The new forums will be named Coin Return (based on the most recent vote)! You can check on the status and timeline of the transition to the new forums here.
The Guiding Principles and New Rules document is now in effect.
The order of players, going clockwise:
Team 1: Lykouragh - The Barony of Letnev
Team 2: El Ekid - The Federation of Sol
Team 3: Darian + FunkyWaltDogg - The Xxcha Kingdom
Team 4: Gene Parmesan + SeGaTai - The Emirates of Hacan
Team 5: Susan + Mordenthral - The Naalu Collective
Team 6: Alkey + Payot - The L1Z1X Mindnet
Current Map:
TRADE GOODS UNCLAIMED- 39
Leadership(1) Diplomacy(2)
NEUTRAL PLANETS
E - Lodor [GREEN] [3,1] E - Quann [GREEN] [2,1] E - Qucen'n [1,2] E - Wellon [1,2] Player 1 - The Federation Of Sol - El Skid PLANETS E - Arnor [2,1] E - Jord [4,2] E - Lor [RED] [1,2] E - Saudor [2,2]
Trade Goods: 0 -Trading with Hacan for 3 -Trading with L1Z1X for 1 Strategy:Production(4)
TECHNOLOGIES Cybernetics Antimass Deflectors XRD Transporters Hylar V Assault Laser
OTHER
Victory Points: 0 Player 2 - The Emirates of Hacan - Gene Parmesan + SeGaTai PLANETS E - Arretze [2,0] E - Dal Bootha [RED] [0,2] E - Hercant [1,1] E - Kamdorn [0,1] E - Mehar Xull [BLUE] [1,3] E - Tar'Mann [1,1] E - Thibah [1,1] E - Xxehan [GREEN] [1,1]
Trade Goods: 0 -Trading with Xxcha for 2 -Trading with Sol for 2 Strategy:Bureaucracy (8)
OTHER
Victory Points: 0 Player 3 - The Xxcha Kingdom - Darian + FunkyWaltDogg PLANETS E - Abyz [3,0] E - Archon Ren [2,1] E - Archon Tau [1,1] E - Arinam [BLUE] [1,2] E - Fria [BLUE] [2,0] E - Meer [0,4] E - Vefut II [RED] [2,0]
Trade Goods: 0 -Trading with Hacan for 3 -<2> Strategy:Technology(7)
OTHER
Victory Points - 0 Player 4 - The Barony of Letnev - Lykouragh - SPEAKER PLANETS E - Arc Prime [4,0] E - Centauri [1,3] E - Coorneeq [RED] [1,2] E - Gral [BLUE] [1,1] E - Lazar [1,0] E - Resculon [2,0] E - Sakulag [2,1] E - Wren Terra [2,1]
Trade Goods: 0 -Trading with L1Z1X for 1 -<1> Strategy:Assembly(3)
TECHNOLOGIES Antimass Deflectors Hylar V Assault Laser Deep Space Cannonr
OTHER
Victory Points: 0 Player 5 - The Naalu Collective - Susan + Mordenthral PLANETS E - Bereg [RED] [3,1] E - Druaa [3,1] E - Lirta IV [GREEN] [2,3] E - Maaluuk [0,2] E - Rarron [GREEN] [0,3]
(1) Strategic Action
To make a strategic action: Declare the strategy in cyan.
Also declare any choices you are making, and how they will be resolved. Such as:
Activating Trade (5), choosing option A to snag 3 trade goods.
or
Activating Production (4). Building at my space dock on Arnor, going to exhaust the following planets...
-X
-Y
-And 4 trade goods
to build:
-1 Carrier
-2 Fighters
-1 Dreadnought
For secondary action, declare whether you PLAY or PASS on the secondary action, in Cyan, including any decisions you make as well.
For instance, after activation of Leadership (1) PLAY
Exhaust the following planets:
-Blargle
-Foobiggs
to purchase 2 Command counters. I put one of them in my Command pool, and one in Strategy allocation.
or PASS, I don't need any extra command counters!
or simply: PASS
(2) Tactical Action and Transfer Action
To make a tactical action or transfer action: Declare that you are activating the system or systems, and the location of the system(s), in LIME.
Then, In cyan, describe your actions for the system.
For instance... Activating my system at 2-4 with Garbles and Rofland. I will move one carrier, with 1 ground force and 4 fighters on board, from 2-5, and 2 cruisers from 2-3 to the system.
I will land the ground force on Garbles from the carrier which just moved in.
On the spacedock on Rofland, I will build the following:
-1 Cruiser
-2 Destroyers
by exhausting:
-X
-Y
-And 1 trade good.
(3) Pass
In order to pass your turn, simply: PASS in RED.
AT THE END OF THE TURN
In order, you will need to: In lime, claim an objective, or PASS In cyan, distribute your 2 command counters into your 3 pools.
HOW TO PLAY AN ACTION CARD
You may play an action card that affects a previous action (keyword immediate) as long as nothing else of significance has happened since then. It is recommended that you keep me informed with contingencies, such as: "I will use this card in the event of X happening" or something like that. If this is the case, I will interrupt the game personally to resolve the card, even if you are not around.
In order to play an action card, In Cyan, post the full name and effect of the card, as well as any decisions involved with its resolution.
HOW TO PLAY A POLITICAL AGENDA
In the event that you play a political agenda, In lime, post the name and (if applicable) type of agenda.
Then, In cyan, post the full text of the card.
When you vote, either ELECT in Cyan or vote FOR in lime or AGAINST in red
HOW TO SELECT A STRATEGY CARD
In order to select your strategy during the strategy phase, merely Do so in CYAN
A NOTE ON TURN ORDERS
-Unless there is a dispute, you may PLAY or PASS on a secondary strategy out of turn.
-Starting after the speaker and continuing down the player list is how voting is supposed to go for political agendas. Any player has the right to wait until all players before him in the order have voted, however, players may opt to vote out of turn. AFTER YOU VOTE IN COLOR, YOUR VOTE IS FINAL. BY VOTING EARLY YOU WAIVE YOUR ABILITY TO WAIT FOR THOSE BEFORE YOU IN LINE.
HOW TO NEGOTIATE TRADE AGREEMENTS
-Both players must first Agree to the trade in CYAN
-Then, the active player must Approve the trade in LIME
FULL TEXT OF STRATEGIES
(1) Leadership
Take Charge
Receive 3 Command Counters from your reinforcements. You may then immediately use this cards secondary ability.
