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Twilight Imperium 4e - Game 4: Round 7 - Action Phase / Game End

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Posts

  • MrBodyMrBody Registered User regular
    pass secondary

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Oh dammit. I gave my loss order to mrblarnery in reverse

    Homogeneous distribution of your varieties of amuse-gueule
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Pass

    Homogeneous distribution of your varieties of amuse-gueule
  • MrBlarneyMrBlarney Registered User regular
    Mojo_Jojo wrote: »
    Oh dammit. I gave my loss order to mrblarnery in reverse
    On the one hand, it's really strange to put the Carrier loss before the Fighter. So it's a reasonable mistake to revisit. On the other hand, Letnev scored some good results back there, so re-rolling the combat also feels unfair. But what's about this, the combat rolls are taken as if the units were lost in their 'expected' order, leaving 1 Naalu Carrier? Up to @Ketar to allow for this in spirit of the game.

    4463rwiq7r47.png
  • PredaPreda Registered User regular
    Play secondary. Refresh Abyz and Zhobat

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Yeah I'm happy if ketar wants to leave it as it was my stupid mistake.

    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    edited May 2018
    MrBlarney wrote: »
    Mojo_Jojo wrote: »
    Oh dammit. I gave my loss order to mrblarnery in reverse
    On the one hand, it's really strange to put the Carrier loss before the Fighter. So it's a reasonable mistake to revisit. On the other hand, Letnev scored some good results back there, so re-rolling the combat also feels unfair. But what's about this, the combat rolls are taken as if the units were lost in their 'expected' order, leaving 1 Naalu Carrier? Up to @Ketar to allow for this in spirit of the game.

    I think it only matters in that the Naalu fighters scored a hit in the second round..
    If the first Naalu fighter roll in the second round is the one that would be counted when one fighter remained in the proper ordering, then all results remain the same.

    discrider on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited May 2018
    MrBlarney wrote: »
    Mojo_Jojo wrote: »
    Oh dammit. I gave my loss order to mrblarnery in reverse
    On the one hand, it's really strange to put the Carrier loss before the Fighter. So it's a reasonable mistake to revisit. On the other hand, Letnev scored some good results back there, so re-rolling the combat also feels unfair. But what's about this, the combat rolls are taken as if the units were lost in their 'expected' order, leaving 1 Naalu Carrier? Up to @Ketar to allow for this in spirit of the game.

    I have very mixed feelings on this. When I bombarded Corneeq and Resculon I didn't get the extra die from Plasma Scoring that I should have had for one of them. I realized that fairly soon, but another action had occurred since then so I didn't try to get it changed. I had also fully intended to attempt the 1v1 invasion of Corneeq if the bombardment failed so that I would have a shot at the victory point for 4 planets of the same type, but mistakenly ordered both infantry to Resculon since I had stayed up way too late to finish that turn and was tired and forgot why the poor odds would have been worth it. Point being, mistakes happen and I've certainly made plenty of them that I would have liked to have changed.

    Ketar on
  • MrBlarneyMrBlarney Registered User regular
    Ketar wrote: »
    MrBlarney wrote: »
    Mojo_Jojo wrote: »
    Oh dammit. I gave my loss order to mrblarnery in reverse
    On the one hand, it's really strange to put the Carrier loss before the Fighter. So it's a reasonable mistake to revisit. On the other hand, Letnev scored some good results back there, so re-rolling the combat also feels unfair. But what's about this, the combat rolls are taken as if the units were lost in their 'expected' order, leaving 1 Naalu Carrier? Up to Ketar to allow for this in spirit of the game.

    I have very mixed feelings on this. When I bombarded Corneeq and Resculon I didn't get the extra die from Plasma Scoring that I should have had for one of them. I realized that fairly soon, but another action had occurred since then so I didn't try to get it changed. I had also fully intended to attempt the 1v1 invasion of Corneeq if the bombardment failed so that I would have a shot at the victory point for 4 planets of the same type, but mistakenly ordered both infantry to Resculon since I had stayed up way too late to finish that turn and was tired and forgot why the poor odds would have been worth it. Point being, mistakes happen and I've certainly made plenty of them that I would have liked to have changed.
    Fair enough. Outcomes will stand as-is.
    discrider wrote: »
    I think it only matters in that the Naalu fighters scored a hit in the second round..
    If the first Naalu fighter roll in the second round is the one that would be counted when one fighter remained in the proper ordering, then all results remain the same.

