View Full Version : All Your Galaxy Are Belong To Us - Let's Play Twilight Imperium!
Azisien
02-14-2011, 08:45 PM
Welcome players and followers to the actual thread of the glorious play through of Twilight Imperium 3rd Edition (http://boardgamegeek.com/boardgame/12493/twilight-imperium-third-edition).
What is Twilight Imperium?
http://crackeddice.com/blog/wp-content/uploads/2010/01/TWILIGHT-IMPERIUM.jpg
Twilight Imperium Third Edition is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression.
TI3 is played by at least three players who belong to ten possible alien races, each with their own advantages and quirks. The strategic game-play borrows the governing element from 'Puerto Rico' to involve players in an iteratively complex and yet fast-paced game experience with very little downtime. The game map, basic player progress and overall victory are dynamically determined in almost exactly the same way as they are by imaginative players of 'Settlers of Catan', while the "Command" system cleverly improves on the 'oil' logistical mechanism of 'Attack' to both manage turn-based activity and limit the size of armies, uniquely enabling weakened players to bounce back if they play their cards right.
For additional information and the build-up to the game:
-The Interest Thread (http://www.nuklearforums.com/showthread.php?t=39567)
-Menarker's pet chat pad and IM service made for the game. Hopefully for political squabbles. (http://edupad.ch/OZ0AeMUKWy)
-An EXCELLENT step-by-step game with three players. (http://www.preeminent.org/steve/games/ti3/ti3demo/3-player/home/index.shtml) Every step is described in a good amount of detail. They even uncover a few mishaps.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/pic575439_md.jpg
The Story So Far...
I will begin this transmission with a quotation from one of my favourite scholars. It is important, after all, to start from the beginning.
I am the Winnaran keeper of the Custodian Chronicle, and I write this from the ancient Tower of Annals in old Mecatol City. Since inheriting the duties of the chronicle from my father, I have enjoyed the view of our city from my wide windows; enjoyed the old buildings, ancient towers, and bright lights that proudly stretch into the remote distance. Yet, like the shadow at my feet, I can never escape or forget the lethal finite borders of my city. I cannot cast aside the fact that less
than a hundred leagues from this tower, our city shields rise to protect us from the poisonous dust that is the Sea of Desolation. The terrible wasteland that covers our planet.
My people, the Winnarans, have kept this city safe for more than three thousand years. Ever since the time of the great scourge, we have been the custodians of the imperial throne, the imperial records, and the galactic council here on Mecatol Rex. We have indeed been faithful to the promise that we made to the last emperor.
For untold ages, the Lazax ruled the known galaxy. As new races came into contact with the empire, they would be allowed to join the Galactic Council that represented the needs and voices of the empires people. The great races: Xxcha, Hacan, Letnev, Hylar, Sol, and N'orr were all represented in the council during the last time of the Lazax empire.
Yet, as the years passed, discoveries of new races and planetary systems began to slow. Little by little the mood of the empire changed as technological and intellectual growth began to diminish. In their need for advancement, the great races began instead to look to the power of the Lazax and the resources of their neighbors. Greed and ambition slowly grew in the hearts of statesmen and councilors. The spirit of the empire turned suspicious and fearful. It is during this time that the first conflicts between the great races are recorded in the Imperial Chronicle. The Galactic Council became a seedbed of intrigue, ushering in an era of spies and assassins. First in secret, and later in public, the great races began at this time to build their military capabilities. Many started territorial expansions that extended beyond their original charter. Border strife and resource disputes began to proliferate, gnawing at the very foundations of the empire. This was a time of growing darkness that is now known as the Age of Dusk.
Throughout most of this age, the Lazax held authority without question. Except for a few minor and unsuccessful rebellions, few dared to openly challenge the emperors. Yet, blinded by assurance of eternal rule, the Lazax did not perceive the threat of ambition that grew around them. As years passed, tensions between the great races grew deeper, and so did their hunger for power. In the end, they held only one thing in common: They hated the Lazax, hated the imperial rule, and hated the benevolent arrogance of the emperors.
[At this point, a series of military escalations led to all-out galactic war, and a time called the Age of Twilight, a period of death, destruction, and decline. I will not bore you with the details. The Age of Twilight led into the Dark Years, a period of fear, more death, and more decline.]
