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Twilight Imperium Game 9 - Round 8: Game Over.

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    discriderdiscrider Registered User regular
    edited March 2014
    We play the secondary ability of Production, expending an SA and exhausting Muaat to produce a Carrier and 2 Ground Forces.

    SA/FS/CP
    1/3/3


    @El Skid

    discrider on
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    MrBlarneyMrBlarney Registered User regular
    As a note, there is no need to play on secondaries in player order, though you may wait on player order if you so desire.

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    discriderdiscrider Registered User regular
    Does editing in @'s work?
    Just in case, @El Skid.

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    GrimmyTOAGrimmyTOA Registered User regular
    PASS on Production Secondary

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    faintpremonitionfaintpremonition Registered User regular
    Naalu participate in Production secondary. Spend 1 SA, exhaust Druaa, and spend 3 TG for 6 resources. Build 1 carrier (3), 1 Cruiser (2), and 1 Destroyer (1), in Home System.


    SFC
    2/3/3
    TAP
    0/0/0

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    El SkidEl Skid The frozen white northRegistered User regular
    Yssaril Pass on Production Secondary

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    El SkidEl Skid The frozen white northRegistered User regular
    @jakobagger for production play/pass, then on to Muaat

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    faintpremonitionfaintpremonition Registered User regular
    jakobagger wrote: »
    Tactical action: production. Exhaust Moll Primus to build a carrier and two fighters there.

    SA/FS/CP
    2/4/2


    @Kirindal‌


    I believe you should be at 2/4/1 on your SFC after activating your home system.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Oh, I didn't realize production also activated the system and used command pool. Misinterpreted the way tactical actions are written up, I guess.

    Regarding the production secondary, I don't think I can play it since I don't have any unexhausted resources left.

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    MrBlarneyMrBlarney Registered User regular
    In a Tactical Action, all steps of the action are followed whether anything happens in that step or not. The first thing to do is to spend a Command Counter to activate the system - even if there is no movement into the system or any combats to resolve, that's always the first step. Production is at the very end, if there is a valid Space Dock there or a planet can build a Space Dock.

    @discrider to take the next action for Muaat.

    4463rwiq7r47.png
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    faintpremonitionfaintpremonition Registered User regular
    jakobagger wrote: »
    Oh, I didn't realize production also activated the system and used command pool. Misinterpreted the way tactical actions are written up, I guess.

    Regarding the production secondary, I don't think I can play it since I don't have any unexhausted resources left.

    Easy mistake to make, this game is a bit of a beast! What this means is that generally speaking newly build ships can't move anywhere because they are in an activated system. This is what makes Production such a valuable SC, the two free resources are nice, but mainly it's about building units that you can use on that same round.

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    El SkidEl Skid The frozen white northRegistered User regular
    edited March 2014
    jakobagger wrote: »
    Regarding the production secondary, I don't think I can play it since I don't have any unexhausted resources left.

    As a note, you do have political cards, which can be traded in for a resource. So you could technically have done something had you wanted to spend the Strategy token and political card(s).

    El Skid on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited March 2014
    Ah, that's a real bummer, I totally thought I could move those newly built units somewhere this turn.

    Especially since if I'd just waited for this secondary I actually could have. Fuck.

    jakobagger on
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    discriderdiscrider Registered User regular
    edited April 2014
    Waitaminute.
    I have Sarween Tools, so during my production in the previous phase, I can build an additional 2 Fighters on top of my previous order.
    If this is the case, and I am allowed to build this, then I move my new Carrier, 2 Fighters and 2 Ground Troops to colonise both planets of the Lisis - Velnor system.

    Which would leave me on:
    SA/FS/CP
    1/3/2

    @MrBlarney

    discrider on
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    MrBlarneyMrBlarney Registered User regular
    (@discrider) The production secondary limits you to building three units, so you couldn't use the extra resource from Sarween Tools to produce two extra Fighters (since you already are producing three units). Should you desire to change your production, I will allow it since your turn follows immediately after the production secondary, but do keep in mind the three-unit limit.