Secondary: Masterful Tactician
You may spend influence to purchase up to 3 Command Counters from your reinforcements. You receive 1 Command Counter for every 2 influence you spend.
(2) Diplomacy II
Primary: Demilitarized Zone
Choose either a) or b)
a) Choose one system containing a planet you control. Each opponent must place one of his command counters into the system from his reinforcements.
b) Execute the secondary ability of this card without paying any command counters or influence.
Secondary: Peaceful Annexation
Spend 1 Command Counter from your Strategy Allocation area and 3 influence to claim an empty planet adjacent to a system you control. Place your Control Marker on that planet.
(3) Assembly
Primary: Senate
Draw 1 Political Card and 2 Action Cards. Then choose either a) or b). you may not choose option a if you are the Speaker.
a) Claim the Speaker token and choose one other player to play a Political Card and resolve its agenda.
b) Choose one other player to claim the Speaker token. Play a Political Card from your hand and resolve its agenda.
Secondary: Morale Boost
Spend 1 Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.
(4) Production
Primary: Tight Deadlines
Immediately build units in one of your systems containing one or more friendly Space Docks, receiving 2 additional resources with which to build, even if you have activated the system already. Building units here does not activate the system.
Secondary: Double Efforts
Spend 1 Command Counter from your Strategy Allocation area to immediately build up to 3 units in one of your systems containing one or more friendly Space Dock, even if you have activated the system already. Building units here does not activate the system.
(5) Trade II
Primary: Free Trade
Receive 3 Trade Goods or cancel up to 2 trade agreements. (You may not cancel Hacan trade agreements.)
Then all players receive Trade Goods from their active trade agreements. Players who are not the active player receive one fewer total Trade Goods.
Finally, open trade negotiations among all players. You must approve all new trade agreements.
(6) Warfare II
Primary: High Alert
Place the High Alert token in a system.
Your ships in that system gain +1 movement and +1 on all combat rolls. If you move any ships from this system, you may move the HA token with them. Remove the HA token from the board at the beginning of the next Status Phase.
Secondary: Reinforce
Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent systems you control. This does not activate the destination system(s).
(7) Technology II
Primary: Technological Focus
Receive one Technology advance. You may then buy a second technology advance at the cost of 8 resources. You must have the necessary prerequisites for each Technology.
Secondary: Advanced Development
Spend 1 Command Counter from your Strategy Allocation area and 6 resources to receive one technology advance (for which you have the necessary prerequisites).
(8) Bureaucracy
Special
After selecting this Strategy Card, reveal cards from the Objective deck equal to the number of Bonus Counters on this card.
Primary: Senatorial Control
Receive 1 Command Counter from your reinforcements. Then draw the top two cards from the Objective deck. Place one face up in the common play area and the other on the top of the deck. You may then immediately claim one public objective that you qualify for.
Secondary: New Agendas
Spend 1 Command Counter from your Strategy Allocation area to draw one Political Card and one Action Card.
"I've read the book!... kind of. So how does this work? I'm so confused."
Well, what would you like to know?
"First of all..."
"How do the turns work?"
Well, that's simple and easy! The turns work in three phases. Each turn repeats these three phases.
Phase 1, the strategy phase.
---
Starting with the speaker (or, for the first turn, the person who rolled highest on the die), each player in the player order gets to pick one strategy from the pile of 8 strategies. Each one is numbered 1 to 8, representing when you will go in the turn order in the action phase, lower numbers acting before higher numbers. They also represent your focus for the turn, since the abilities they grant you are important in determining your actions for the phase.
The speaker changes hands through use of the "Assembly" strategy, number 3.
Any strategies that remain un-chosen receive one bonus token each turn they are unloved. By picking up a Strategy with bonus tokens, you gain 1 trade good (currency) OR 1 Command Counter (turn action) per bonus token on the strategy.
Phase 2, the action phase.
---
Going in order by the number on your strategy card (from 1 to 8, or 0 if one of the players always goes first), you may take one of four actions. After this, control of play passes to the next strategy in line. So, for instance, if you picked strategy number 5, you would go after strategy 4 and before strategy 6. Once number 8 is reached, it wraps back around to 1 (or 0) and each player goes again. This continues until each player passes. Once you pass an action phase, you may take no other actions except secondary strategy (see the strategy cards) until the next turn.
Phase 3, the status phase.
---
This is when you refresh exhausted planets, draw more cards, claim objectives, repair ships, and claim victory, if you have sufficient points. It's the bookkeeping phase.
"What are the types of actions I can take?"
There are four types of actions: Strategic Actions, Tactical Actions, Transfer Actions, and Pass.
Strategic Action
---
This is an action where you activate the primary ability of your strategy card. Simply resolve its text. After that, if there is a secondary ability, each player gets the chance to activate the secondary ability. You do not get to activate your own secondary ability unless specifically stated otherwise. Note: You MUST use your strategic action before passing.
Tactical Action
---
You activate one system. In doing so you may move ships TO that system, land ground troops, take planets, initiate space battles, and build, in that system. Note that ships MAY NOT move from a system which has been activated by the controlling player. So, for example: I activate a system next to my homeworld to move one of my 2 carriers from it, and take over a planet. Then I activate the homeworld to build. I then want to activate another system adjacent to my homeworld, to take my other carrier and land to take over the planet, but alas! I cannot, since my homeworld has been activated already. Once I activated it, all ships there are stuck until the next turn.
Transfer Action
---
Activate 2 systems, moving ships between them, landing, etc. This costs only 1 counter, instead of the normal 2 to activate 2 systems, but it activates both and you may only build at one of the systems or none. Also, you must control both systems: so no exploration or battling with a transfer action!
Pass
---
You pass this turn, taking no further direct action until the next turn.
"So how do I move ships?"
In order to move anything, you activate the DESTINATION system. Keep this in mind, because it may seem odd that you do not move a ship by activating its location. You move it by activating its destination. After you activate a system, you have the option to move any or all ships you control which are in range and are NOT in systems you have already activated that turn, to that system. They must, of course, have an unobstructed route there.
"How do I build ships?"
In order to build a ship, you must activate a system with a Space Dock using a tactical or transfer action, and then you exhaust planets with resource value equal to or greater than the cost of the ships you wish to make. The only unit that can be build without a space dock is, well, a space dock.
