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Twilight Imperium 4e - Game 2 - Round 7: Game Over!

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Well I suppose the hacan have negotiated themselves a permanent point
    Abstain. 2TG to Hacan

    @jakobagger

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    MrBodyMrBody Registered User regular
    What a waste. That's a Support for the Throne that could have gone to buying one of our kamikontracts!

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    discriderdiscrider Registered User regular
    edited October 2017
    Phyphor wrote: »
    Well I suppose the hacan have negotiated themselves a permanent point
    Abstain. 2TG to Hacan

    @jakobagger

    You could always just eliminate..
    Hacan can not be eliminated from the game anymore, as they'll always own a planet..

    I guess if it gets down to the Hacan only owning Rarron then they'll be consigned to purgatory for the rest of the game :rotate:

    discrider on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    All my votes for Rarron

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    MrBlarneyMrBlarney Registered User regular
    edited October 2017
    Round 4: Start of Strategy Phase

    First Agenda
    The top card of the Agenda deck is drawn: "Holy Planet of Ixth".
    Muaat performs a transaction, giving 2 Trade Goods to Naalu. (Muaat TG 2 --> 0; Naalu TG 2 --> 4)
    Muaat performs a transaction, giving 4 commodities and promissory note Ceasefire to L1z1x in exchange for their promissory note Ceasefire. (Muaat C 4 --> 0; L1z1x TG 0 --> 4)
    Naalu performs a transaction, giving 1 commodity to L1z1x. (Naalu C 1 --> 0; L1z1x TG 4 --> 5)
    Hacan performs a transaction, giving promissory note "Trade Agreement" to Winnu.
    Vote results: Rarron - 10 votes (Winnu), Centauri - 9 votes (N'orr)
    The Holy Planet of Ixth card is attached to Rarron. (Hacan VP 1 --> 2)
    Second Agenda
    The top card of the Agenda deck is drawn: "Demilitarized Zone".
    L1z1x performs a transaction, giving 2 Trade Goods to Muaat. (L1z1x TG 5 --> 3; Muaat TG 0 --> 2)
    Muaat performs a transaction, giving 1 Trade Good to Naalu. (Muaat TG 2 --> 1; Naalu TG 4 --> 5)
    Hacan performs a transaction, giving promissory note "Support for the Throne" to Muaat. (Muaat VP 1 --> 2)
    Winnu performs a transaction, giving 2 Trade Goods to Hacan. (Winnu TG 2 --> 0; Hacan TG 1 --> 3)
    Vote results: Rarron - 29 votes (Muaat, L1z1x, Hacan), Resculon - 8 votes (Naalu)
    The Demilitarized Zone card is attached to Rarron.

    Current Map: Round 4, Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    The Naalu Collective - 4 VP
    Sardakk N'orr - 3 VP
    The Winnu - 2 VP
    The Emirates of Hacan - 2 VP
    The Embers of Muaat - 2 VP
    The L1z1x Mindnet - 0 VP

    Public Objectives
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu, Winnu, N'orr
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Muaat, N'orr
    Sway the Council (1 VP): Spend 8 influence.: Hacan
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: N'orr, Naalu
    Intimidate Council (1 VP): Have one or more ships in 2 systems that are adjacent to Mecatol Rex's system.
    5 Stage II Objectives have not yet been revealed.

    Secret Objectives
    The Embers of Muaat: 2 Secret Objectives in hand.
    The L1z1x Mindnet: 1 Secret Objective in hand.
    The Winnu: 1 Secret Objective in hand.
    The Emirates of Hacan: 2 Secret Objectives in hand.
    The Naalu Collective: Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.
    1 Secret Objective in hand.
    Sardakk N'orr: 2 Secret Objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Winnu
    Holy Planet of Ixth (1 VP): Granted to owner of Rarron, currently Hacan
    Hacan's Support of the Throne (1 VP): Promissory note currently held by Muaat

    The Embers of Muaat (discrider)
    Commodities: 0 / 4
    Trade Goods: 1
    Action Cards: 4

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: L1z1x's Ceasefire, Hacan's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
    Technology: Plasma Scoring, Sarween Tools, Cruiser II