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
    @MrBlarney I don't suppose we can build 1 Ground Troop for the same cost?

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    MrBlarneyMrBlarney Registered User regular
    (@discrider) Could you clarify what you want to do? Basically, by exhausting Muaat (4R) +1R from Sarween Tools, you have five resources to build up to three units - with one resource, you can build up to two Ground Forces, or two Fighters, but not one of each. I suppose you could spend a resource to build only one Ground Force or Fighter, if that's what you're asking...

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
    edited April 2014
    We have finally decided to take some enlightenment from non-biological neighbours, and will build 1 Carrier and 1 Mech unit.
    I then activate and move my new Carrier and 2 Ground Troops to colonise both planets of the Lisis - Velnor system.

    SA/FS/CP
    1/3/2

    Is this legal @MrBlarney ? If so, @El Skid

    discrider on
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    El SkidEl Skid The frozen white northRegistered User regular
    Looks fine to me.

    Yssaril play Technology primary and obtain Enviro Compensators for free.

    Others to play or pass on secondary:

    Secondary Ability: 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.

    SA/FS/CP
    2/4/3

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    GrimmyTOAGrimmyTOA Registered User regular
    Xxcha PASS on Tech Secondary.


    Also we say Bah and Humbug.

    So there.

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    KirindalKirindal Registered User regular
    The Nekro Virus has no need to develop new technologies. We are advanced enough to meet all our needs. Poor flesh is still behind the curve.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Pass

    I don't think anyone even has enough resources to play the Tech secondary?

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    faintpremonitionfaintpremonition Registered User regular
    Naalu Pass on Technology Secondary

    Jakobagger, it's pretty rare for someone other than Jol Nar to use the Technology secondary on the first round!

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    MrBlarneyMrBlarney Registered User regular
    Since Muaat lacks the resources to play on the secondary, I'll consider him passed. @faintpremonition has the next action for Naalu.

    Game status update will be posted shortly.

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    MrBlarneyMrBlarney Registered User regular
    Round 1: Action Phase Update 3

    The Mentak Coalition: Activate the Mentak Home System. (CP 2 --> 1)
    Exhaust Moll Primus (4R) to build 1 Carrier (3R) and 2 Fighters (1R) at Moll Primus.
    The Nekro Virus: Play the primary ability of the (4) Production Strategy Card, exhausting Mordai II (4R) +2R from the primary ability to build 1 Cruiser (2R), 1 Carrier (3R), and 2 Ground Forces (1R) at Mordai II.
    Muaat plays on the secondary (SA 2 --> 1), exhausting Muaat (4R) +1R from Sarween Tools to build 1 Carrier (3R) and 1 Mechanized Unit (2R) at Muaat.
    Naalu plays on the secondary (SA 3 --> 2), exhausting Druaa (3R) and 3 Trade Goods (TG 3 --> 0) to build 1 Carrier (3R), 1 Cruiser (2R), and 1 Destroyer (1R) at Druaa.
    The Embers of Muaat: Activate the Lisis-Velnor system. (CP 3 --> 2)
    Move in 1 Carrier and 2 Ground Forces from Muaat.
    Land 1 Ground Force on each of Lisis and Velnor.
    The Yssaril Tribes: Play the primary ability of the (7) Technology II Strategy Card, gaining Enviro Compensator.
    No player plays on the secondary.

    Current Map: Round 1, Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    The Naalu Collective: 0 VP
    The Nekro Virus: 0 VP
    The Embers of Muaat: 0 VP
    The Yssaril Tribes: 0 VP
    The Mentak Coalition: 0 VP
    The Xxcha Kingdom: 0 VP

    Public Objectives
    [1 VP] I now spend 10 resources or 10 influence.:
    Public Objective Deck: 5 Stage I Objectives, 5 Stage II Objectives

    Secret Objectives
    The Naalu Collective: 1 Secret Objective
    The Nekro Virus: 1 Secret Objective
    The Embers of Muaat: 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
    Trade Goods: 0
    Action Cards: 0
    Political Cards: 0