So for instance, I have 3 planets. One with 3 resource, one with 2 resource, and 1 with 1 resource. I activate my space dock's system to build. I may now build up to 6 cost worth of units. So, I decide to build a Dreadnought (cost 5), and 2 fighters (2 for cost 1). However, keep some things in mind:
-Your space dock can only produce a number of ships total equal to its planet's resource value + 1. So if you have a space dock on a 2 resource planet, it may only make 3 ships per activation.
-Your maximum number of non-fighter ships in a system is equal to the number of Fleet Command counters in your pool. If at any time any system of yours goes over this amount, you must immediately destroy ships to make room.
-If you cannot afford to or do not want to exhaust planets, you may spend 1 trade good instead of 1 resource. In this way, trade goods are basically just floating, free resources and influence, that may be traded among players.
"What is carrier capacity?"
Carriers and War Suns have a capacity of 6, meaning they can carry 6 of either Ground Forces, Planetary Defense Systems, or Fighters, or any combination of the three up to 6. This is how you transport PDS to systems which do not have space docks, take over planets, and bring fighters into space combat.
The following rules apply to fighters only:
-Fighters may only survive if they have sufficient support. They may either dock at a Space Dock or a Carrier.
-Carriers can support 6 of any of the three units. Space Docks may support up to 3 fighters, but fighters only.
-If at any time there is not enough support for the fighters in a system, they are immediately destroyed until they have adequate support.
"How do I get trade goods? Those sound sweet.
Trade goods can be used in place of exhausting planets for resources OR influence. Specifically, you can spend 1 trade good as if you had spent 1 resource. Also, trade goods may be given to other players freely, so they are essentially the currency of the game.
Whenever a player chooses trade (strategy 5), all players will be able to trade amongst themselves, by offering a trade contract of theirs in exchange for one of their partner's. These contracts range in value from 1 to 3. Remember that the active player must approve all new trade agreements. This may take a bit of old fashioned bribery.
In order to get them, you must either take the trade strategy (5), set up trade contracts with other players, or both. Each time someone takes the trade strategy and uses their strategic action, each player who is not the active player receives trade goods equal to each of their opponents' trade contracts they control, minus one. So if you have traded both of your contracts away for opposing value 2 contracts, you would gain (2+2-1=)3 trade goods that turn. The active player (the one who chose strategy 5, trade) does not suffer the -1 penalty, and gains either 3 extra trade goods or the power to instantly cancel up to 2 trade agreements.
"How do I take over planets?"
This one is easy.
When you move a carrier, you may take up, during any part of the movement (before, after, or even during!) ground forces from any planet in the same system (remember you don't have to have a ground force on a planet to control it, but you do have to use 1 ground force or more to take it over initially). So, when you activate a system with planets you'd like to take over, you pick up ground forces with your carrier as part of the movement in which it moves to the system in question.
Then, when it gets there, at the end of the tactical action phase, you may perform landings. In the case of a neutral planet or opposing planet without ground forces or PDS (planetary defense system), your ground forces land and the planet is yours. In the case of a planet with opposing ground forces, you enter into invasion combat.
Then you take the planet card from the deck, exhausted, and voila! New colony.
"Wait, combat?"
Here's how it works. The following things, and ALWAYS AND ONLY the following things, initiate combat:
-A player activates a system and moves ships into a space area that has enemy ships
-A player attempts to land ground forces on an enemy planet with ground forces or pds
Here's the breakdown of the phases.
SPACE BATTLES
Before combat:
-Destroyer anti-fighter barrage?
1) Announce withdrawals/retreats
2) Roll combat dice
3) Remove Casualties
4) Execute withdrawals/retreats
The destroyer anti-fighter barrage is a pair of attacks from each destroyer that can only kill fighters. If you want to run from the battle, you may ONLY run to an activated system adjacent to the disputed system. Remember this! Also, you must declare it, then the enemy is allowed a free round of fire before you withdraw. You may not take back a withdrawal or retreat decision.
Each ship has a combat value. That is the number (or greater) which must be rolled on a d10 in order for the ship to score a hit. All ships are rolled simultaneously. After both sides have fired, each side removes a number of ships equal to the casualties dealt by their opponent. If one player is eliminated, the battle ends.
INVASION
Before Combat:
a) Bombardment?
b) PDS?
1) Roll combat dice
2) Remove casualties
Note: You may not retreat or withdraw from an invasion combat.
Bombardment is when a war sun or dreadnought attacks the ground forces of a planet before the troops arrive. You may not bombard a planet with a PDS with a dreadnought, barring technology, but you may bombard a planet with PDS with a war sun. Also, each PDS on the planet gets a free shot at the invading forces as they enter. This happens before the combat, and casualties are not allowed a combat die.
As a note, for combat, I'll be rolling all the dice, and I will require players to send me exactly when they would like to retreat/withdraw, under what circumstances, etc, so that I can finish the battles quickly.
"How do I use politics and action cards?"
Action cards are drawn, one each turn, during the status phase. They are played as is written on the card.
Politics cards are drawn under other circumstances, mostly strategy related. You play them when you either take the Assembly Strategy (3) or when someone else does, and chooses you to play a political agenda.
The player in question plays a political card, and each player votes on it. The voting starts to the left of the Speaker, and continues around to the speaker. On For/Against agendas, you may vote "for", "against", or "abstain". On Elections, you must vote for a suitable person/planet/etc.
You have as many votes in the council as you have influence in your unexhausted planets.
"So can we go over the strategies already?"
1. Leadership
The primary ability of leadership is incredibly useful. Since you have to expend a command counter to do pretty much anything with anything, you will often run out of them quickly. This strategy will give you 3 extras for the low low price of free. Then, you even get to take part in the purchasing of even MORE command counters in exchange for influence. If you find yourself low on turns due to having no command counters in your pools, this is a good strategy to choose (or at the very least activate using the secondary ability).
2. Diplomacy
The primary ability of diplomacy allows you to choose to either make a system of yours invulnerable to a select opponent, or to capture a neutral planet you can't necessarily make it to this turn. Both are useful, however, the secondary ability allows the capture of neutral planets for a strategic counter. This is a good one to take if you have someone breathing down your back and it's just NOT working for you.