    I always take rolls from left to right; I believe I've made that explicit in previous invasion combat rolls, though I unfortunately did not mention such in the most recent combat. If the Naalu failed to score a hit in the second round, that would leave 1 Naalu Carrier against 1 Letnev Fighter: a 44.4% chance of either side coming out on top alone, and a 11.1% chance of mutual destruction. So our observed outcome would not be so unusual if we had reset at that point instead.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    Then, all things being equal, the Carrier would have won the battle here.
    But yeah, mistakes happen

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    MrBody wrote: »
    Mentak, I would be interested in providing a minor favor in order to trade my one commodity without being pillaged.

    @MrBody What sort of favor do you have in mind?

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    edited May 2018
    Play strategy token for Diplomacy secondary. Unexhaust Moll Primus and Lor.

    T/F/S 1/3/1
    C/T/A 0/5/5


    Anyone want to make conditional orders for when I play Trade later this round? One commodity or trade good for a refresh, also willing to consider other offers.

    Hedgethorn on
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Hedgethorn wrote: »

    Anyone want to make conditional orders for when I play Trade later this round? One commodity or trade good for a refresh, also willing to consider other offers.

    Happy to do like last time with three of mine for two of yours if I get a refresh after the fact and no pillaging

    Homogeneous distribution of your varieties of amuse-gueule
  • PredaPreda Registered User regular
    Hedgethorn wrote: »
    Play strategy token for Diplomacy secondary. Unexhaust Moll Primus and Lor.

    Anyone want to make conditional orders for when I play Trade later this round? One commodity or trade good for a refresh, also willing to consider other offers.



    I don't plan to take a refresh unless it's for free. But if I get a refresh I'm willing to excange 2 of my commodies for 3 of yours, assuming assicuration of not pillaging.

  • PredaPreda Registered User regular
    Mojo_Jojo wrote: »
    Hedgethorn wrote: »

    Anyone want to make conditional orders for when I play Trade later this round? One commodity or trade good for a refresh, also willing to consider other offers.

    Happy to do like last time with three of mine for two of yours if I get a refresh after the fact and no pillaging

    Sure about that? now 3 TG are 6 resources/influence for hedgethorn...

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    No second action.

    @Hedgethorn is up.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I would be willing to trade 2 commodities for 1 to get a refresh, Mentak.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    No commodity trades with me, I'm afraid; Winnu has my trade note and thus gets my two commodities automatically.

  • PredaPreda Registered User regular
    Ok, than no refresh for me.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Hedgethorn wrote: »
    No commodity trades with me, I'm afraid; Winnu has my trade note and thus gets my two commodities automatically.

    I'm happy to keep my proposal as stands but obviously if you're giving TGs it's less attractive/useful

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited May 2018
    Hedgethorn wrote: »
    No commodity trades with me, I'm afraid; Winnu has my trade note and thus gets my two commodities automatically.

    You can give out a trade good on your end instead of a commodity - it works out exactly the same in the end. (That is to say, exactly the same as if I offered you the standard 1 TG for a free refresh. You end up +1 TG, as do I)

    Ketar on
  • PredaPreda Registered User regular
    Ketar wrote: »
    Hedgethorn wrote: »
    No commodity trades with me, I'm afraid; Winnu has my trade note and thus gets my two commodities automatically.

    You can give out a trade good on your end instead of a commodity - it works out exactly the same in the end.

    Except for the fact that he gain nothing (or far less in an uneven trade) from it...

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited May 2018
    Preda wrote: »
    Ketar wrote: »
    Hedgethorn wrote: »
    No commodity trades with me, I'm afraid; Winnu has my trade note and thus gets my two commodities automatically.

    You can give out a trade good on your end instead of a commodity - it works out exactly the same in the end.

    Except for the fact that he gain nothing (or far less in an uneven trade) from it...

    No? If he gives me 1 TG for 2 commodities, he ends up with 1 more TG than he started with. Which would be exactly the same as if I offered to pay him 1 TG for a free refresh.

    Now, if you're talking about your less equitable 2:3 trade, then yes, it would not work out.

