Whoops. Well, we like trade. So if Yin's okay with it and L1z1x wants to toss in some inducements we'll go three-for-one. If not, we totally understand.
Err... Ahh. Some of those non-existent trade goods you guys don't have?
How about the promise of one trade good a round, deliverable on the resolution of the trade strat card, for so long as this agreement remains in force?
Yeah thank goodness mech units do not get buffed by duranium.
Or really any tech, the problem with mech units is they kinda make most of the GF techs much less valuable.
I kinda feel like if your playing with mech units that Sol and Yin should probably be taken out of rotation.
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!
Ah, that reminds me - Void Slayer asked about a week back about what the probability of 4 standard Ground Forces defeating a standard Mechanized Unit was. If my calculations are correct, here are the probabilities of victory for varying numbers of Ground Forces against a single Mechanized Unit:
(Def win is the case where both sides are completely wiped out)
So 4 Ground Forces have a fair chance of taking down a single Mechanized Unit. Of course, it takes more transportation space to move those Ground Units, and they're more vulnerable to other effects (e.g. bombardment, PDS defense) than Mechanized Units...
Err... Ahh. Some of those non-existent trade goods you guys don't have?
How about the promise of one trade good a round, deliverable on the resolution of the trade strat card, for so long as this agreement remains in force?
This sounds agreeable. Jol Nar's [3] for L1Z1X's [1], with the deal that we give the universities one Trade Good when Trade is played.
If Naalu wants to trade [1] for [1], we'll go for that too.
Yeah with mech units around GF really turn into defense rather then offense.
And yeah I kept reading the armor ability as space battle, hmmm.
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!
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Iron WeaselDillon!You son of a bitch!Registered Userregular
To reiterate, we L1z1x have accepted Jol-Nar's trade proposal and we are now eagerly waiting on the wise Yin to approve the deal.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
When it comes to cheaper units, space dock build limits are the limiting factor rather than resources. That plus transport space makes ground forces highly unlikely to ever overwhelm mech units. Knowing what I know now the only purpose to building GF over mechs I can see is keeping 2 GF on a planet you're paranoid about losing to a local unrest card (or if you have a spare resource and can't build any more ships).
I can't imagine how many GFs it would take to overwhelm duranium armor mechs.
When it comes to cheaper units, space dock build limits are the limiting factor rather than resources. That plus transport space makes ground forces highly unlikely to ever overwhelm mech units. Knowing what I know now the only purpose to building GF over mechs I can see is keeping 2 GF on a planet you're paranoid about losing to a local unrest card (or if you have a spare resource and can't build any more ships).
I can't imagine how many GFs it would take to overwhelm duranium armor mechs.
Just did the math, and it's roughly eleventy-billion per.
I don't think that Sol necessarily has to be taken out when mechs are in the game, as its ability to build GFs as a stalling tactic is still a pretty strong one... but yeah, GFs certainly aren't frightening in a mech-infested game.
I'm sure there are tons of house-rules on BGG to address this issue but just reducing the component capacity would be an easy on. If you only had 1-2 of them they would still be useful and still force people to build GF
Activate Quaan with a tactical action, exhaust Quaan(2R) and Capha(3R) and Sarween Tools(1R) to build 2 fighters 2 cruisers and 1 destroyer(6R).
TG/AC/PC:0/5/1
SA/FS/CP:1/4/2
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!
The L1z1x Mindnet: Activate Vega system (CP 1 --> 0).
Move in 1 Dreadnought and 1 Ground Force from L1z1x Home System.
Land 1 Ground Force on Vega Major. The Ghosts of Creuss: Play Primary Ability of the (3) Assembly Strategy Card, drawing 2 Action Cards and 1 Political Card (AC 3 --> 5, PC 1 --> 2).
Claim the Speaker token for self and select Naalu to play a Political Card.
Since Naalu has no Political Cards in hand, one is drawn from the top of the deck: "Equal Threats".
Muaat plays Action Card "Veto" (AC 5 --> 4) to cause the card to be discarded and a new one drawn: "Minister of Peace".
Creuss wins the vote (13 votes, Creuss against split votes from remaining players).
Muaat plays on the secondary (free), refreshing Quaan and Capha. Universities of Jol-Nar: Pass turn. The Yin Brotherhood: Play Primary Ability of the (5) Trade II Strategy Card, gaining 3 Trade Goods (TG 1 --> 4) and opening up trade negotiations.
The following contracts are established:
Yin [1] <--> Jol-Nar [1]
Yin [1] <--> Naalu [1]
Jol-Nar [3] <--> L1z1x [1] The Embers of Muaat: Activate Quaan system (CP 2 --> 1).