3. Assembly
Got a really sweet law to pass, or maybe you absolutely HAVE to have that other strategy card next turn. Both of these are options with assembly. You can either claim speaker for yourself, or resolve your own political card, however you must choose someone to do the other of those two things. Make sure you have allies when using this strategy, though when you do, it shouldn't be hard to make them.
4. Production
This is what you do when you need to build, and fast, and need to move them out immediately. The primary ability allows you to build with an extra 2 resources, but you do not need to activate a system. Alternately you can use it to build in a system which has just activated. So this is a great way to set up some muscle where people aren't expecting it. The secondary does the same thing, but costs a strategic counter and gives no bonus resource.
5. Trade
Build your wealth up with this strategy. Also, you can lock people out of trades by not approving them, or extort people for approval, and you can destroy harmful trade contracts between players who seem to be making just a bit too much money.
6. Warfare
The primary ability of this strategy allows you to select a fleet to make them big and bad. A lot like the boyz in da hood. Except in space. In addition, they gain a faster movement speed, so it's pretty much a blitzkrieg in there. The secondary of this strategy allows you to move ships around, but only in a benign manner. Good use for defending against someone using the PRIMARY ability of this strategy.
7. Technology
Who doesn't love free technology?! What's more, you can double up by spending a bit extra, gaining 2 techs in one turn. Now THAT'S research. The secondary ability is slightly more cost efficient, but only allows for one tech, and since the primary is free unless you want it to cost you, it's definitely superior. This is a high choice.
8. Bureaucracy
This allows you to not only choose the next objective that gets turned over, but also allows you to claim one immediately, instead of waiting for the status phase. As well, this means you can claim 2 objectives in one turn (3, if you are especially savvy about your secret objective). The secondary of this ability allows you to draw cards in exchange for a strategic counter.
"Since we're using the new strategies, what does the expansion rulebook have to say about politics cards specifically?"
Also since we are using the new Strategy cards... this is in the expansion rules regarding political cards.
Political Cards and the Assembly Strategy Card
When using the new Assembly Strategy Card, Political Cards function in a slightly different manner than in the original game.
Playing Political Cards
Each player starts the game with a hand of 2 Political Cards. These are only played when the Assembly Strategy Card specifies they be played. The Political Cards work in the following manner.
1)Depending upon which option of the Assembly card is chosen, one player will have to play teh Political Card of his choice from his hand. If the player does not have any Political Cards in his hand, he draws the top card of the Political Deck and plays it..
2)The player that has played the Political Card reads it out loud and the agenda is resolved as normal (page 23 in the original rules).
Each Player's hand of Political Cards is limited to 5. If a player ever has more than 5 Political Cards in his hand, he must immediately discard down to 5.
Spending Political Cards as Trade Goods
A player may, at any time, discard a Political Card from his or her hand instead of spending a Trade Good.
That last sheet includes the following in its glossary: System you control: You control all planets in the system (if any) and have
1 spaceship in the system.
So you DO need a spaceship in a system to count as controlling it.
The “Imperium Rex“
Objective Card
When Imperium Rex is drawn,
the game ends immediately and a winner is
declared The winner is the player who has the
most victory points. If there is a tie,
then the greater number of resolved Objective
Cards breaks the tie; if there is still a tie, then
the greater number of planets, then unused
Command Counters, and then the total number
of Command Counters on a player's Race
Sheet. If still tied, then the game ends in a
draw between the tying players.
Note: If the “Imperium Rex” Public Objective card is
revealed, the game ends immediately after the
Imperium Rex card is drawn, before the active player
fulfills an Objective.
(1) Leadership Take Charge
Receive 3 Command Counters from your reinforcements. You may then immediately use this cards secondary ability.
Secondary: Masterful Tactician
You may spend influence to purchase up to 3 Command Counters from your reinforcements. You receive 1 Command Counter for every 2 influence you spend.
(2) Diplomacy II
Primary: Demilitarized Zone
Choose either a) or b)
a) Choose one system containing a planet you control. Each opponent must place one of his command counters into the system from his reinforcements.
b) Execute the secondary ability of this card without paying any command counters or influence.
Secondary: Peaceful Annexation
Spend 1 Command Counter from your Strategy Allocation area and 3 influence to claim an empty planet adjacent to a system you control. Place your Control Marker on that planet.
(3) Assembly
Primary: Senate
Draw 1 Political Card and 2 Action Cards. Then choose either a) or b). you may not choose option a if you are the Speaker.
a) Claim the Speaker token and choose one other player to play a Political Card and resolve its agenda.
b) Choose one other player to claim the Speaker token. Play a Political Card from your hand and resolve its agenda.
Secondary: Morale Boost
Spend 1 Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.
(4) Production
Primary: Tight Deadlines
Immediately build units in one of your systems containing one or more friendly Space Docks, receiving 2 additional resources with which to build, even if you have activated the system already. Building units here does not activate the system.
Secondary: Double Efforts
Spend 1 Command Counter from your Strategy Allocation area to immediately build up to 3 units in one of your systems containing one or more friendly Space Dock, even if you have activated the system already. Building units here does not activate the system.
(5) Trade II
Primary: Free Trade
Receive 3 Trade Goods or cancel up to 2 trade agreements. (You may not cancel Hacan trade agreements.)
Then all players receive Trade Goods from their active trade agreements. Players who are not the active player receive one fewer total Trade Goods.
Finally, open trade negotiations among all players. You must approve all new trade agreements.
(6) Warfare II
Primary: High Alert
Place the High Alert token in a system.
Your ships in that system gain +1 movement and +1 on all combat rolls. If you move any ships from this system, you may move the HA token with them. Remove the HA token from the board at the beginning of the next Status Phase.
Secondary: Reinforce
Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent systems you control. This does not activate the destination system(s).
(7) Technology II
Primary: Technological Focus
Receive one Technology advance. You may then buy a second technology advance at the cost of 8 resources. You must have the necessary prerequisites for each Technology.
Secondary: Advanced Development
Spend 1 Command Counter from your Strategy Allocation area and 6 resources to receive one technology advance (for which you have the necessary prerequisites).
(8) Bureaucracy
Special
After selecting this Strategy Card, reveal cards from the Objective deck equal to the number of Bonus Counters on this card.
Primary: Senatorial Control
Receive 1 Command Counter from your reinforcements. Then draw the top two cards from the Objective deck. Place one face up in the common play area and the other on the top of the deck. You may then immediately claim one public objective that you qualify for.