    Ketar on
  • MrBlarneyMrBlarney Registered User regular
    edited June 2018
    Round 4: Action Phase Update 2

    The Winnu: Activate the Lazar-Sakulag system. (TP 4 --> 3)
    Load 1 Infantry from Sakulag onto the Dreadnought.
    Land 1 Infantry on Lazar.
    Exhaust Sakulag (3R), 1 Trade Good (TG 1 --> 0), +1R from Sarween Tools to build 1 Carrier (3R), 2 Fighters (1R), and 2 Infantry (1R) at Sakulag.
    The Naalu Collective: Activate the Letnev Home System. (TP 2 --> 1)
    Move in 1 Carrier and 2 Fighters from the "Winnu Crossing" system.
    During space combat, Naalu loses 1 Carrier and 1 Fighter, while Letnev loses 2 Fighters; combat resolves in favor of Naalu.
    Following combat, 1 Naalu Fighter is scuttled due to lack of capacity.
    The Ghosts of Creuss: Activate the Creuss Home System. (TP 3 --> 2)
    Exhaust Bereg (3R), Starpoint (3R), +1R from Sarween Tools to build 1 Dreadnought (4R), 2 Fighters (1R), and 3 Infantry (2R) at Creuss.
    The Barony of Letnev: Play the primary ability of the (2) Diplomacy Strategy Card, placing 1 counter from each other player's reinforcements in the Letnev Home System; refresh Arc Prime and Wren Terra.
    Winnu plays on the secondary (SP 2 --> 1), refreshing Winnu and Mecatol Rex.
    N'orr plays on the secondary (SP 2 --> 1), refreshing Abyz and Zohbat.
    Mentak plays on the secondary (SP 2 --> 1), refreshing Moll Primus and Lor.

    Current Map: Round 4, Action Phase Update 2

    Current Technologies

    Victory Points and Objectives
    Sardakk N'orr - 4 VP
    The Mentak Coalition - 3 VP
    The Naalu Collective - 2 VP
    The Winnu - 2 VP
    The Ghosts of Creuss - 2 VP
    The Barony of Letnev - 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: N'orr, Mentak
    Erect a Monument (1 VP): Spend 8 resources.: Creuss, N'orr
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu
    Develop Weaponry (1 VP): Own 2 unit upgrade technologies.
    5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Mentak Coalition: 1 unfulfilled secret objective in hand.
    The Naalu Collective: 1 unfulfilled secret objective in hand.
    The Barony of Letnev: 1 unfulfilled secret objective in hand.
    The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
    The Winnu: 1 unfulfilled secret objective in hand.
    Sardakk N'orr: 1 unfulfilled secret objective in hand.

    Special Objectives
    Naalu's Support for the Throne (1 VP): Held by Mentak.
    Mentak's Support for the Throne (1 VP): Held by N'orr.
    N'orr's Support for the Throne (1 VP): Held by Mentak.
    Custodians of Mecatol Rex (1 VP): Claimed by Winnu.
    Letnev's Support for the Throne (1 VP): Held by Winnu.
    Winnu's Support for the Throne (1 VP): Held by N'orr.
    Imperial Rider (1 VP): Successful prediction by Creuss.

    The Mentak Coalition (Hedgethorn)
    Commodities: 0 / 2
    Trade Goods: 5
    Action Cards: 5

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

    Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Political Secret)
    Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, Plasma Scoring, Cruiser II

    Worlds:
    R - Moll Primus (4R, 1I)
    X - Arinam (Industrial, 1R, 2I)
    R - Arnor (Industrial, 2R, 1I)
    R - Lodor (Cultural, 3R, 1I)
    R - Lor (Industrial, 1R, 2I)
    X - Tar'mann (Industrial, 1R, 1I, G)

    Other Racial Data:
    - Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
    - Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
    - Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
    - Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
    - Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
    - Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.

    The Naalu Collective (Mojo_Jojo)
    Commodities: 3 / 3
    Trade Goods: 4
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Neuroglaive, Sarween Tools

    Worlds:
    X - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)

    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 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.
    - 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.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 1
    Action Cards: 0

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, War Funding)
    Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, Sarween Tools, Dreadnought II

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)
    X - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3I)
    X - Wellon (Industrial, 1R, 2I, Y)

    Other Racial Data:
    - Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
    - Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
    - Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
    - Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
    - Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
    - Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.

