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Twilight Imperium - Game 6: Round 9 - Game Over!

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    MrBlarneyMrBlarney Registered User regular
    Round 4: Start of Action Phase

    Federation of Sol: Select the (8) Imperial Strategy Card.
    Creuss plays Action Card "Public Disgrace", forcing Sol to select a different strategy card. (Creuss AC 5 --> 4)
    Select the (1) Leadership Strategy Card.
    The Naalu Collective: Select the (7) Technology Strategy Card.
    The Winnu: Select the (5) Trade Strategy Card, gaining 1 Trade Good. (TG 0 --> 1)
    The Ghosts of Creuss: Select the (2) Diplomacy Strategy Card.
    Nekro Virus: Select the (3) Politics Strategy Card.
    Trade Goods are placed on the unselected (4) Construction and (8) Imperial Strategy Cards.
    Jol-Nar plays Naalu's Gift of Prescience promissory note, changing their initiative to 0 until the end of the Status Phase.



    Order of Play
    Universities of Jol-Nar (Ketar) - (0) Warfare Current Player
    Federation of Sol (MrBody) - (1) Leadership
    The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy
    Nekro Virus (Phyphor) - (3) Politics
    The Winnu (discrider) - (5) Trade
    The Naalu Collective (38thDoe) - (7) Technology

    4463rwiq7r47.png
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited August 2020
    Activate Tar'mann. Move in everything from Torkan system and invade Tar'mann.

    @MrBody

    Edit: please land all infantry on the planet, MrBlarney. I should have been more specific, sorry.

    Ketar on
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    discriderdiscrider Registered User regular
    Ketar wrote: Β»
    Activate Tar'mann. Move in everything from Torkan system and invade Tar'mann.

    @MrBody

    Tar'mann is controlled by @Phyphor

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Nothing I can possibly do with no action cards

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    discriderdiscrider Registered User regular
    Ah. Then action is on MrBody.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Hey sol, I will be moving off MR this move. Delaying leadership and a MR move will be beneficial to you

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    discriderdiscrider Registered User regular
    Preparing for trade, proposing:
    Refresh for Nekro, Naalu
    Refresh for Creuss in exchange for my Political note
    Refresh for Jol'Nar for 1 TG
    Refresh for Sol for 2 TG

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    1 TG is fine.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited August 2020
    Preparing for trade, proposing:
    Refresh for Nekro, Naalu
    Refresh for Creuss in exchange for my Political note
    Refresh for Jol'Nar for 1 TG
    Refresh for Sol for 2 TG

    works for us

    A Half Eaten Oreo on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Approve giving trade note back to winnu

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited August 2020
    double post

    A Half Eaten Oreo on
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    MrBodyMrBody Registered User regular
    Decline trade

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    discriderdiscrider Registered User regular
    MrBody wrote: Β»
    Decline trade
    (Action is on you)

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    MrBodyMrBody Registered User regular
    Activate Jord
    Produce 6 infantry
    Exhaust Saudor and Corneeq

    1/2/1


    @A Half eaten Oreo who i have no idea how to at mention

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    discriderdiscrider Registered User regular
    @A Half Eaten Oreo

    Put " after the at and it should pop up for you

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Activate Hawking Hole
    Move Hil Colish, 3 fighters, and Cruiser from Creuss
    0/2/1

    @Phyphor

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    MrBlarneyMrBlarney Registered User regular
    edited September 2020
    Round 4: Action Phase Update 1

    Universities of Jol-Nar: Activate the Tar'mann system. (TP 1 --> 0)
    Move in 2 Dreadnoughts, 1 Cruiser, 1 Carrier, 4 Fighters, and 2 Infantry from Tequ'ran-Torkan.
    Land 2 Infantry on Tar'mann.
    Federation of Sol: Activate the Sol Home System. (TP 2 --> 1)
    Exhaust Saudor (2R) and Coorneeq (1R) to build 6 Infantry (3R) on Jord.
    The Ghosts of Creuss: Activate Alpha Wormhole system "Hawking Hole". (TP 1 --> 0)
    Move in Flagship Hil Colish, 1 Cruiser, and 3 Fighters from the Creuss Home System.

    Current Map: Round 4, Action Phase Update 1

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 5 VP
    Universities of Jol-Nar: 1 VP
    The Naalu Collective: 1 VP
    The Winnu: 0 VP
    The Ghosts of Creuss: 0 VP
    Nekro Virus: 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol
    Erect a Monument (1 VP): Spend 8 resources.: Naalu
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar
    Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
    5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Winnu: 2 Secret Objectives in hand.
    Universities of Jol-Nar: 2 Secret Objectives in hand.
    The Ghosts of Creuss: 1 Secret Objective in hand.
    Nekro Virus: 1 Secret Objective in hand.
    Federation of Sol: 0 Secret Objectives in hand, 1 claimed:
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    The Naalu Collective: 2 Secret Objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
    Seed of an Empire (1 VP): Gained by Sol in Round 2.
    Imperial Primary (1 VP): Gained by Sol in Round 3.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 1
    Action Cards: 7

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

    Promissory Notes: Naalu Ceasefire (Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, PDS II

    Worlds:
    R - Winnu (3R, 4I)
    R - Arinam (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - Mellon (Cultural, 0R, 2I)
    R - Thibah (Industrial, 1R, 1I, B)
    R - Zohbat (Hazardous, 3R, 1I)

    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.

