Play on the secondary ability, Spend a Strategic Allocation Command Counter, Exhaust Muaat and spend both political cards as trade goods to annex Capha.
The Embers of Muaat today shocked the galaxy by backing the brutal Tyrant of Ur in his conquest of Capha. The Tyrant, a massive phentogenic space organism known for several crimes against sentient life, has pledged the resources of the pristine world known as a Galactic Heritage Site to the Muaat industrial effort. Diplomatic protests were issued by several organizations and the Muaat will be hard pressed to find any allies or influence in the upcoming galactic senate meeting. Stay linked to IGN for updates on this tragic situation.
Do I need to post my political cards?
Just to clarify does the secondary ability count wormhole connected systems as adjacent or is it just for movement?
I will also agree to that exchange on a provisional basis @Orange Soda while I consult the flames.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Activate Lodor. Move Carrier from Creuss, through the D wormhole, carrying 2 GF units. Accompany the Carrier with 1 destroyer. Land 2 GF on Lodor to take control of the planet.
Oh no I was sighing at my failures in the above post, the [limegreen] and the poor at-sign usage. I just wanted to at-sign you again.
Anyway the trade agreement seems fine, I don't like directly opposing telepathic organisms on principle anyway.
Threats of violence are always appreciated though when directed at others.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
For clarity sake for everyone else, I was asking why he was sighing and asked if it was because it was my turn or because of threats of violence. I edited my orders into that post because I realized we were up
I am mixing up organisms again aren't I. Look after one handles them for a while they all look like blackened char sorry.
Yeah I am scared of the super fast ghosts. Seriously what the hell XRD transporters?
To @stever777 ... my point stands on the telepathic snakes thing. You will probably see few Warsuns headed to bombard your planet.
I mean... none from us.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
And if I recall correctly that ended 3 turns early.
I should probably find a more threatening Janeway.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
You need not post the text, but you should note the names. I will provide card text on request if other players desire it.
Muaat has discarded the Political Cards "Repeal Labor Laws" and "New Constitution".
Just to clarify does the secondary ability count wormhole connected systems as adjacent or is it just for movement?
Systems connected by wormholes are adjacent only for movement - you may not use the Diplomacy II Secondary to annex a world through a wormhole. (See page 9 of the FAQ).
Alternatively, Jol-Nar... you do have a nice 3 trade agreement. L1Z1X is being a little confrontational. It might be in our best interest to hit up a trade agreement with someone across the map instead. I'd like to remind you that there is a wormhole very close to your sector of space and home world. Creuss is just as much your "neighbor" as the two people to your left and right. It could be in your best interest to work with us as a team.
The Universities are quite interested in learning from our less corporeal brethren. I'm sure a profitable research grant could be worked out in the interests of friendship and science.
[...]
L1Z1X is being a little confrontational.
[...]
I will have to look for another way to broker peace with the l1z1X.
[...]
Then you might begin with some actual diplomacy.
There's nothing "confrontational" about pointing out that you got the value of your own Trade Agreements wrong.
On the other hand, issuing veiled threats about the placement of wormholes and promising to destroy people who are actively working to make sure you don't short-change yourself seems very aggressive indeed. Are you sure you've got the gas mixture in your pressure suit right?
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Your home world is not exhausted nor is it activated. The only thing you lose moving your ships is the CC from your command pool to do the activation. Once a system is activated, everything in that system is essentially "locked out" for the rest of the turn with the following exceptions that I can think of:
There is an action card called "unexpected action" I think, which removes a command counter from the board.
With production, you can build at a spacedock, even if the system is already activated.
I think if someone attacks your system which has already been activated, you should still be able to use the "tactical retreat" game option we are playing with to use a CC from strategy allocation to retreat into an unactivated sytem that is empty or that you control (I could be wrong about it being allowed to be empty.. i'd have to look up the specifics)
Unless you exahausted your homeworld for diplomacy. I still don't have everyone's forum nicks paired up with races yet, so there is some confusion in my mind on who did what.