    The Ghosts of Creuss (MrBody) SPEAKER
    Commodities: 1 / 4
    Trade Goods: 4
    Action Cards: 6

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 3

    Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools

    Worlds:
    X - Creuss (4R, 2I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Lirta IV (Hazardous, 2R, 3I)
    R - New Albion (Industrial, 1R, 1I, G)
    X - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 5

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

    Promissory Notes: Creuss' Ceasefire, Mentak's Trade Agreement, Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Political Secret, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II

    Worlds:
    R - Winnu (3R, 4I)
    R - Mecatol Rex (1R, 6I)
    X - Lazar (Industrial, 1R, 0I, Y)
    X - Meer (Hazardous, 0R, 4I, R)
    X - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative)
    X - Thibah (Industrial, 1R, 1I, B)

    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 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.
    - 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.

    Sardakk N'orr (Preda)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 7

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

    Promissory Notes: Mentak's Support for the Throne, Winnu's Support for the Throne (Ceasefire, Trade Agreement, Political Secret)
    Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Carrier II, Fighter II

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    R - Abyz (Hazardous, 3R, 0I)
    R - Fria (Hazardous, 2R, 0I)
    X - Mellon (Cultural, 0R, 2I)
    X - Vefut II (Hazardous, 2R, 2I)
    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 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.
    - 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.

    Neutral Worlds and Agenda Effects
    N - Quann (Cultural, 2R, 1I)

    Terraforming Intiative - Attached to Sakulag. The resource and influence values of this planet are increased by 1.
    Minister of Commerce - Held by Winnu. After Winnu replenishes commodities, they gain 1 trade good for each player that is their neighbor.

    Order of Play
    The Naalu Collective (Mojo_Jojo): (0) Politics
    The Ghosts of Creuss (MrBody): (1) Leadership
    The Barony of Letnev (Ketar): (2) Diplomacy
    The Mentak Coalition (Hedgethorn): (5) Trade Current Player
    Sardakk N'orr (Preda): (7) Technology
    The Winnu (discrider): (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    edited May 2018
    Play Trade.
    I gain 3 TG.
    My commodities refresh; they go to Winnu (+2 TG) and I get my Trade Agreement note back.
    I give Naalu 2 TG and they give me 3 commodities. I then refresh Naalu's commodities. (@Mojo_Jojo)
    I refresh Letnev's commodities. They give me 2 commodities, I give them 1 TG. (@Ketar)
    [Edit #2] Cruess gives me one commodity, I refresh their commodities.

    Tally so far:
    [Edit #2] Mentak: +6 TG, 0 commodities
    Winnu: +2 TG, surrender Mentak's trade note
    Naalu: +2 TG, 3 commodities
    Letnev +1 TG, 0 commodities
    Creuss 4 commodities


    @MrBody : I'm willing to give you a commodity refresh in exchange for your one commodity.
    @Preda already said he wasn't interested in a refresh.
    @discrider : The price tag for a refresh is higher for the minister of commerce, due to our having to use back channels to circumvent the Emoluments Clause in the Galactic Constitution. It'll cost you two commodities for a refresh, otherwise you'll have to use one of your strategy tokens.

    Hedgethorn on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Confirm trade as outlined in Hedgethorn's post.

  • PredaPreda Registered User regular
    Just so everyone understand that, we've just given hedgethorn 16 resources/infuence, when he already had 18 excluding his planets...

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited May 2018
    Preda wrote: »
    Just so everyone understand that, we've just given hedgethorn 16 resources/infuence, when he already had 18 excluding his planets...

    The last update shows them with 5 TG, which would be 10, not 18.

    Hedgethorn's math is a little misleading though. He gets 3 TG from playing trade. +3 from Naalu and +2 from Letnev, which would be 8 TG. But he also sends 2 TG to Naalu and 1 TG to Letnev, so the net effect is +5 TG at the moment (and 3 of those came from playing Trade). So for now he's at 10 TG, with a value of 20 R/I, which is a far cry from the 34 you're implying.

    He also only gained 2 TG so far from trades, so there's no read of this at all that I can see in which we "gave" him 16 R/I.

    Ketar on
  • PredaPreda Registered User regular
    Ketar wrote: »
    Preda wrote: »
    Just so everyone understand that, we've just given hedgethorn 16 resources/infuence, when he already had 18 excluding his planets...

    The last update shows them with 5 TG, which would be 10, not 18.

    Hedgethorn's math is a little misleading though. He gets 3 TG from playing trade. +3 from Naalu and +2 from Letnev, which would be 8 TG. But he also sends 2 TG to Naalu and 1 TG to Letnev, so the net effect is +5 TG at the moment (and 3 of those came from playing Trade). So for now he's at 10 TG, with a value of 20 R/I, which is a far cry from the 34 you're implying.