Secondary: New Agendas
Spend 1 Command Counter from your Strategy Allocation area to draw one Political Card and one Action Card.
1) After all players have drawn their Home Systems, find the Mecatol Rex system and place it in the middle of the table. Then randomly determine one player to be “first player.“ Give the “Speaker“ Token to the first player. He then shuffles the remaining 32 systems, randomly removes two systems (by placing them back in the box without looking at them), and deals five systems, face down, to every player. Players may look at their dealt systems but should not show them to the other players.
So normal clockwise selection from the first player, following the same order as galaxy construction. It's their reward for getting last placement in the second and third rings.
Should we make explicit where our starting space docks and ground forces are sitting? I imagine everyone wants the space dock on the biggest production world and the ground forces don't really matter.
Should we make explicit where our starting space docks and ground forces are sitting? I imagine everyone wants the space dock on the biggest production world and the ground forces don't really matter.
Yes, I forgot to mention that before, but if you have more than one planet in your home system, please, when you choose your strategy, also specify the location of your space dock and any ground forces or PDS you begin with.
Should we not start the game with 2 political cards ?
Yes, like I said that will be coming soon, along with the race special abilities and such. If you want to wait to choose your strategy until you know your political cards you can absolutely do that, not a big deal at all.
The full gdocs should be ready at some point tonight. Sorry it's not done already, a few things going on this week (and especially these couple of days)
Yep, it's not a problem. The likelihood of someone political cards affecting what they want to do in the first round is pretty darn low, after all. And if we want to know everyone's abilities, we can look them up or just ask.
True, but it's unlikely anyone will be picking Warfare this round, anyway.
The Warfare II secondary ability allows the other players to move any two of their ships in unactivated systems into an adjacent system or systems that they control. This does not activate the destination system(s), meaning that as long as the destination system(s) were not already activated, the moved ships will be able to move later on that round. (Also, because the destination system is not activated, this movement does not trigger PDS Cannon fire.)
Important: Ground Forces may only be picked up or landed during a Tactical or Transfer Action. When using the secondary ability, players may not pick up or land Ground Forces.
Yeah, I realised that after I posted. Also that the fighters are not actually ON the Dock or Carrier, but are just supported by the capacity. I just didn't see the need to edit it.
Mordenthral on
0
El SkidThe frozen white northRegistered Userregular
That's on the board; L1Z1X starts with an extra strategy, but otherwise correct. But we can use this time to scheme (publicly in thread), begin proposing trades, make outlandish claims, and otherwise prepare for the coming expansionary round.
El SkidThe frozen white northRegistered Userregular
edited November 2010
Proposing trades, you say?
For the trade round, I was going to kiss up to our most un-kissable neighbours to the counter-clockwise (the L1Z1X), and offer up a 2 trade contact for their 1. And in return ask that they approve whatever other trade agreements I should want to make.
Alright, you should now have your politics cards (and a blank spot for actions) and access to a google doc with all 6 of the race informations on it, as well as the TI unit stats for die rolling.
Posts
How to make an action in thread.
(1) Strategic Action
To make a strategic action:
Declare the strategy in cyan.
Also declare any choices you are making, and how they will be resolved. Such as:
Activating Trade (5), choosing option A to snag 3 trade goods.
or
Activating Production (4). Building at my space dock on Arnor, going to exhaust the following planets...
-X
-Y
-And 4 trade goods
to build:
-1 Carrier
-2 Fighters
-1 Dreadnought
For secondary action, declare whether you PLAY or PASS on the secondary action, in Cyan, including any decisions you make as well.
For instance, after activation of Leadership (1)
PLAY
Exhaust the following planets:
-Blargle
-Foobiggs
to purchase 2 Command counters. I put one of them in my Command pool, and one in Strategy allocation.
or
PASS, I don't need any extra command counters!
or simply: PASS
(2) Tactical Action and Transfer Action
To make a tactical action or transfer action:
Declare that you are activating the system or systems, and the location of the system(s), in LIME.
Then,
In cyan, describe your actions for the system.
For instance...
Activating my system at 2-4 with Garbles and Rofland.
I will move one carrier, with 1 ground force and 4 fighters on board, from 2-5, and 2 cruisers from 2-3 to the system.
I will land the ground force on Garbles from the carrier which just moved in.
On the spacedock on Rofland, I will build the following:
-1 Cruiser
-2 Destroyers
by exhausting:
-X
-Y
-And 1 trade good.
(3) Pass
In order to pass your turn, simply: PASS in RED.
AT THE END OF THE TURN
In order, you will need to:
In lime, claim an objective, or PASS
In cyan, distribute your 2 command counters into your 3 pools.
HOW TO PLAY AN ACTION CARD
You may play an action card that affects a previous action (keyword immediate) as long as nothing else of significance has happened since then. It is recommended that you keep me informed with contingencies, such as: "I will use this card in the event of X happening" or something like that. If this is the case, I will interrupt the game personally to resolve the card, even if you are not around.
In order to play an action card, In Cyan, post the full name and effect of the card, as well as any decisions involved with its resolution.
HOW TO PLAY A POLITICAL AGENDA
In the event that you play a political agenda, In lime, post the name and (if applicable) type of agenda.
Then, In cyan, post the full text of the card.
When you vote, either ELECT in Cyan or vote FOR in lime or AGAINST in red
HOW TO SELECT A STRATEGY CARD
In order to select your strategy during the strategy phase, merely Do so in CYAN
A NOTE ON TURN ORDERS
-Unless there is a dispute, you may PLAY or PASS on a secondary strategy out of turn.
-Starting after the speaker and continuing down the player list is how voting is supposed to go for political agendas. Any player has the right to wait until all players before him in the order have voted, however, players may opt to vote out of turn. AFTER YOU VOTE IN COLOR, YOUR VOTE IS FINAL. BY VOTING EARLY YOU WAIVE YOUR ABILITY TO WAIT FOR THOSE BEFORE YOU IN LINE.
HOW TO NEGOTIATE TRADE AGREEMENTS
-Both players must first Agree to the trade in CYAN
-Then, the active player must Approve the trade in LIME
FULL TEXT OF STRATEGIES
Take Charge
Receive 3 Command Counters from your reinforcements. You may then immediately use this cards secondary ability.