Activating a system with a command counter does not effect the systems that ships are moving from. It does not even exhaust the planets in the system you are moving to. Only using the resource or action cards or planets changing hands exhaust them.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Yah, but what I mean is that I keep having to check the OP to see who both players on certain teams are! Earlier I thought I was talking to L1Z1X when they made that "sigh post" and then realized right after I did it that it was not them!
Action looks good to me, MrBody. As mentioned by others, you haven't exhausted your home planet, since your actions didn't have anything to do with it. Don't forget to update your token counts after your actions for reference.
I'll make an updated game status post in a few minutes.
The Naalu Collective: Play Primary Ability of the (2) Diplomacy Strategy Card to annex Bereg.
Muaat plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 2 --> 1), exhausting Muaat (1I), and discarding Political Cards "Repeal Labor Laws" and "New Constitution" (PC 2 --> 0 ) to annex Capha. The Ghosts of Creuss: Activate Lodor System. (CP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, and 2 Ground Forces from Creuss Home System.
Land 2 Ground Forces on Lodor. The Yin Brotherhood: Activate Hercalor-Tiamat System. (CP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, 3 Fighters, and 3 Ground Forces from Yin Home System.
Land 1 Ground Force on Hercalor and 2 Ground Forces on Tiamat.
Universities of Jol-Nar: 0 VP The Naalu Collective: 0 VP The L1z1x Mindnet: 0 VP The Ghosts of Creuss: 0 VP The Embers of Muaat: 0 VP The Yin Brotherhood: 0 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.:
Secret Objectives Universities of Jol-Nar: 1 Secret Objective The Naalu Collective: 1 Secret Objective The L1z1x Mindnet: 1 Secret Objective The Ghosts of Creuss: 1 Secret Objective The Embers of Muaat: 1 Secret Objective The Yin Brotherhood: 1 Secret Objective
Worlds: R - Darien (2R, 4I) X - Hercalor (1R, 0I, Y) X - Tiamat (1R, 2I, Y)
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Abaddon (1R, 0I, R)
N - Arinam (1R, 2I, B)
N - Ashtroth (2R, 0I)
N - Centauri (1R, 3I)
N - Faunus (1R, 3I, G (x2))
N - Gral (1R, 1I, B)
N - Lirta IV (2R, 3I, G)
N - Loki (1R, 2I)
N - Mallice (0R, 3I)
N - Meer (0R, 4I)
N - Mirage (1R, 2I, F (x2))
N - Quann (2R, 1I, G)
N - Qucen'n (1R, 2I)
N - Rarron (0R, 3I, G)
N - Rigel I (0R, 1I, G)
N - Rigel II (1R, 2I)
N - Rigel III (1R, 1I, B)
N - Saudor (2R, 2I)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Thibah (1R, 1I)
N - Torkan (0R, 3I, B)
N - Vefut II (2R, 0I, R)
N - Vega Major (2R, 1I)
N - Vega Minor (1R, 2I, B)
N - Wellon (1R, 2I)
Order of Play The Naalu Collective: (0) Diplomacy II The Ghosts of Creuss: (1) Leadership The Yin Brotherhood: (3) Assembly The L1z1x Mindnet: (4) Production Current Turn Universities of Jol-Nar: (5) Trade II The Embers of Muaat: (7) Technology II
If I'm reading the rules right, PDS units can only fire at ships after they're reached their final destination? You cannot shoot at ships moving through or out of systems within your range?
I thought that PDS fire was only directed into activated systems. That is to say, if you make a movement through an opponent's PDS fire range, they do not get to take shots if the system you move through was not the one you activated.
EDIT: Yeah, not seeing it. SeGaTai, do you have a reference? Otherwise, I believe MrBody has it right.
It's really fascinating going over the cost effectiveness of the different units. You think you have it down, but then there are a bunch of factors that make you reevaluate everything, not to mention the technologies that can radically alter them all.