    He also only gained 2 TG so far from trades, so there's no read of this at all that I can see in which we "gave" him 16 R/I.

    I still had him with 9 tg instead of 5, and didn't control his math (which needed controlling). Ok you're partially right, trading whit him is only bad, not disastrous now...

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Edited to correct my math, per Ketar's correction.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Preda wrote: »
    Ketar wrote: »
    Preda wrote: »
    Just so everyone understand that, we've just given hedgethorn 16 resources/infuence, when he already had 18 excluding his planets...

    The last update shows them with 5 TG, which would be 10, not 18.

    Hedgethorn's math is a little misleading though. He gets 3 TG from playing trade. +3 from Naalu and +2 from Letnev, which would be 8 TG. But he also sends 2 TG to Naalu and 1 TG to Letnev, so the net effect is +5 TG at the moment (and 3 of those came from playing Trade). So for now he's at 10 TG, with a value of 20 R/I, which is a far cry from the 34 you're implying.

    He also only gained 2 TG so far from trades, so there's no read of this at all that I can see in which we "gave" him 16 R/I.

    I still had him with 9 tg instead of 5, and didn't control his math (which needed controlling). Ok you're partially right, trading whit him is only bad, not disastrous now...

    You could stop taking Politics/the speaker token so that you can get Technology if you're that concerned, since doing so gives Hedgethorn second pick at a strategy card every time you do it :P

  • PredaPreda Registered User regular
    edited May 2018
    Ketar wrote: »
    Preda wrote: »
    Ketar wrote: »
    Preda wrote: »
    Just so everyone understand that, we've just given hedgethorn 16 resources/infuence, when he already had 18 excluding his planets...

    The last update shows them with 5 TG, which would be 10, not 18.

    Hedgethorn's math is a little misleading though. He gets 3 TG from playing trade. +3 from Naalu and +2 from Letnev, which would be 8 TG. But he also sends 2 TG to Naalu and 1 TG to Letnev, so the net effect is +5 TG at the moment (and 3 of those came from playing Trade). So for now he's at 10 TG, with a value of 20 R/I, which is a far cry from the 34 you're implying.

    He also only gained 2 TG so far from trades, so there's no read of this at all that I can see in which we "gave" him 16 R/I.

    I still had him with 9 tg instead of 5, and didn't control his math (which needed controlling). Ok you're partially right, trading whit him is only bad, not disastrous now...

    You could stop taking Politics/the speaker token so that you can get Technology if you're that concerned, since doing so gives Hedgethorn second pick at a strategy card every time you do it :P

    I'll probably stop now...But being first to claim a scientific objective with N'orr was kind of worth it... :D

    Preda on
  • MrBodyMrBody Registered User regular
    edited May 2018
    Hedgethorn wrote: »
    MrBody wrote: »
    Mentak, I would be interested in providing a minor favor in order to trade my one commodity without being pillaged.

    @MrBody What sort of favor do you have in mind?

    How about I pay the 1 commodity for a refresh, then we trade 1:1 commodities pillage-free?

    edit: pffff never mind, I wasn't active in the 90 minutes you made that deal with Preda :p

    MrBody on
  • MrBodyMrBody Registered User regular
    Give Mentak 1 commodity for refresh

  • MrBodyMrBody Registered User regular
    Willing to do a bulk commodity trade with someone to minimize the loss from Pentak pillage.

    I'm tempted to Attack the Meer system just to eliminate Mentak as a neighbor, but the Winnu ceasefire is preventing that.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    MrBody wrote: »
    Give Mentak 1 commodity for refresh

    Agreed. My trade post above has been edited, just to keep track of everything in one place.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Winnu don't have to use their ceasefire

    @mrbody get in range and I'll do you a 3:3 commodity trade

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Mojo_Jojo is correct that Winnu wouldn't have to use the ceasefire. I'd think they'd want to keep it to safeguard their homeworld or Mecatol Rex, but, you know, maybe they really like having the Mentak there.

  • discriderdiscrider Registered User regular
    @Hedgethorn just because I now gain more does not mean I will pay you more.
    I will use a strategy token to refresh unless you revisit your offer.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    I'll let you pay the strategy token.

    It'll be @Preda's turn next, after @discrider has confirmed his play of the Trade secondary.

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