    Worlds:
    R - Muaat (4R, 1I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Saudor (Industrial, 2R, 2I)
    R - Tar'mann (Industrial, 1R, 1I, G)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Racial Unit: Prototype War Sun (War Sun): As War Sun, but Movement 1.
    - Flagship: The Inferno: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Action: Spend 1 token from your Strategy pool to place 1 Cruiser in this unit's system.
    - Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.
    - Racial Technology: Magmus Reactor (Red, requires 2 Red): Your ships may move into supernovas. After 1 or more of your units use Production in a system that either contains a War Sun or is adjacent to a supernova, gain 1 Trade Good.
    - Racial Technology: Prototype War Sun II (unit upgrade, requires 3 Red and 1 Yellow): As War Sun, but Cost 10, Movement 3.
    - Star Forge: Action: Spend 1 token from your Strategy pool to place either 2 Fighters or 1 Destroyer from your reinforcements in a system that contains 1 or more of your War Suns.
    - Gashlai Physiology: Your ships can move through Supernovas.

    The L1z1x Mindnet(Ketar)
    Commodities: 0 / 2
    Trade Goods: 3
    Action Cards: 7

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: Muaat's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
    Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems, Fleet Logistics, Cruiser II

    Worlds:
    R - [0.0.0] (5R, 0I)
    R - Arnor (Industrial, 2R, 1I)
    R - Lazar (Industrial, 1R, 0I, Y)
    R - Lor (Industrial, 1R, 2I)
    R - Sakulag (Hazardous, 2R, 1I)

    Other Racial Data:
    - Racial Unit: Super-Dreadnought (Dreadnought): As Dreadnought, but Carry Capacity 2.
    - Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hist produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
    - Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.
    - Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
    - Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
    - Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
    - Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.

    The Winnu (Phyphor)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 1

    Promissory Notes: Naalu's Gift of Prescience, Hacan's Ceasefire, Hacan's Trade Agreement (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring

    Worlds:
    R - Winnu (3R, 4I)
    R - Mecatol Rex (1R, 6I)
    R - Abyz (Hazardous, 3R, 0I)
    R - Arinam (Industrial, 1R, 2I)
    R - Fria (Hazardous, 2R, 0I)
    R - Meer (Hazardous, 0R, 4I, R, Research Team: Warfare)
    R - Wellon (Industrial, 1R, 2I, Y)


    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.

    The Emirates of Hacan SPEAKER (jakobagger)
    Commodities: 0 / 6
    Trade Goods: 3
    Action Cards: 6

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion, (Political Secret, Trade Convoys)
    Technology: Antimass Deflectors, Sarween Tools, Neural Motivator, Dacxive Animators, War Sun

    Worlds:
    R - Arretze (2R, 0I)
    R - Hercant (1R, 1I)
    R - Kamdorn (0R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I, Holy Planet, Demilitarized)
    R - Resculon (Cultural, 2R, 0I)

    Other Racial Data:
    - Flagship: Wrath of Kenara: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. After you roll a die during a Space Combat in this system, you may spend 1 Trade Good to apply +1 to the result.
    - Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
    - Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
    - Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
    - Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
    - Guild Ships: You can negotiate transactions with players who are not your neighbor.
    - Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.

    The Naalu Collective (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 5
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Antimass Deflectors, Gravity Drive

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Starpoint (Hazardous, 3R, 1I)
    R - Vefut II (Hazardous, 2R, 0I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.

    Sardakk N'orr (MrBody)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    R - Lodor (Cultural, 3R, 1I)
    R - Mellon (Cultural, 0R, 2I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - Thibah (Industrial, 1R, 1I, B)
    R - Torkan (Cultural, 0R, 3I)
    R - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.

    Neutral Worlds and Laws
    Research Team: Warfare: Attached to Meer. When the owner of this planet researches technology, he may exhaust this card to ignore 1 red prerequisite.
    Holy Planet of Ixth: Attached to Rarron. Control of this planet confers 1 victory point (and is lost upon loss of control). Units on this planet cannot use Production.
    Demilitarized Zone: Attached to Rarron. Players' units cannot land, be produced, or be placed on this planet.

    Order of Play
    The Emirates of Hacan:
    The Naalu Collective:
    Sardakk N'orr:
    The Embers of Muaat:
    The L1z1x Mindnet:
    The Winnu:

    The (2) Diplomacy Strategy Card holds three Trade Goods and the (4) Construction Strategy Cards holds one Trade Good; a player selecting one of these cards acquires the goods on that card.