At first glance I figured it was like Axis & Allies where it's only ever worth building 1 or 2 units, but now I'm seeing a use for lots of them.
While dice roll calculators can give you an idea about the effectiveness of each unit, I mixed force is usually the way to go I think-gives you a lot more to work with when combining with action cards.
PSN SeGaTai
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Iron WeaselDillon!You son of a bitch!Registered Userregular
edited August 2012
Thank you for your patience - your call is very important to us.
Activate Saudor and move in 1 dreadnought and 1 Ground Force (using Stasis Capsules) . Land 1 GF on Saudor.
Sentients of Saudor, you have been selected to join the MindNet. Resistance is futile.
Your fears, struggles, hopes and dreams will be replaced with singular purpose. Your brief, irrelevant existence will be given new and eternal meaning.
Assimilation awaits.
Posts
Tell me if I am doing this right.
Play on the secondary ability, Spend a Strategic Allocation Command Counter, Exhaust Muaat and spend both political cards as trade goods to annex Capha.
Do I need to post my political cards?
Just to clarify does the secondary ability count wormhole connected systems as adjacent or is it just for movement?
I will also agree to that exchange on a provisional basis @Orange Soda while I consult the flames.
[limegreen]TG/AC/PC: 0/0/0
SA/FS/CC: 1/3/3[/color]
@Orange Soda
TG/AC/PC: 0/0/0
SA/FS/CC: 1/3/3
TG/AC/PC: 0/0/2
SA/FS/CC: 2/3/2
Anyway the trade agreement seems fine, I don't like directly opposing telepathic organisms on principle anyway.
Threats of violence are always appreciated though when directed at others.
The Black Hole of Cygnus X-1
Yeah I am scared of the super fast ghosts. Seriously what the hell XRD transporters?
To @stever777 ... my point stands on the telepathic snakes thing. You will probably see few Warsuns headed to bombard your planet.
I mean... none from us.
The Black Hole of Cygnus X-1
No prob, It's PbP, not by chat.
E - Our last game took 2 months!
The Black Hole of Cygnus X-1
I should probably find a more threatening Janeway.
Muaat has discarded the Political Cards "Repeal Labor Laws" and "New Constitution".
Systems connected by wormholes are adjacent only for movement - you may not use the Diplomacy II Secondary to annex a world through a wormhole. (See page 9 of the FAQ).
Is there a more threatening Janeway?
Maybe she's holding a walker?
The Black Hole of Cygnus X-1
Yah, I am very much a fan of starting off a TI game with XRD already
The Universities are quite interested in learning from our less corporeal brethren. I'm sure a profitable research grant could be worked out in the interests of friendship and science.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
There's nothing "confrontational" about pointing out that you got the value of your own Trade Agreements wrong.
On the other hand, issuing veiled threats about the placement of wormholes and promising to destroy people who are actively working to make sure you don't short-change yourself seems very aggressive indeed. Are you sure you've got the gas mixture in your pressure suit right?
The Division, Warframe (XB1)
GT: Tanith 6227
The Division, Warframe (XB1)
GT: Tanith 6227
Activate Heracolor/Tiamat system. Move 1 destroyer, 1 carrier, 3 fighters, and 3 ground forces there. Land 1 ground force on Heracolor, 2 on Tiamat.
There was some confusion on whether this exhausted our home planet or not.
I think we're all learning something about SeGaTai.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
There is an action card called "unexpected action" I think, which removes a command counter from the board.
With production, you can build at a spacedock, even if the system is already activated.
I think if someone attacks your system which has already been activated, you should still be able to use the "tactical retreat" game option we are playing with to use a CC from strategy allocation to retreat into an unactivated sytem that is empty or that you control (I could be wrong about it being allowed to be empty.. i'd have to look up the specifics)
I'll make an updated game status post in a few minutes.
The Naalu Collective: Play Primary Ability of the (2) Diplomacy Strategy Card to annex Bereg.