Exhaust Capha (3R), Quann (2R), +1R from Sarween Tools to build 2 Cruisers (4R), 1 Destroyer (1R), and 2 Fighters (1R) at Quann.
The L1z1x Mindnet: 4 VP The Ghosts of Creuss: 3 VP Universities of Jol-Nar: 3 VP The Embers of Muaat: 2 VP The Naalu Collective: 1 VP The Yin Brotherhood: 1 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
[1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, YinJol-Nar
[1 VP] I control Mecatol Rex.: Creuss
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
1 Stage I Objective and 5 Stage II Objectives remain hidden.
Secret Objectives Universities of Jol-Nar: 1 Secret Objective The Naalu Collective: 1 Secret Objective The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems. The Ghosts of Creuss: 1 Secret Objective The Embers of Muaat: 1 Secret Objective The Yin Brotherhood: 2 Secret Objectives
Trade Contracts: L1z1x [1], Yin [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds: X - Jol (1R, 2I) X - Nar (2R, 3I) X - Arinam (1R, 2I, B) X - Bereg (3R, 1I, R) X - Lirta IV (2R, 3I, G) R - Meer (0R, 4I) R - Rigel I (0R, 1I, G) X - Rigel II (1R, 2I) X - Rigel III (1R, 1I, B)
Worlds: X - Creuss (4R, 2I) X - Lodor (3R, 1I, G) R - Mallice (0R, 3I) R - Mecatol Rex (1R, 6I) R - Mirage (1R, 2I, F (x2)) X - Tequ'ran (2R, 0I, R) X - Torkan (0R, 3I, B) R - Wellon (1R, 2I)
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds: X - Muaat (4R, 1I) X - Darien (2R, 4I) X - Capha (3R, 0I) R - Centauri (1R, 3I) X - Gral (1R, 1I, B) X - Quann (2R, 1I, G) X - Tar'mann (1R, 1I)
Worlds: X - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) R - Rarron (0R, 3I, G) X - Thibah (1R, 1I) X - Tiamat (1R, 2I, Y) X - Vefut II (2R, 0I, R)
Special Effects
Strategic Planning - Muatt may play on Strategy Cards' secondary abilities this round without expending counters from Strategy Allocation.
Minister of Peace - Creuss may cancel a fleet's movement into a system containing an enemy fleet, so long as he does not control either fleet. The target system remains activated by the attacker. This ability is discarded after it is used.
Order of Play The Naalu Collective: (0) Technology IIPASSED The L1z1x Mindnet: (1) Leadership Current Turn The Ghosts of Creuss: (3) Assembly Universities of Jol-Nar: (4) ProductionPASSED The Yin Brotherhood: (5) Trade II The Embers of Muaat: (6) Warfare II
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Iron WeaselDillon!You son of a bitch!Registered Userregular
edited January 2013
PLAYLeadership. Receive 3 Command Counters.
Place 1 in SA, 2 in CP
TG/AC/PC 0/4/0
SA/FS/CP 1/5/2
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Muaat plays on the secondary.
Exhaust Centauri(3I) and discard Science Community Speaker for 2 CC.
Place one in SA and one in Fleet.
Science Community Speaker (LAW)
Elect Player: The elected player may execute the secondary ability of the Technology Strategy without spending a Command Counter from his Strategy Allocation area. In addition, his cost to purchase Technologies is reduced by 1.
Void Slayer on
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!
Most of these laws don't seem very consequential. Political cards have mostly been treated like a de facto trade good o_O
Well, at most one can be played per turn while up to 6 could be drawn.
Yeah in a 6 player game controlling the vote only works if you have a stalling ability like my SA ability or Sol's GF making power.
Some of these laws could be game changing, like if Yin got elected by that law on turn one and had those two -1 planets also but I just see controlling the Card selection order with the speaker token as the more powerful effect on that card.
I guess the point is that they do things that normally can not be done with the rules.
I mean, imagine if Technology Tariffs had been elected turn 1.
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!
Posts
The Black Hole of Cygnus X-1
We've talked about how strong mech units are. Can you imagine how invincible they'd be with duranium armor?
Yin [1] <--> Naalu [1]
Yin [1] <--> Jol-Nar [1]
with negotiations continuing for Yin, Jol-Nar, and L1z1x. (And maybe Naalu.)
The Black Hole of Cygnus X-1
The Division, Warframe (XB1)
GT: Tanith 6227
How about the promise of one trade good a round, deliverable on the resolution of the trade strat card, for so long as this agreement remains in force?