    MrBlarney on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Technology

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    discrider wrote: »
    Phyphor wrote: »
    Well I suppose the hacan have negotiated themselves a permanent point
    Abstain. 2TG to Hacan

    @jakobagger

    You could always just eliminate..
    Hacan can not be eliminated from the game anymore, as they'll always own a planet..

    I guess if it gets down to the Hacan only owning Rarron then they'll be consigned to purgatory for the rest of the game
    :rotate:

    I had not considered this, that's hilarious.

    (Technical) immortality through politics.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    @Lykouragh to choose strategy card.

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    MrBodyMrBody Registered User regular
    edited October 2017
    MrBlarney wrote: »
    the (4) Production Strategy Cards holds one Trade Good;

    Correction: (4) Construction

    MrBody on
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    MrBlarneyMrBlarney Registered User regular
    Yep, corrected.

    4463rwiq7r47.png
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    LykouraghLykouragh Registered User regular
    Man, for several reasons picking strat cards feels more exciting and impactful in 4th edition. I particularly like how desperately short on command counters you always feel.

    Leadership

    @MrBody

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    discriderdiscrider Registered User regular
    Lykouragh wrote: »
    Man, for several reasons picking strat cards feels more exciting and impactful in 4th edition. I particularly like how desperately short on command counters you always feel.

    Leadership

    @MrBody

    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu, Winnu, N'orr
    The reason perhaps?

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    MrBodyMrBody Registered User regular
    edited October 2017
    Lykouragh wrote: »
    Man, for several reasons picking strat cards feels more exciting and impactful in 4th edition. I particularly like how desperately short on command counters you always feel.

    Leadership

    @MrBody

    I actually feel the opposite. Technology & Leadership are by far the best while the rest are just "meh" that you're mostly fine with just taking the secondary instead of the primary. Warfare is probably the next most useful, or Imperial if you hold Mecatol, but it's pretty anti-climatic after Leadership & Technology are taken.

    MrBody on
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    MrBodyMrBody Registered User regular
    Diplomacy

    @discrider

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    MrBody wrote: »
    Lykouragh wrote: »
    Man, for several reasons picking strat cards feels more exciting and impactful in 4th edition. I particularly like how desperately short on command counters you always feel.

    Leadership

    @MrBody

    I actually feel the opposite. Technology & Leadership are by far the best while the rest are just "meh" that you're mostly fine with just taking the secondary instead of the primary. Warfare is probably the next most useful, or Imperial if you hold Mecatol, but it's pretty anti-climatic after Leadership & Technology are taken.

    Yeah, I mostly agree. Overall I'm unsure how I feel about 4E vs 3E right now. Leaning towards preferring 3E atm. I also need to separate out the aspects that are just different in a PBF game vs in person though, since they are definitely affecting my view of things.

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    discriderdiscrider Registered User regular
    For instance, we have to take Politics despite sorely needing structures
    @Ketar

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    discriderdiscrider Registered User regular
    In terms of 3e vs 4e though, I think 4e does a better job with the AC deck (no horribly situational cards).
    I also like the 2x Agenda phase.

    Otherwise it feels cleaner than 3e too, with the non-assignment of infantry to ships and so forth.

    4e still needs to sort out errata for some of this stuff though (can committed infantry be shot at if they don't land on a planet. Why is Hacan still alive with only Rarron. Etc.)

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    discriderdiscrider Registered User regular
    edited October 2017
    Like I think the ranking of Strategy cards is probably:
    Tech/Leadership
    Politics - dependent on how much you need the first two
    Trade - Grift glorious grift. That said I liked 3e's better I think. But they've moved to make TG safer than it was by putting in commodities, which is ok?
    Warfare - Much better than high alert counter. Also trades off with Diplomacy in a satisfying manner
    Imperial - Secret Objectives seem important. Probably also good to counter pick from MR owner.
    Diplomacy - A bit meh. Seems better to take the secondary of this one.
    Construction - ...

    3e had a similar sort of ranking.

    discrider on
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    MrBodyMrBody Registered User regular
    edited October 2017
    Yeah 4e seems a lot cleaner. They included the best ideas from the expansions while leaving out the clunky crap (representatives) or stuff that threw the game off (random planet encounters, the mechanized units that I completely despised).