Secondary: Masterful Tactician
You may spend influence to purchase up to 3 Command Counters from your reinforcements. You receive 1 Command Counter for every 2 influence you spend.
(2) Diplomacy II
Primary: Demilitarized Zone
Choose either a) or b)
a) Choose one system containing a planet you control. Each opponent must place one of his command counters into the system from his reinforcements.
b) Execute the secondary ability of this card without paying any command counters or influence.
Secondary: Peaceful Annexation
Spend 1 Command Counter from your Strategy Allocation area and 3 influence to claim an empty planet adjacent to a system you control. Place your Control Marker on that planet.
(3) Assembly
Primary: Senate
Draw 1 Political Card and 2 Action Cards. Then choose either a) or b). you may not choose option a if you are the Speaker.
a) Claim the Speaker token and choose one other player to play a Political Card and resolve its agenda.
b) Choose one other player to claim the Speaker token. Play a Political Card from your hand and resolve its agenda.
Secondary: Morale Boost
Spend 1 Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.
(4) Production
Primary: Tight Deadlines
Immediately build units in one of your systems containing one or more friendly Space Docks, receiving 2 additional resources with which to build, even if you have activated the system already. Building units here does not activate the system.
Secondary: Double Efforts
Spend 1 Command Counter from your Strategy Allocation area to immediately build up to 3 units in one of your systems containing one or more friendly Space Dock, even if you have activated the system already. Building units here does not activate the system.
(5) Trade II
Primary: Free Trade
Receive 3 Trade Goods or cancel up to 2 trade agreements. (You may not cancel Hacan trade agreements.)
Then all players receive Trade Goods from their active trade agreements. Players who are not the active player receive one fewer total Trade Goods.
Finally, open trade negotiations among all players. You must approve all new trade agreements.
(6) Warfare II
Primary: High Alert
Place the High Alert token in a system.
Your ships in that system gain +1 movement and +1 on all combat rolls. If you move any ships from this system, you may move the HA token with them. Remove the HA token from the board at the beginning of the next Status Phase.
Secondary: Reinforce
Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent systems you control. This does not activate the destination system(s).
(7) Technology II
Primary: Technological Focus
Receive one Technology advance. You may then buy a second technology advance at the cost of 8 resources. You must have the necessary prerequisites for each Technology.
Secondary: Advanced Development
Spend 1 Command Counter from your Strategy Allocation area and 6 resources to receive one technology advance (for which you have the necessary prerequisites).
(8) Bureaucracy
Special
After selecting this Strategy Card, reveal cards from the Objective deck equal to the number of Bonus Counters on this card.
Primary: Senatorial Control
Receive 1 Command Counter from your reinforcements. Then draw the top two cards from the Objective deck. Place one face up in the common play area and the other on the top of the deck. You may then immediately claim one public objective that you qualify for.
Secondary: New Agendas
Spend 1 Command Counter from your Strategy Allocation area to draw one Political Card and one Action Card.
"I've read the book!... kind of. So how does this work? I'm so confused."
Well, what would you like to know?
"First of all..."
"How do the turns work?"
Phase 1, the strategy phase.
---
Starting with the speaker (or, for the first turn, the person who rolled highest on the die), each player in the player order gets to pick one strategy from the pile of 8 strategies. Each one is numbered 1 to 8, representing when you will go in the turn order in the action phase, lower numbers acting before higher numbers. They also represent your focus for the turn, since the abilities they grant you are important in determining your actions for the phase.
The speaker changes hands through use of the "Assembly" strategy, number 3.
Any strategies that remain un-chosen receive one bonus token each turn they are unloved. By picking up a Strategy with bonus tokens, you gain 1 trade good (currency) OR 1 Command Counter (turn action) per bonus token on the strategy.
Phase 2, the action phase.
---
Going in order by the number on your strategy card (from 1 to 8, or 0 if one of the players always goes first), you may take one of four actions. After this, control of play passes to the next strategy in line. So, for instance, if you picked strategy number 5, you would go after strategy 4 and before strategy 6. Once number 8 is reached, it wraps back around to 1 (or 0) and each player goes again. This continues until each player passes. Once you pass an action phase, you may take no other actions except secondary strategy (see the strategy cards) until the next turn.
Phase 3, the status phase.
---
This is when you refresh exhausted planets, draw more cards, claim objectives, repair ships, and claim victory, if you have sufficient points. It's the bookkeeping phase.
"What are the types of actions I can take?"
Strategic Action
---
This is an action where you activate the primary ability of your strategy card. Simply resolve its text. After that, if there is a secondary ability, each player gets the chance to activate the secondary ability. You do not get to activate your own secondary ability unless specifically stated otherwise. Note: You MUST use your strategic action before passing.
Tactical Action
---
You activate one system. In doing so you may move ships TO that system, land ground troops, take planets, initiate space battles, and build, in that system. Note that ships MAY NOT move from a system which has been activated by the controlling player. So, for example: I activate a system next to my homeworld to move one of my 2 carriers from it, and take over a planet. Then I activate the homeworld to build. I then want to activate another system adjacent to my homeworld, to take my other carrier and land to take over the planet, but alas! I cannot, since my homeworld has been activated already. Once I activated it, all ships there are stuck until the next turn.
Transfer Action
---
Activate 2 systems, moving ships between them, landing, etc. This costs only 1 counter, instead of the normal 2 to activate 2 systems, but it activates both and you may only build at one of the systems or none. Also, you must control both systems: so no exploration or battling with a transfer action!
Pass
---
You pass this turn, taking no further direct action until the next turn.
"So how do I move ships?"
"How do I build ships?"
So for instance, I have 3 planets. One with 3 resource, one with 2 resource, and 1 with 1 resource. I activate my space dock's system to build. I may now build up to 6 cost worth of units. So, I decide to build a Dreadnought (cost 5), and 2 fighters (2 for cost 1). However, keep some things in mind:
-Your space dock can only produce a number of ships total equal to its planet's resource value + 1. So if you have a space dock on a 2 resource planet, it may only make 3 ships per activation.
-Your maximum number of non-fighter ships in a system is equal to the number of Fleet Command counters in your pool. If at any time any system of yours goes over this amount, you must immediately destroy ships to make room.
-If you cannot afford to or do not want to exhaust planets, you may spend 1 trade good instead of 1 resource. In this way, trade goods are basically just floating, free resources and influence, that may be traded among players.
"What is carrier capacity?"