Or really any tech, the problem with mech units is they kinda make most of the GF techs much less valuable.
I kinda feel like if your playing with mech units that Sol and Yin should probably be taken out of rotation.
Duranium armor does affect mech units!
Yin should probably be taken out of rotation regardless. Maybe give them to an experienced player in a noob game as a handicap
(Def win is the case where both sides are completely wiped out)
So 4 Ground Forces have a fair chance of taking down a single Mechanized Unit. Of course, it takes more transportation space to move those Ground Units, and they're more vulnerable to other effects (e.g. bombardment, PDS defense) than Mechanized Units...
This sounds agreeable. Jol Nar's [3] for L1Z1X's [1], with the deal that we give the universities one Trade Good when Trade is played.
If Naalu wants to trade [1] for [1], we'll go for that too.
Thanks for posting that up MrB.
Yeah with mech units around GF really turn into defense rather then offense.
And yeah I kept reading the armor ability as space battle, hmmm.
The Division, Warframe (XB1)
GT: Tanith 6227
When it comes to cheaper units, space dock build limits are the limiting factor rather than resources. That plus transport space makes ground forces highly unlikely to ever overwhelm mech units. Knowing what I know now the only purpose to building GF over mechs I can see is keeping 2 GF on a planet you're paranoid about losing to a local unrest card (or if you have a spare resource and can't build any more ships).
I can't imagine how many GFs it would take to overwhelm duranium armor mechs.
Yin [1] <--> Naalu [1]
Yin [1] <--> Jol-Nar [1]
Jol-Nar [3] <--> L1z1x [1].
Since Naalu has expressed a desire to not make any additional deals, I suppose we're done here. It is now Muaat's turn.
Just did the math, and it's roughly eleventy-billion per.
I don't think that Sol necessarily has to be taken out when mechs are in the game, as its ability to build GFs as a stalling tactic is still a pretty strong one... but yeah, GFs certainly aren't frightening in a mech-infested game.
Activate Quaan with a tactical action, exhaust Quaan(2R) and Capha(3R) and Sarween Tools(1R) to build 2 fighters 2 cruisers and 1 destroyer(6R).
TG/AC/PC:0/5/1
SA/FS/CP:1/4/2
The L1z1x Mindnet: Activate Vega system (CP 1 --> 0).
Move in 1 Dreadnought and 1 Ground Force from L1z1x Home System.
Land 1 Ground Force on Vega Major.
The Ghosts of Creuss: Play Primary Ability of the (3) Assembly Strategy Card, drawing 2 Action Cards and 1 Political Card (AC 3 --> 5, PC 1 --> 2).
Claim the Speaker token for self and select Naalu to play a Political Card.
Since Naalu has no Political Cards in hand, one is drawn from the top of the deck: "Equal Threats".
Muaat plays Action Card "Veto" (AC 5 --> 4) to cause the card to be discarded and a new one drawn: "Minister of Peace".
Creuss wins the vote (13 votes, Creuss against split votes from remaining players).
Muaat plays on the secondary (free), refreshing Quaan and Capha.
Universities of Jol-Nar: Pass turn.
The Yin Brotherhood: Play Primary Ability of the (5) Trade II Strategy Card, gaining 3 Trade Goods (TG 1 --> 4) and opening up trade negotiations.
The following contracts are established:
Yin [1] <--> Jol-Nar [1]
Yin [1] <--> Naalu [1]
Jol-Nar [3] <--> L1z1x [1]
The Embers of Muaat: Activate Quaan system (CP 2 --> 1).
Exhaust Capha (3R), Quann (2R), +1R from Sarween Tools to build 2 Cruisers (4R), 1 Destroyer (1R), and 2 Fighters (1R) at Quann.
Current Map: Round 6, Action Phase Update 5
Current Technologies
Victory Points and Objectives
The Ghosts of Creuss: 3 VP
Universities of Jol-Nar: 3 VP
The Embers of Muaat: 2 VP
The Naalu Collective: 1 VP
The Yin Brotherhood: 1 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
[1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, Yin Jol-Nar
[1 VP] I control Mecatol Rex.: Creuss
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
1 Stage I Objective and 5 Stage II Objectives remain hidden.
Secret Objectives
Universities of Jol-Nar: 1 Secret Objective
The Naalu Collective: 1 Secret Objective
The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems.