    Action & agenda decks both cleaned up to get rid of the uselessly situational cards. You can actually take part in voting now that you don't need to save planets for it. There's a universal reason for everyone to go to Mecatol rather than people who just happened to draw its objectives. Secret objectives are a lot less swingy. Tech progression easier to understand. And the biggest improvement is the commodity system which actually allows for wheeling and dealing now (in 3e you rarely traded more than a single good occasionally because it was more useful spending them on yourself).

    The one change I'm not fond of is the total lack of combat objectives. They omitted all those but kept in all the pure tech ones. It now seems like starting tech is the single biggest factor in race rankings now. One tweak I would make is putting the Animators & Graviton techs at tier 1, and buffing the red tech branch in general. (Winnu and Yin could probably also use some buffs)

    MrBody on
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    discriderdiscrider Registered User regular
    I...
    Don't know about no military objectives.
    Seems like there's about to be a VP crunch when we hit level 2 objectives.
    The Secret Objectives are going to be more obtainable than the level 2, and Imperial/MR is going to look real promising.

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    LykouraghLykouragh Registered User regular
    I also think we're missing the most recently revealed public objective from the VP info box, the one about occupying two spaces next to Mecatol.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Trade. We guess.

    @Phyphor

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    MrBodyMrBody Registered User regular
    Everything after Leadership & Technology is "I guess"

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    discriderdiscrider Registered User regular
    I dunno. 3 TG isn't to be sneezed at.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Politics is somewhere in between, since it gets you action cards and lets you get Leadership or Technology next time.

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    MrBodyMrBody Registered User regular
    discrider wrote: »
    I dunno. 3 TG isn't to be sneezed at.

    3 TG = one-third of what leadership/technology primaries offer you.
    Politics is somewhere in between, since it gets you action cards and lets you get Leadership or Technology next time.

    "I can take Leadership or Technology next round, so I'll take Politics...I guess."

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    discriderdiscrider Registered User regular
    MrBody wrote: »
    discrider wrote: »
    I dunno. 3 TG isn't to be sneezed at.

    3 TG = one-third of what leadership/technology primaries offer you.
    Politics is somewhere in between, since it gets you action cards and lets you get Leadership or Technology next time.

    "I can take Leadership or Technology next round, so I'll take Politics...I guess."

    ... I guess

    But that makes Construction worth 2 CC!
    + Indeterminate amount as no-one picks it.

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    MrBlarneyMrBlarney Registered User regular
    Well, if you use the 4R / 2R costs for Space Docks and PDS units, respectively from TI3e, the primary of Construction gives you 4 or 6 TG worth of items, plus no need to spend 1 SP. This is pretty comparable to Technology's free gains, if we count 1 SP = 3 TG and 4R for the secondary tech cost for a total of 7 TG. Though just looking things in terms of pure numbers doesn't tell the full story, since everyone wants technology all the time, and infrastructure only some of the time. I can agree that Leadership and Technology are relatively more powerful in TI4e than they were in TI3e.

    On the topic of objectives, it makes sense given the bookkeeping and streamlining changes to the game that the explicitly combat-based public objectives would be taken out of play. I can imagine it being easy in real-life play to forget or otherwise debate whether or not a sufficiently large or applicable combat occurred in the Action Phase to be claimed in the Status Phase. Since the secret objectives in TI4e that deal with combat can be claimed immediately, there's no bookkeeping needed. So instead, the public objectives in TI4e lean back towards economic and structural in nature. Many Stage II objectives implicitly encourage conflict, however: in order to be able to claim them in a reasonable timeframe, a player needs to have a lot of control over the board.

    And, if we're still on the hot take train, as a host I'm preferring the TI4e experience so far. The game's been going much faster than previous games I've hosted and it's been easier to keep track of things. Even though the game is, for the most part, the same, the changes to things like Action Card distribution and Agenda resolution just feels a lot smoother. (Basing things off feeling --> hot take)
    Lykouragh wrote: »
    I also think we're missing the most recently revealed public objective from the VP info box, the one about occupying two spaces next to Mecatol.
    Yep.