The following rules apply to fighters only:
-Fighters may only survive if they have sufficient support. They may either dock at a Space Dock or a Carrier.
-Carriers can support 6 of any of the three units. Space Docks may support up to 3 fighters, but fighters only.
-If at any time there is not enough support for the fighters in a system, they are immediately destroyed until they have adequate support.
"How do I get trade goods? Those sound sweet.
Whenever a player chooses trade (strategy 5), all players will be able to trade amongst themselves, by offering a trade contract of theirs in exchange for one of their partner's. These contracts range in value from 1 to 3. Remember that the active player must approve all new trade agreements. This may take a bit of old fashioned bribery.
In order to get them, you must either take the trade strategy (5), set up trade contracts with other players, or both. Each time someone takes the trade strategy and uses their strategic action, each player who is not the active player receives trade goods equal to each of their opponents' trade contracts they control, minus one. So if you have traded both of your contracts away for opposing value 2 contracts, you would gain (2+2-1=)3 trade goods that turn. The active player (the one who chose strategy 5, trade) does not suffer the -1 penalty, and gains either 3 extra trade goods or the power to instantly cancel up to 2 trade agreements.
"How do I take over planets?"
When you move a carrier, you may take up, during any part of the movement (before, after, or even during!) ground forces from any planet in the same system (remember you don't have to have a ground force on a planet to control it, but you do have to use 1 ground force or more to take it over initially). So, when you activate a system with planets you'd like to take over, you pick up ground forces with your carrier as part of the movement in which it moves to the system in question.
Then, when it gets there, at the end of the tactical action phase, you may perform landings. In the case of a neutral planet or opposing planet without ground forces or PDS (planetary defense system), your ground forces land and the planet is yours. In the case of a planet with opposing ground forces, you enter into invasion combat.
Then you take the planet card from the deck, exhausted, and voila! New colony.
"Wait, combat?"
-A player activates a system and moves ships into a space area that has enemy ships
-A player attempts to land ground forces on an enemy planet with ground forces or pds
Here's the breakdown of the phases.
SPACE BATTLES
-Destroyer anti-fighter barrage?
1) Announce withdrawals/retreats
2) Roll combat dice
3) Remove Casualties
4) Execute withdrawals/retreats
Each ship has a combat value. That is the number (or greater) which must be rolled on a d10 in order for the ship to score a hit. All ships are rolled simultaneously. After both sides have fired, each side removes a number of ships equal to the casualties dealt by their opponent. If one player is eliminated, the battle ends.
INVASION
a) Bombardment?
b) PDS?
1) Roll combat dice
2) Remove casualties
Bombardment is when a war sun or dreadnought attacks the ground forces of a planet before the troops arrive. You may not bombard a planet with a PDS with a dreadnought, barring technology, but you may bombard a planet with PDS with a war sun. Also, each PDS on the planet gets a free shot at the invading forces as they enter. This happens before the combat, and casualties are not allowed a combat die.
"How do I use politics and action cards?"
Politics cards are drawn under other circumstances, mostly strategy related. You play them when you either take the Assembly Strategy (3) or when someone else does, and chooses you to play a political agenda.
The player in question plays a political card, and each player votes on it. The voting starts to the left of the Speaker, and continues around to the speaker. On For/Against agendas, you may vote "for", "against", or "abstain". On Elections, you must vote for a suitable person/planet/etc.
You have as many votes in the council as you have influence in your unexhausted planets.
"So can we go over the strategies already?"
The primary ability of leadership is incredibly useful. Since you have to expend a command counter to do pretty much anything with anything, you will often run out of them quickly. This strategy will give you 3 extras for the low low price of free. Then, you even get to take part in the purchasing of even MORE command counters in exchange for influence. If you find yourself low on turns due to having no command counters in your pools, this is a good strategy to choose (or at the very least activate using the secondary ability).
2. Diplomacy
The primary ability of diplomacy allows you to choose to either make a system of yours invulnerable to a select opponent, or to capture a neutral planet you can't necessarily make it to this turn. Both are useful, however, the secondary ability allows the capture of neutral planets for a strategic counter. This is a good one to take if you have someone breathing down your back and it's just NOT working for you.
3. Assembly
Got a really sweet law to pass, or maybe you absolutely HAVE to have that other strategy card next turn. Both of these are options with assembly. You can either claim speaker for yourself, or resolve your own political card, however you must choose someone to do the other of those two things. Make sure you have allies when using this strategy, though when you do, it shouldn't be hard to make them.
4. Production
This is what you do when you need to build, and fast, and need to move them out immediately. The primary ability allows you to build with an extra 2 resources, but you do not need to activate a system. Alternately you can use it to build in a system which has just activated. So this is a great way to set up some muscle where people aren't expecting it. The secondary does the same thing, but costs a strategic counter and gives no bonus resource.
5. Trade
Build your wealth up with this strategy. Also, you can lock people out of trades by not approving them, or extort people for approval, and you can destroy harmful trade contracts between players who seem to be making just a bit too much money.
6. Warfare
The primary ability of this strategy allows you to select a fleet to make them big and bad. A lot like the boyz in da hood. Except in space. In addition, they gain a faster movement speed, so it's pretty much a blitzkrieg in there. The secondary of this strategy allows you to move ships around, but only in a benign manner. Good use for defending against someone using the PRIMARY ability of this strategy.
7. Technology
Who doesn't love free technology?! What's more, you can double up by spending a bit extra, gaining 2 techs in one turn. Now THAT'S research. The secondary ability is slightly more cost efficient, but only allows for one tech, and since the primary is free unless you want it to cost you, it's definitely superior. This is a high choice.
8. Bureaucracy
This allows you to not only choose the next objective that gets turned over, but also allows you to claim one immediately, instead of waiting for the status phase. As well, this means you can claim 2 objectives in one turn (3, if you are especially savvy about your secret objective). The secondary of this ability allows you to draw cards in exchange for a strategic counter.
"Since we're using the new strategies, what does the expansion rulebook have to say about politics cards specifically?"
Political Cards and the Assembly Strategy Card
When using the new Assembly Strategy Card, Political Cards function in a slightly different manner than in the original game.
Playing Political Cards
Each player starts the game with a hand of 2 Political Cards. These are only played when the Assembly Strategy Card specifies they be played. The Political Cards work in the following manner.