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 2
    Action Cards: 7

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: Creuss Ceasefire, Naalu Gift of Prescience - ACTIVE (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    R - Arnor (Industrial, 2R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Lodor (Cultural, 3R, 1I)
    R - Lor (Industrial, 1R, 2I
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - Torkan (Cultural, 0R, 3I)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
    - Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
    - Fragile: Apply -1 to the result of each of your units' combat rolls.
    - Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
    - Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
    - Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 0
    Fleet Pool: 2
    Strategy Pool: 1

    Promissory Notes: Winnu Political Secret (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Sarween Tools, Plasma Scoring, Dimensional Splicer, PDS II

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Vefut II (Hazardous, 2R, 2I)

    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.

    Nekro Virus (Phyphor)
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 0

    Tactic Pool: 2
    Fleet Pool: 5
    Strategy Pool: 1

    Promissory Notes: Naalu Trade Agreement (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators, Gravity Drive, Sarween Tools, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y), Dreadnought II

    Worlds:
    R - Mordai II (4R, 0I)
    R - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)

    Other Racial Data:
    - Flagship: The Alastor: Combat Value 9 (x2), Movement 1, Carry Capacity 3. Sustain Damage. At the start of a Space Combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
    - Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
    - Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
    - Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
    - Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.

    Federation of Sol (MrBody) SPEAKER
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 5

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

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

    Worlds:
    R - Jord (4R, 2I)
    R - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    R - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)

    Other Racial Data:
    - Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
    - Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
    - Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
    - Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
    - Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
    - Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
    - Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.

    The Naalu Collective (38thDoe)
    Commodities: 0 / 3
    Trade Goods: 4
    Action Cards: 4

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

    Promissory Notes: Winnu Trade Agreement, Winnu Ceasefire, Jol-Nar Research Agreement (Political Secret, Support for the Throne)
    Technology: Neural Motivator, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II, Carrier II

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    R - Starpoint (Hazardous, 3R, 1I)

    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. When combat ends, 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.

    Neutral Worlds and Ongoing Game Effects
    N - Wellon (Industrial, 1R, 2I, Y)

    Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor.
    Minister of War - Held by Naalu. After performing an action, Naalu may discard this card to remove 1 of their command tokens from the game board and return it to their reinforcements; then, they may perform 1 additional action.

    Order of Play
    Universities of Jol-Nar (Ketar) - (0) Warfare
    Federation of Sol (MrBody) - (1) Leadership
    The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy
    Nekro Virus (Phyphor) - (3) Politics Current Player
    The Winnu (discrider) - (5) Trade
    The Naalu Collective (38thDoe) - (7) Technology

    MrBlarney on
    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Unexpected!

    Activate tequ'ran.
    Move in carrier from MR.
    Move in flagship, dread, carrier, destroyer from homeworld. Take 9 infantry
    Land 1 on each

    @Ketar for any response then discrider

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    No response. I told you i had no intentions of staying :P

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    discriderdiscrider Registered User regular
    I have too many cards.
    Play Unstable Planet, targeting Mehar Xull, exhausting it and destroying the infantry there
    @MrBody for any reaction

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    MrBlarneyMrBlarney Registered User regular
    For reference, the card text is as follows:

    Unstable Planet
    Action: Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.

    4463rwiq7r47.png
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    MrBodyMrBody Registered User regular
    no sabo

    reaction: :(

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    discriderdiscrider Registered User regular
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    @Phyphor Would it disrupt your plans if I went to Lodor?

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Hmm, I could live with that but I will need access through the wormhole as early as sometime next turn so you would have to move or sacrifice your ships, and if you want to keep it long term I'd want some payment

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I'm just maneuvering a bit so I should be able to get out of there for you to reclaim it next turn. Just didn't want to get in the way of you taking it this turn if that was your plan.

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I was planning on taking it yes. I could be convinced not to

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I can't offer you anything equivalent so I'll do something else. I forgot you moved off of MR.
    Activate Victory Road N
    Move in with 2 fighters from Starpoint.


    @discrider

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    @Ketar is next

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited September 2020
    All I want is tech, which is easy for you to provide by suiciding fighters into me

    Phyphor on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play Warfare, removing a counter from Tar'mann and adding it to my tactics pool for 1/4/2. Redistribute to 2/4/1.

    All others to play or pass on Warfare secondary. @A Half Eaten Oreo @Phyphor @MrBody @38thDoe @discrider

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    I don't really see a way for me to pressure the Sol home system now that Creuss is blocking the wormhole. I hope someone else has some plans.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Phyphor wrote: Β»
    All I want is tech, which is easy for you to provide by suiciding fighters into me

    I can probably arrange that at some point if the game looks like it will last long enough to care about tech.

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Play on warfare
    exhaust quecan for 2 to build 4 fighters.

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    There's always light/wave!

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Phyphor wrote: Β»
    There's always light/wave!

    I'm committed to working with Naalu on my research choice this round.

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    MrBodyMrBody Registered User regular
    pass on warfare

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    MrBodyMrBody Registered User regular
    @MrBlarney I do believe I get an infantry unit in space for my Flagship at the end of each status phase.

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    MrBlarneyMrBlarney Registered User regular
    MrBody wrote: Β»
    MrBlarney: I do believe I get an infantry unit in space for my Flagship at the end of each status phase.

    That is indeed correct; I've edited it into the prior updates and maps.

    4463rwiq7r47.png
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    MrBodyMrBody Registered User regular
    I have to believe the Sol flagship was balanced entirely around its stats, because damn that is the least useful ability in the game.

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