    Strategy Allocation: 2
    Fleet Supply: 3
    Command Pool: 3

    Trade Contracts: Nekro [2], Xxcha [2]
    Technology: Antimass Deflectors, Enviro Compensator

    Worlds:
    X - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    X - Primor (2R, 1I, GF (x2))
    The Nekro Virus: Kirindal
    Trade Goods: 0
    Action Cards: 0
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 3
    Command Pool: 2

    Trade Contracts: Naalu [2], Muaat [2]
    Technology: Hylar V Assault Laser, Gen Synthesis, Dacxive Animators

    Worlds:
    X - Mordai II (4R, 0I)
    X - Mellon (0R, 2I)
    X - Zohbat (3R, 1I, B)
    The Embers of Muaat: discrider
    Trade Goods: 0
    Action Cards: 0
    Political Cards: 2

    Strategy Allocation: 1
    Fleet Supply: 3
    Command Pool: 2

    Trade Contracts: Nekro [1], Xxcha [2]
    Technology: Enviro Compensator, Sarween Tools, War Sun

    Worlds:
    X - Muaat (4R, 1I)
    X - Lisis (2R, 2I)
    X - Velnor (2R, 0I, R)
    The Yssaril Tribes: El Skid
    Trade Goods: 0
    Action Cards: 0
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 4
    Command Pool: 3

    Trade Contracts: (Yssaril [1], Yssaril [2])
    Technology: Antimass Deflectors, XRD Transporter, Enviro Compensator

    Worlds:
    R - Retillion (2R, 3I)
    X - Shalloq (1R, 2I)
    The Mentak Coalition: jakobagger
    Trade Goods: 0
    Action Cards: 0
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 4
    Command Pool: 1

    Trade Contracts: (Mentak [1], Mentak [1])
    Technology: Hylar V Assault Laser, Enviro Compensator

    Worlds:
    X - Moll Primus (4R, 1I)
    X - Quann (2R, 1I, G)
    The Xxcha Kingdom: GrimmyTOA
    Trade Goods: 0
    Action Cards: 0
    Political Cards: 2

    Strategy Allocation: 4
    Fleet Supply: 3
    Command Pool: 3

    Trade Contracts: Naalu [1], Muaat [2]
    Technology: Antimass Deflectors, Enviro Compensator

    Worlds:
    R - Archon Ren (2R, 3I)
    R - Archon Tau (1R, 1I)
    X - Vega Major (2R, 1I)
    X - Vega Minor (1R, 2I, B)

    Neutral Worlds
    N - Mecatol Rex (1R, 6I)
    N - Arcturus (1R, 1I)
    N - Arinam (1R, 2I, B)
    N - Bellatrix (0R, 1I, R)
    N - Dal Bootha (0R, 2I, R)
    N - Garbozia (2R, 1I, G)
    N - Hercalor (1R, 0I, Y)
    N - Industrex (2R, 0I, R (x2))
    N - Lazar (1R, 0I)
    N - Lodor (3R, 1I, G)
    N - Mallice (0R, 3I)
    N - Meer (0R, 4I)
    N - Perimiter (2R, 2I)
    N - Sakulag (2R, 1I)
    N - Saudor (2R, 2I)
    N - Sumerian (2R, 2I, TG (x2))
    N - Tequ'ran (2R, 0I, R)
    N - Thibah (1R, 1I)
    N - Tiamat (1R, 2I, Y)
    N - Torkan (0R, 3I, B)
    N - Tsion (2R, 2I, TG (x2))
    N - Xxehan (1R, 1I, G)

    Order of Play

    The Naalu Collective: (0) Trade II Current Player
    The Xxcha Kingdom: (1) Leadership
    The Mentak Coalition: (3) Assembly
    The Nekro Virus: (4) Production
    The Embers of Muaat: (6) Warfare II
    The Yssaril Tribes: (7) Technology

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    faintpremonitionfaintpremonition Registered User regular
    Naalu activate Lodor. Move everything from homesystem and annex the planet.


