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
0
Options
El SkidThe frozen white northRegistered Userregular
Yssaril Pass on Production Secondary
0
Options
El SkidThe frozen white northRegistered Userregular
@jakobagger for production play/pass, then on to Muaat
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.
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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Options
El SkidThe frozen white northRegistered Userregular
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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Options
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
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.
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.
(@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.
(@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...
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.
El SkidThe frozen white northRegistered Userregular
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.
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.
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 IICurrent 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
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
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.
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.
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.
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.
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.
@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 SkidThe frozen white northRegistered Userregular
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.
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 SkidThe frozen white northRegistered Userregular
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.
Posts
SA/FS/CP
1/3/3
@El Skid
Just in case, @El Skid.
SFC
2/3/3
TAP
0/0/0
I believe you should be at 2/4/1 on your SFC after activating your home system.
Regarding the production secondary, I don't think I can play it since I don't have any unexhausted resources left.
@discrider to take the next action for Muaat.
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.
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).
Especially since if I'd just waited for this secondary I actually could have. Fuck.
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
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
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
Also we say Bah and Humbug.
So there.
I don't think anyone even has enough resources to play the Tech secondary?
Jakobagger, it's pretty rare for someone other than Jol Nar to use the Technology secondary on the first round!
Game status update will be posted shortly.
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 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
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))
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)
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)
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)
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)
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 - 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
SFC
2/3/2
TAP
0/0/0
Action Cards: 0
Political Cards: 2
Strategy Allocation: 4
Fleet Supply: 3
Command Pool: 2
@jakobagger
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.
Also, if anyone wants whatever card is played cancelled/not cancelled, I'm happy to listen to offers.
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.
We don't even know what Grimmy's ability is.
Allow the agenda to proceed to a vote.
@MrBlarney - do you want us voting in order or just voting?
We are willing to listen to offers for our services, if anyone feels strongly about this law.
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
But I'm not nearly militant enough about it to bribe you, El Skid.