The Ghosts of Creuss: 1 Secret Objective
The Embers of Muaat: 1 Secret Objective
The Yin Brotherhood: 2 Secret Objectives
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 3
Political Cards: 3
Strategy Allocation: 3
Fleet Supply: 4
Command Pool: 3
Trade Contracts: L1z1x [1], Yin [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds:
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - Arinam (1R, 2I, B)
X - Bereg (3R, 1I, R)
X - Lirta IV (2R, 3I, G)
R - Meer (0R, 4I)
R - Rigel I (0R, 1I, G)
X - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
Action Cards: 3
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 1
Trade Contracts: Yin [1] (Naalu [2])
Technology: Antimass Deflectors, Enviro Compensator, Hylar V Assault Laser, Hybrid Crystal Drives
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Abaddon (1R, 0I, R)
X - Ashtroth (2R, 0I)
X - Loki (1R, 2I)
Action Cards: 4
Political Cards: 0
Strategy Allocation: 0
Fleet Supply: 5
Command Pool: 0
Trade Contracts: Jol-Nar [3] (L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Neural Motivator, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon
Worlds:
X - [0.0.0] (5R, 0I)
X - Faunus (1R, 3I, G (x2))
X - Saudor (2R, 2I)
X - Vega Major (2R, 1I)
X - Vega Minor (1R, 2I, B)
Action Cards: 5
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 8
Command Pool: 0
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters, Hylar V Assault Laser
Worlds:
X - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
R - Mecatol Rex (1R, 6I)
R - Mirage (1R, 2I, F (x2))
X - Tequ'ran (2R, 0I, R)
X - Torkan (0R, 3I, B)
R - Wellon (1R, 2I)
Action Cards: 4
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 4
Command Pool: 1
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds:
X - Muaat (4R, 1I)
X - Darien (2R, 4I)
X - Capha (3R, 0I)
R - Centauri (1R, 3I)
X - Gral (1R, 1I, B)
X - Quann (2R, 1I, G)
X - Tar'mann (1R, 1I)
Action Cards: 2
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 7
Command Pool: 1
Trade Contracts: Jol-Nar [1], Naalu [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules
Worlds:
X - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
X - Tiamat (1R, 2I, Y)
X - Vefut II (2R, 0I, R)
Special Effects
Minister of Peace - Creuss may cancel a fleet's movement into a system containing an enemy fleet, so long as he does not control either fleet. The target system remains activated by the attacker. This ability is discarded after it is used.
Order of Play
The Naalu Collective: (0) Technology II PASSED
The L1z1x Mindnet: (1) Leadership Current Turn
The Ghosts of Creuss: (3) Assembly
Universities of Jol-Nar: (4) Production PASSED
The Yin Brotherhood: (5) Trade II
The Embers of Muaat: (6) Warfare II
Receive 3 Command Counters.
Place 1 in SA, 2 in CP
TG/AC/PC 0/4/0
SA/FS/CP 1/5/2
The Division, Warframe (XB1)
GT: Tanith 6227
Exhaust Meer for 4I -> Receive 2 CCs.
Place 1 in SA, 1 in CP.
Exhaust Rarron for 1 CC
Place it in CP
Exhaust Centauri(3I) and discard Science Community Speaker for 2 CC.
Place one in SA and one in Fleet.
Science Community Speaker (LAW)
Elect Player: The elected player may execute the secondary ability of the Technology Strategy without spending a Command Counter from his Strategy Allocation area. In addition, his cost to purchase Technologies is reduced by 1.
I imagine in say a 4 player game you might get more use out of the laws-for 6 player it's too difficult to control the majority vote.
Well, at most one can be played per turn while up to 6 could be drawn.
Yeah in a 6 player game controlling the vote only works if you have a stalling ability like my SA ability or Sol's GF making power.
Some of these laws could be game changing, like if Yin got elected by that law on turn one and had those two -1 planets also but I just see controlling the Card selection order with the speaker token as the more powerful effect on that card.
I guess the point is that they do things that normally can not be done with the rules.
I mean, imagine if Technology Tariffs had been elected turn 1.
PLAY on the secondary.
Exhaust Maaluuk (2I).
Place in CP.
TG/AC/PC: 0/3/0
SA/FS/CP: 1/3/2
The Black Hole of Cygnus X-1
The Division, Warframe (XB1)
GT: Tanith 6227
Activate Lodor-Build 2 fighters and 2 GFs, exhausting Mirage and Wellon
TG/AC/PC:3/5/2
SA/FS/CP:1/8/2
I love freedom for myself!
The L1z1X fight so that all sentients may be free to be assimilated into the HiveMind.
The Division, Warframe (XB1)
GT: Tanith 6227
The Division, Warframe (XB1)
GT: Tanith 6227