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    discriderdiscrider Registered User regular
    edited October 2017
    I don't think Leadership and Tech are more powerful though?
    Aren't they pretty much exactly the same in 3e?

    ... It looks like these cards were the same in the expansion to 3e.

    discrider on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited October 2017
    Getting a second tech is cheaper by 2R now than it was with Technology II, I believe. The more streamlined tech tree also makes Technology more attractive now, imo.

    CCs are harder to come by since TGs get placed on strategy cards now instead of CCs, and that makes Leadership more valuable now.

    edit: Isn't the Leadership secondary more expensive now? Which makes the primary even more valuable then.

    Ketar on
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    MrBlarneyMrBlarney Registered User regular
    I would say that Leadership has gotten more powerful because the cost of counters has been increased, from 2I to 3I. So the base gain from the primary has increased from 6 TG to 9 TG. Every action or fleet size improvement that you get is more important since you'll likely get fewer of them.

    As for Technology, yeah, you can make an argument that tech has remained the same or weaker. It's not like there are appreciably more objectives that are based on technology count (depending on which public objective set you look at). In fact, compared to TI3e's Technology cards (both the original and II from the Shattered Empire expansion) the price of technologies has decreased. But it feels like technology has a much bigger importance in TI4e, mainly because the restructuring of the tech tree means that a wider variety of technologies are in play earlier in the game. Or maybe because everyone sees a technology objective out there, and so it garners more focus because of this particular game.

    4463rwiq7r47.png
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    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited October 2017
    No it's the same influence:token ratio (3:1) but the primary used to give four tokens

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited October 2017
    The card I'm used to was 2I for a CC on the secondary, and now they cost 3I. It was also only worth 3 tokens, not 4.

    That is the Shattered Empire Leadership card. I can't even begin to imagine why you wouldn't use that one though.

    Ahh, you guys are talking about the old Logistics card. I haven't seen or used that in over 10 years.

    Ketar on
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    MrBodyMrBody Registered User regular
    edited October 2017
    I think it's more that the tech objectives:

    -are most under the player's control. The "control X type of planets" ones are mostly left up to the luck of the map setup. Sometimes there's no way you're ever going to control 4 cultural planets or 2 wormholes.

    -have no painful cost to them. The cost is you research tech, which helps you anyway. Compare to the objectives where you have to pay a cost in tokens, TG, or influence/resources and get nothing in return besides the VP.

    -don't require you to make awkward fleet maneuvers that otherwise do not benefit you (spread my units out to 2 neighboring Mecatol systems?). Those objectives also carry a built in command token cost in all the tactical moves you need to make to pull them off.

    Getting a second tech is cheaper by 2R now than it was with Technology II, I believe. The more streamlined tech tree also makes Technology more attractive now, imo.

    The thing with the 3e tech tree is that the useful technologies were mostly in the first two tiers. Hylar laser, then anti-mass to XRD tansports or status capsulres, aaaaaaand you're done. You might grab other stuff occasionally but most of the time it wasn't worth digging deeper. Usually only the Jol-Nar bothered with tier 3 or higher. Now the techs are more reasonably ordered (mostly) and the unit upgrades are condensed rather than spread out all over the place (who the hell ever got Type IV drives AND status capsules before? How often did you see advanced fighters come out?). Also the new way the tech specialties work, being able to skip prerequisites, is MUCH more useful than the 3e bonus.

    MrBody on
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    MrBodyMrBody Registered User regular
    edited October 2017
    I would like to announce that the target system for the Diplomacy primary is FOR SALE! This round only! Hurry while supplies last!

    MrBody on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    MrBody wrote: »
    I would like to announce that the target system for the Diplomacy primary is FOR SALE! This round only! Hurry while supplies last!

    :?

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    discriderdiscrider Registered User regular
    edited October 2017
    MrBody wrote: »
    I would like to announce that the target system for the Diplomacy primary is FOR SALE! This round only! Hurry while supplies last!

    You do realise you have to own one of the planets in the system to use it there, right?

    discrider on
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    discriderdiscrider Registered User regular
    YOU TOO COULD HAVE YOUR VERY OWN HOME SYSTEM INVASION!
    ONLY 9,999
    CONTACT YOUR LOCAL N'ORR OUTFIT TODAY

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