token and cede the floor to the honourable Xxcha representative.
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
edited October 2014
Oh, sorry.
Transport
Choose a planet you control. You may move up to three Ground Forces from the chosen planet to another planet you control. A route that does not contain enemy ships must exist between these two planets.
Play: As an action.
Time to try and save my butt, at least a little longer.
The aged Xxcha politician rumbles up to the central podium and begins his speech, searching for a time of peace in the search for a new galactic leader.
Xxcha play "Short Term Truce" for voting:
Short Term Truce (LAW) For: No player may activate any system that contains enemy ships or invade any planet controlled by another player next round. Any player may spend 10 influence at any time to discard this law. Against: Each player who voted against this agenda must exhaust one planet. The planet is chosen by the opponent to that player's left.
And as first player to vote, Xxcha votes FOR the Agenda.
The Xxcha Kingdom: 2 votes - FOR The Naalu Collective: 11 votes The Nekro Virus: 0 votes - ABSTAIN The Embers of Muaat: 13 votes The Yssaril Tribes: 14 votes The Mentak Coalition: 8 votes
The Mentak Coalition The Xxcha Kingdom The Naalu Collective The Nekro Virus The Embers of Muaat The Yssaril Tribes as the Yssaril still occupy the Speaker's chair until the end of turn. So barring anyone who feels strongly enough about the outcome to declare it immediately, it is @jakobagger 's representative to vote.
I don't believe that's the case. The primary ability of the Assembly Strategy card immediately causes the Speaker token to change hands, and it currently being in the hands of the Mentak, the Xxcha should be making the first vote and Mentak the last.
I don't believe that's the case. The primary ability of the Assembly Strategy card immediately causes the Speaker token to change hands, and it currently being in the hands of the Mentak, the Xxcha should be making the first vote and Mentak the last.
Ah, fair enough. I wasn't taking the Speaker token to be an instantaneous measure of the current Speaker. But this seems accurate.
In which case, the Embers ABSTAIN
El SkidThe frozen white northRegistered Userregular
edited October 2014
Any bribes, here?
Mentak, if you want this to fail you can give me a few TGs and agree to exhaust my 1R/0I planet, I'll vote against and then you can abstain yourself...
Xxcha, you can turn in your 2 remaining PCs for me to vote for...
El Skid on
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Options
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Oh, I thought you could turn it in for a TG to trade? Guess not!
Yeah, Political Cards can be discarded as though they were Trade Goods, but they can't be exchanged for Trade Goods. Anyways.
Agenda Voting The Xxcha Kingdom: 2 votes - FOR The Naalu Collective: 11 votes - FOR The Nekro Virus: 0 votes - ABSTAIN The Embers of Muaat: 13 votes - ABSTAIN The Yssaril Tribes: 14 votes - FOR The Mentak Coalition: 8 votes - ABSTAIN
The Agenda passes FOR; nobody may activate any system that contains enemy ships or invade any planet controlled by another player next round (Round 7). Any player may spend 10 influence at any time to discard this law.
Necessary Bureaucracy causes a card to be drawn from the top of the deck for voting:
Fleet Regulations (LAW) For: No player may have more than five Command Counters in his Fleet Supply area. Against: Each player receives one Command Counter from his reinforcements and must place it in his Fleet Supply area.
Anyone want to give me a little something-something to exert my racial ability on this agenda?
I've been waiting for other players to make offers for me to perform the redraw. I don't care either way, so if someone wants me to make it happen, I can do it. That's why I haven't voted yet.
Posts
Sure, why wouldn't you? But I don't want the race winning by a large margin to have more advantages. I'm confused why you'd assume I would let you trade at all, much less for free. Even if you don't agree with the general principle of not giving money to the VP leader, you've seen how I run trade, and how I'm not as generous as other players who have had it.
If you wanted to trade, where is your offer? You're sitting on a stack of trade goods.
If the Muaat declines to make a generous offer, we pass our turn to the Xxcha. If a generous offer is forthcoming we'll negotiate.
As for our stack of trade goods, we appreciate your direct help in the matter. But we'd much rather take Trade next turn and break your contracts than let you see any of them.
Assuming there is a next turn of course.
@MrBlarney
Because an extra TG a turn isn't worth giving you four a turn. I'm confused as to why you think that math checks out. Of course I completely and utterly discount it. And believe me, I'm fine if you wind up with trade next turn, that'll mean the game is still going and things are going rightly.
I don't think that math checks out.
It would be three a turn for me, excluding picking Trade. 1 + 1 + 2 - 1, unless I'm mistaken.
Although maybe you misunderstood our intention?
The full arrangement would have been:
Naalu 2: Yssaril 2
Naalu 1: Nekro 2
Nekro 1: Muaat 2
Yssaril 1: Muaat 2
Really, we were offering this trade schedule up as an alternative to the current Trade arrangement that might have resolved the Nekro issue you were negotiating.
We did not expect it to be accepted or even considered, but it was worth putting it out there just in case.
The Naalu may have been concerned over the stability of their Nekro border for example.