    SFC
    2/3/2
    TAP
    0/0/0

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    El SkidEl Skid The frozen white northRegistered User regular
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    GrimmyTOAGrimmyTOA Registered User regular
    Activate Archon Ren. Exhaust Ren and Tau to build one Cruiser and one Destroyer.

    Trade Goods: 0
    Action Cards: 0
    Political Cards: 2

    Strategy Allocation: 4
    Fleet Supply: 3
    Command Pool: 2

    @jakobagger

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Let's do the Assembly thing.

    I activate the primary ability of the (3) Assembly Strategy Card, choosing option a) to claim the Speaker token and choosing The Nekro Virus to play a card.

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    GrimmyTOAGrimmyTOA Registered User regular
    Incidentally @Kirindal -- as El Skid's Yssaril are the only race with unexhausted planets, keep in mind that they're going to have pretty much unfettered control over the result of the vote. Just something to keep in mind when you're choosing your Agenda.

    Also, if anyone wants whatever card is played cancelled/not cancelled, I'm happy to listen to offers.

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    KirindalKirindal Registered User regular
    The Nekro Virus believes that this galaxy has sectors which have yet to be fully explored. The Nekro Virus would therefore like to push forward the following agenda: Investigate Spacial Anomalies (LAW). The Nekro Virus believes this can only be beneficial for all flesh as well as Virus that a special subsidy be set up to carry out this agenda.

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    MrBlarneyMrBlarney Registered User regular
    Investigate Spatial Anomalies (LAW)
    For: Ion Storms and Nebulas no longer have an effect on ship movement.
    Against: No Special Systems (red-bordered) may be entered for the remainder of this round.

    Vote Order
    The Xxcha Kingdom: 1 vote
    The Naalu Collective: 1 vote
    The Nekro Virus: 0 votes - ABSTAIN
    The Embers of Muaat: 1 vote
    The Yssaril Tribes: 3 votes
    The Mentak Coalition: 1 vote

    @GrimmyTOA may decide whether or not to exercise his racial ability on the selected agenda, after which we may get to voting.

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
    Pre-emptive For, as the above law does not allow us to continue our most honoured supernova worship if it fails to pass.
    We don't even know what Grimmy's ability is.

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    GrimmyTOAGrimmyTOA Registered User regular
    edited April 2014
    @discrider - I can, for the cost of a CC, force any political card to be discarded and a new one played. I have to do it before voting starts, which is why MrB asked us to hold off.

    Allow the agenda to proceed to a vote.

    @MrBlarney - do you want us voting in order or just voting?

    GrimmyTOA on
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    El SkidEl Skid The frozen white northRegistered User regular
    The Yssaril seem to have the ability to decide this one way or another, with the help of a single other race.

    We are willing to listen to offers for our services, if anyone feels strongly about this law.

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    faintpremonitionfaintpremonition Registered User regular
    discrider wrote: »
    Pre-emptive For, as the above law does not allow us to continue our most honoured supernova worship if it fails to pass.

    Not sure what you mean by that. This just prevents you from entering red systems, and only for the rest of Round 1 and supernovas can't be entered anyway. You could still pass through them if you wanted.

    The Naalu have no strong feelings on this law, and can be bought, cheap.

    -Naalu

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    El SkidEl Skid The frozen white northRegistered User regular
    edited April 2014
    It is important to note that the against part of this law is only this turn. So *cough* unless the Muaat are feeling the need to go through the supernova on the rest of this turn *cough* then voting against this shouldn't matter at all.

    El Skid on
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    GrimmyTOAGrimmyTOA Registered User regular
    And as the turn's almost over anyway....

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    MrBlarneyMrBlarney Registered User regular
    Voting does not need to be made in order unless a player specifically requests such.

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    GrimmyTOAGrimmyTOA Registered User regular
    Xxcha votes against, then.

    But I'm not nearly militant enough about it to bribe you, El Skid.

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