Muaat plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 2 --> 1), exhausting Muaat (1I), and discarding Political Cards "Repeal Labor Laws" and "New Constitution" (PC 2 --> 0 ) to annex Capha.
The Ghosts of Creuss: Activate Lodor System. (CP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, and 2 Ground Forces from Creuss Home System.
Land 2 Ground Forces on Lodor.
The Yin Brotherhood: Activate Hercalor-Tiamat System. (CP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, 3 Fighters, and 3 Ground Forces from Yin Home System.
Land 1 Ground Force on Hercalor and 2 Ground Forces on Tiamat.
Current Map: Round 1, Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Naalu Collective: 0 VP
The L1z1x Mindnet: 0 VP
The Ghosts of Creuss: 0 VP
The Embers of Muaat: 0 VP
The Yin Brotherhood: 0 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.:
Secret Objectives
Universities of Jol-Nar: 1 Secret Objective
The Naalu Collective: 1 Secret Objective
The L1z1x Mindnet: 1 Secret Objective
The Ghosts of Creuss: 1 Secret Objective
The Embers of Muaat: 1 Secret Objective
The Yin Brotherhood: 1 Secret Objective
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 3
Trade Contracts: (Jol-Nar [1], Jol-Nar [3])
Technology: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 3
Trade Contracts: (Naalu [1], Naalu [2])
Technology: Antimass Deflectors, Enviro Compensator
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
X - Bereg (3R, 1I, R)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 3
Fleet Supply: 3
Command Pool: 3
Trade Contracts: (L1z1x [1], L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Worlds:
R - [0.0.0] (5R, 0I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 2
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters
Worlds:
R - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
Action Cards: 0
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 3
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, War Sun
Worlds:
X - Muaat (4R, 1I)
X - Capha (3R, 0I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 2
Trade Contracts: (Yin [1], Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets
Worlds:
R - Darien (2R, 4I)
X - Hercalor (1R, 0I, Y)
X - Tiamat (1R, 2I, Y)
Neutral Worlds
N - Abaddon (1R, 0I, R)
N - Arinam (1R, 2I, B)
N - Ashtroth (2R, 0I)
N - Centauri (1R, 3I)
N - Faunus (1R, 3I, G (x2))
N - Gral (1R, 1I, B)
N - Lirta IV (2R, 3I, G)
N - Loki (1R, 2I)
N - Mallice (0R, 3I)
N - Meer (0R, 4I)
N - Mirage (1R, 2I, F (x2))
N - Quann (2R, 1I, G)
N - Qucen'n (1R, 2I)
N - Rarron (0R, 3I, G)
N - Rigel I (0R, 1I, G)
N - Rigel II (1R, 2I)
N - Rigel III (1R, 1I, B)
N - Saudor (2R, 2I)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Thibah (1R, 1I)
N - Torkan (0R, 3I, B)
N - Vefut II (2R, 0I, R)
N - Vega Major (2R, 1I)
N - Vega Minor (1R, 2I, B)
N - Wellon (1R, 2I)
Order of Play
The Naalu Collective: (0) Diplomacy II
The Ghosts of Creuss: (1) Leadership
The Yin Brotherhood: (3) Assembly
The L1z1x Mindnet: (4) Production Current Turn
Universities of Jol-Nar: (5) Trade II
The Embers of Muaat: (7) Technology II
EDIT: Yeah, not seeing it. SeGaTai, do you have a reference? Otherwise, I believe MrBody has it right.
- Terence McKenna
The Division, Warframe (XB1)
GT: Tanith 6227
At first glance I figured it was like Axis & Allies where it's only ever worth building 1 or 2 units, but now I'm seeing a use for lots of them.
Activate Saudor and move in 1 dreadnought and 1 Ground Force (using Stasis Capsules) . Land 1 GF on Saudor.
@caliber and @GrimmyTOA are up next for the Universities of Jol-Nar.
The Division, Warframe (XB1)
GT: Tanith 6227
SA/FS/CC: 3/3/2
- Terence McKenna