@MrBlarney should be Xxcha up now, as Naalu just did trade
Play Action Card "Influence in the Merchants' Guild", targeting the Naalu [2] - Yssaril [2] Trade Contract.
Influence in the Merchants' Guild
Break one trade agreement in play.
Play: As an action.
Sabotages, anyone?
No sabo.
Maybe the Mentak should go ahead and eliminate him from the game now before he freezes your fleet!
The Nekro Virus: Activate the Mellon-Zohbat system. (CP 3 --> 2)
Move in 1 Dreadnought, 3 Cruisers, and 1 Destroyer from Mordai II.
Transfer 2 Trade Goods to Muaat. (Nekro TG 5 --> 3; Muaat TG 2 --> 4)
The Embers of Muaat: Activate the Dal Bootha-Xxehan system. (CP 2 --> 1)
Move in 1 Destroyer from Lisis-Velnor.
During the space combat, Muaat loses 1 Destroyer while Nekro suffers no losses; combat resolves in favor of Nekro.
Nekro use their racial ability to gain the War Sun technology.
Nekro transfer 3 Trade Goods to Muaat. (Nekro TG 3 --> 0; Muaat TG 4 --> 7)
The Naalu Collective: Play the primary ability of the (5) Trade II Strategy Card,
gaining 3 Trade Goods. (TG 1 --> 4)
The following Trade Contracts are established:
Naalu [2] <--> Yssaril [2]
Naalu [1] <--> Mentak [1]
Mentak [1] <--> Yssaril [1]
The Yssaril Tribes: Use racial ability to skip turn.
The Xxcha Kingdom: Play Action Card "Influence in the Merchants' Guild", breaking the Naalu [2] - Yssaril [2] Trade Contract. (AC 5 --> 4)
Current Map: Round 6, Action Phase Update 2
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: Mentak [1], (Naalu [2])
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: 2
Trade Contracts: (Nekro [2], Nekro [1])
Technology: Hylar V Assault Laser, War Sun, 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: 1
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: Mentak [1], (Yssaril [2])
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: Naalu [1], Yssaril [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: 4
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 Current Player
The Nekro Virus: (7) Technology II
The Embers of Muaat: (8) Bureaucracy
I will wait to consider my new cards before choosing between a or b, but if anyone has a political card they really want to play, feel free to start trying to convince me (I take bribes...)
Then I will take the speaker token and cede the floor to the honourable Xxcha representative.
I'd sort of like to know what type of ACs are possible
The aged Xxcha politician rumbles up to the central podium and begins his speech, searching for a time of peace in the search for a new galactic leader.
Xxcha play "Short Term Truce" for voting:
Short Term Truce (LAW)
For: No player may activate any system that contains enemy ships or invade any planet controlled by another player next round. Any player may spend 10 influence at any time to discard this law.
Against: Each player who voted against this agenda must exhaust one planet. The planet is chosen by the opponent to that player's left.
And as first player to vote, Xxcha votes FOR the Agenda.
The Xxcha Kingdom: 2 votes - FOR
The Naalu Collective: 11 votes
The Nekro Virus: 0 votes - ABSTAIN
The Embers of Muaat: 13 votes
The Yssaril Tribes: 14 votes
The Mentak Coalition: 8 votes
The Mentak Coalition
The Xxcha Kingdom
The Naalu Collective
The Nekro Virus
The Embers of Muaat
The Yssaril Tribes
as the Yssaril still occupy the Speaker's chair until the end of turn. So barring anyone who feels strongly enough about the outcome to declare it immediately, it is @jakobagger 's representative to vote.
Ah, fair enough. I wasn't taking the Speaker token to be an instantaneous measure of the current Speaker. But this seems accurate.
In which case, the Embers ABSTAIN
Mentak, if you want this to fail you can give me a few TGs and agree to exhaust my 1R/0I planet, I'll vote against and then you can abstain yourself...
Xxcha, you can turn in your 2 remaining PCs for me to vote for...
I guess we can do a FOR vote, then...
Yeah, Political Cards can be discarded as though they were Trade Goods, but they can't be exchanged for Trade Goods. Anyways.
Agenda Voting
The Xxcha Kingdom: 2 votes - FOR
The Naalu Collective: 11 votes - FOR
The Nekro Virus: 0 votes - ABSTAIN
The Embers of Muaat: 13 votes - ABSTAIN
The Yssaril Tribes: 14 votes - FOR
The Mentak Coalition: 8 votes - ABSTAIN
The Agenda passes FOR; nobody may activate any system that contains enemy ships or invade any planet controlled by another player next round (Round 7). Any player may spend 10 influence at any time to discard this law.
Necessary Bureaucracy causes a card to be drawn from the top of the deck for voting:
Fleet Regulations (LAW)
For: No player may have more than five Command Counters in his Fleet Supply area.
Against: Each player receives one Command Counter from his reinforcements and must place it in his Fleet Supply area.
Anyone want to give me a little something-something to exert my racial ability on this agenda?