1)Depending upon which option of the Assembly card is chosen, one player will have to play teh Political Card of his choice from his hand. If the player does not have any Political Cards in his hand, he draws the top card of the Political Deck and plays it..
2)The player that has played the Political Card reads it out loud and the agenda is resolved as normal (page 23 in the original rules).
Each Player's hand of Political Cards is limited to 5. If a player ever has more than 5 Political Cards in his hand, he must immediately discard down to 5.
Spending Political Cards as Trade Goods
A player may, at any time, discard a Political Card from his or her hand instead of spending a Trade Good.
From DARIAN:
(1) Leadership
Take Charge
Receive 3 Command Counters from your reinforcements. You may then immediately use this cards secondary ability.
Secondary: Masterful Tactician
You may spend influence to purchase up to 3 Command Counters from your reinforcements. You receive 1 Command Counter for every 2 influence you spend.
(2) Diplomacy II
Primary: Demilitarized Zone
Choose either a) or b)
a) Choose one system containing a planet you control. Each opponent must place one of his command counters into the system from his reinforcements.
b) Execute the secondary ability of this card without paying any command counters or influence.
Secondary: Peaceful Annexation
Spend 1 Command Counter from your Strategy Allocation area and 3 influence to claim an empty planet adjacent to a system you control. Place your Control Marker on that planet.
(3) Assembly
Primary: Senate
Draw 1 Political Card and 2 Action Cards. Then choose either a) or b). you may not choose option a if you are the Speaker.
a) Claim the Speaker token and choose one other player to play a Political Card and resolve its agenda.
b) Choose one other player to claim the Speaker token. Play a Political Card from your hand and resolve its agenda.
Secondary: Morale Boost
Spend 1 Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.
(4) Production
Primary: Tight Deadlines
Immediately build units in one of your systems containing one or more friendly Space Docks, receiving 2 additional resources with which to build, even if you have activated the system already. Building units here does not activate the system.
Secondary: Double Efforts
Spend 1 Command Counter from your Strategy Allocation area to immediately build up to 3 units in one of your systems containing one or more friendly Space Dock, even if you have activated the system already. Building units here does not activate the system.
(5) Trade II
Primary: Free Trade
Receive 3 Trade Goods or cancel up to 2 trade agreements. (You may not cancel Hacan trade agreements.)
Then all players receive Trade Goods from their active trade agreements. Players who are not the active player receive one fewer total Trade Goods.
Finally, open trade negotiations among all players. You must approve all new trade agreements.
(6) Warfare II
Primary: High Alert
Place the High Alert token in a system.
Your ships in that system gain +1 movement and +1 on all combat rolls. If you move any ships from this system, you may move the HA token with them. Remove the HA token from the board at the beginning of the next Status Phase.
Secondary: Reinforce
Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent systems you control. This does not activate the destination system(s).
(7) Technology II
Primary: Technological Focus
Receive one Technology advance. You may then buy a second technology advance at the cost of 8 resources. You must have the necessary prerequisites for each Technology.
Secondary: Advanced Development
Spend 1 Command Counter from your Strategy Allocation area and 6 resources to receive one technology advance (for which you have the necessary prerequisites).
(8) Bureaucracy
Special
After selecting this Strategy Card, reveal cards from the Objective deck equal to the number of Bonus Counters on this card.
Primary: Senatorial Control
Receive 1 Command Counter from your reinforcements. Then draw the top two cards from the Objective deck. Place one face up in the common play area and the other on the top of the deck. You may then immediately claim one public objective that you qualify for.
Secondary: New Agendas
Spend 1 Command Counter from your Strategy Allocation area to draw one Political Card and one Action Card.
So normal clockwise selection from the first player, following the same order as galaxy construction. It's their reward for getting last placement in the second and third rings.
El Skid to choose the first strategy!
Google +
1: Sol - El Skid - Technology
2: Hacan - Gene Parmesan + SeGaTai
3: Xxcha - Darian + FWD
4: Letnev - Lykouragh
5: Naalu - Susan + Mordanthral
6: L1Z1X - Alkey + Payot
There's quite a bit to say in the beginning...
Must be a typo. Should be, nobody starts with any, 40 in reserve. I'll fix it.
Should we make explicit where our starting space docks and ground forces are sitting? I imagine everyone wants the space dock on the biggest production world and the ground forces don't really matter.
Yes, I forgot to mention that before, but if you have more than one planet in your home system, please, when you choose your strategy, also specify the location of your space dock and any ground forces or PDS you begin with.
I'll leave the initial disposition of our crap to Darian's discretion.
Yes, like I said that will be coming soon, along with the race special abilities and such. If you want to wait to choose your strategy until you know your political cards you can absolutely do that, not a big deal at all.
The full gdocs should be ready at some point tonight. Sorry it's not done already, a few things going on this week (and especially these couple of days)
Strategy phase:
1: Sol - El Skid - Technology
2: Hacan - Gene Parmesan + SeGaTai - Leadership
3: Xxcha - Darian + FWD - Assembly
4: Letnev - Lykouragh - Production
5: Naalu - Susan + Mordanthral
6: L1Z1X - Alkey + Payot
Google +
Also as clarification- the planet Quann on our gdoc does not have a green technology credit, was it supposed to?
The Naalu claim Diplomacy in the interests of peacccccccce.
A GF on each home planet; PDS and Docks on Druaa; other 2 GFs on the Carrier with the Fighters.
Trade (5)
in 29 ns
Initiate e-commerce subroutine
Broadcast message on wide beam:
"DESIRE MATEING? ENLARGE GENETIC DELIEVERY ORGAN SUPER TIME HAPPY! LOW AFFORDABLE PRICE INEXPENSIVE! IMMEDIATE ORDERING STANDING BYE!"
Turn 1 action order:
1: Naalu - Susan + Mordenthral - Diplomacy: 2
2: Hacan - Gene Parmesan + SeGaTai - Leadership: 1
3: Xxcha - Darian + FWD - Assembly: 3
4: Letnev - Lykouragh - Production: 4
5: L1Z1X - Alkey + Payot - Trade: 5
6: Sol - El Skid - Technology: 7
For the trade round, I was going to kiss up to our most un-kissable neighbours to the counter-clockwise (the L1Z1X), and offer up a 2 trade contact for their 1. And in return ask that they approve whatever other trade agreements I should want to make.
Everyone good with that? We missing anything?