The signs of great change are everywhere. I taste it in the air I breathe. This year, as if walking out of ancient prophecy, the Lazax returned from the darkness of history in a foreboding cybernetic form. To me, their coming is like the first wind of a terrible storm. I feel as if the galaxy is waking. As if an ancient beast stirs from slumber in a dark cave. The day will soon come when a new empire will rise. For the sake of all, may the new emperor not only have the power to seize the throne, but the strength to conquer the peace.
There are no empires that can stand the test of galactic time. Some would put the Lazax Empire on a pedestal and call it a thing of legends. It has indeed fallen far enough into history to become legend, but that does change objective fact. Even if I am generous, the Lazax Empire lasted for some thousands of years. So what! Even the life of the shortest stars last for millions of years! New races will have crawled out of the ooze before the Galaxy sees someone take the Imperial Throne and hold it for fifty thousand years, nay, a hundred thousand years!
As I write this the Twilight Wars are long over, soon to be forgotten on the timescales of these cyclic squabbles for power. The Dark Years were harsh on the races. The Lazax, former rulers of the Galaxy, were all but extinct. A once vibrant Galaxy filled with hundreds of colonies decayed and vanished. Billions of peoples of all races died, or simply dropped everything and fled for the inkling of safety provided by their most economically viable worlds. Retillion, Druaa, the twin planets Jol and Nar, and a host of others buckled themselves as an unimaginable number of refugees filled their carrying capacities to the absolute brim. Billions more died over the course of a few generations and the populations of all races plummeted. Whole scientific advances were lost as they were no longer needed. Governments rose and fell like the lonely satellite of Sol from planet-side. The precious millions that survived on colonies forgot their former ties over time, or simmered with hate other times.
As all years pass, so did the Dark Years. Populations and governments and economies stabilized. Regardless of differences in life expectancies between races, several generations had passed for each. Renewed vigor and youth brought on the curiousity that inevitably sends every intelligent species out among the stars. The question "What is out there?" For centuries there had been almost no contact with other races. FTL-communications were a costly mess, and few had bothered with the upkeep. Historians warned of the greed and lust for power that had found the Galaxy in a state it had just barely recovered from, but the strong took to the stars regardless.
I have identified the six most prosperous races in the Galaxy at this time. Each has rallied its people to build up space-faring fleets and once again probe the stars. What will they find? Although much history has been lost, the legends of the Lazax and the Imperial Throne remain. Some may want peace, but others...Others may feel the draw of power on a galactic-scale.
You will know me as the Watcher, and I am broadcasting this message on all available channels. If the Twilight Wars encompassed that which nearly destroyed this Galaxy, then the race in the coming decades for the Imperial Throne will surely be known as Twilight Imperium.
Our Players
Pirate-King Gregness of The Mentak Coalition
http://www.zatrolene-hry.cz/galerie/52/738.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheMentakCoalition-HomeSystem.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheMentakCoalition-Heroes.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/MentakTradeContracts.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/RedTech-HylarVAssaultLaser.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/YellowTech-EnviroCompensator.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-NewAlbion.jpghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Starpoint.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Quann.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-MecatolRex.jpg
Mentak Coalition Command Counters:
2 Strategy, 3 Fleet, 3 Command
0.0 Melfice of The L1Z1X Mindnet
http://www.zatrolene-hry.cz/galerie/52/741.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheL1Z1XMindnet-HomeSystem.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheL1Z1XMindnet-Heroes.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/L1Z1XTradeContracts.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/YellowTech-EnviroCompensator.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/GreenTech-StasisCapsules.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/GreenTech-Cybernetics.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/GreenTech-GenSynthesis.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/RedTech-HylarVAssaultLaser.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/GreenTech-NeuralMotivator.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Bereg.jpghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-LirtaIV.jpg
L1Z1X Mindnet Command Counters:
2 Strategy, 3 Fleet, 3 Command
Panarch Menarker of the Naalu Collective
http://www.zatrolene-hry.cz/galerie/52/743.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheNaaluCollective-HomeSystem.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheNaaluCollective-Heroes.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/NaaluTradeContracts.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/BlueTech-AntimassDeflectors.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/YellowTech-EnviroCompensator.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/GreenTech-StasisCapsules.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/BlueTech-XRDTransporters.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Abyz.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Fria.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Wellon.jpg
Naalu Collective Command Counters:
3 Strategy, 3 Fleet, 2 Command.
Emperor Hawk of the Yssaril Tribes
http://www.zatrolene-hry.cz/galerie/52/736.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheYssarilTribes-HomeSystem.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheYssarilTribes-Heroes.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/YssarilTradeContracts.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/BlueTech-AntimassDeflectors.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/BlueTech-XRDTransporters.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Sakulag.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Lazar.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-MeharXull.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Saudor.jpg
Yssaril Tribes Command Counters:
2 Strategy, 3 Fleet, 3 Command.
Professor Kerensky287 of the Jol-Nar Universities
http://dicecollecting.com/blog/wp-content/uploads/2008/08/universities.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/UniversitiesofJol-Nar-HomeSystem.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/UniversitiesofJol-Nar-Heroes.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/Jol-NarTradeContracts.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/RedTech-HylarVAssaultLaser.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/RedTech-DeepSpaceCannon.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/BlueTech-AntimassDeflectors.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/YellowTech-EnviroCompensator.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/YellowTech-SarweenTools-1.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/GreenTech-StasisCapsules.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/BlueTech-XRDTransporters.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Mellon.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Zohbat.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Arinam.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Meer.jpg
Jol-Nar University Command Counters:
6 Strategy, 4 Fleet, 3 Command.
Ancient Sage Harpuia of the Xxcha Kingdom
http://www.zatrolene-hry.cz/galerie/52/737.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheXxchaKingdom-HomeSystem.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TheXxchaKingdom-Heroes.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/XxchaTradeContracts.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/BlueTech-AntimassDeflectors.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/YellowTech-EnviroCompensator.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/YellowTech-SarweenTools-1.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/RedTech-HylarVAssaultLaser.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Resculon.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Corneeq.jpghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Centauri.jpg
Xxcha Kingdom Command Counters:
2 Strategy, 3 Fleet, 2 Command.
CURRENT GALACTIC LAWS
http://www.freeimagehosting.net/image.php?add1a9e1eb.png
OUR GALAXY
http://www.freeimagehosting.net/uploads/419e71b203.jpg
Twilight Imperium 3E Technology Tree
http://www.freeimagehosting.net/uploads/19d6ff386a.jpg
Spawn Location Selection
Incoming transmission...
This is the Watcher. It appears my star charts are some thousands of years old, and the Galaxy has shifted somewhat in that time. My sensors indicate gravity is the most likely culprit, with dark energy a close second. I can no longer trust the once-precise coordinates of your Home Systems.
Please select a Home System position.
In a regular game of Twilight Imperium, the Speaker token seen below is granted to the player with the highest die roll. Home System selection is then decided in a clockwise fashion around the table. Since this is the Internet, and only *I* possess the table, not only did we roll the die for Speaker, we rolled something akin to Initiative from Dungeons and Dragons to determine who sat around my table fastest, thus gaining the slightest of advantages.
Once home systems have been selected, final seating order will be established.
NOOBTIP: http://www.ludibay.net/images/thumbs/thumb_1d10.jpg
PROTIP: When selecting a spawn location, analyze carefully what kind of planets you'll most likely be settled with, and fighting for. Keep in mind where the Speaker is in relation to you, as that will for the first turn at least determine Strategy Card selection. Consider the scoundrels you will be spawning close to. Only a handful of systems are safe in a 6-player game, if any.
Pre-Round 1 Action - Part 1 - THE SPEAKER
Gregness rolled 10! You are now the Speaker.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/SpeakerToken.png
Gregness: As Speaker, you get to cherry pick your spawn location in the Galaxy. Please choose one Home System point out of the six available.
Melfice and Menarker tied with initial rolls of 9, and proceeded to tie another three times. For Mecatol's sake! Melice eventually won the tie-breaker series.
Melfice: You will choose your spawn location after Gregness.
Menarker: Naturally, you will be third to choose.
Hawk also tied with a 9 in the first roll, but lost thereafter. You will choose your spawn location after Menarker.
Kerensky rolled 2. You will choose your spawn location fifth, after Hawk.
Sage Harpuia rolled 1. An omen of great rolls to come. You technically don't get a choice.
Pre-Round 1 Action - Part 2 - VICTORY POINT TRACK
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/VictoryPointTrack.jpg
Everyone starts at zero Victory Points, always. The first to reach 10, or the highest point holder when the GAME OVER card occurs wins. Irregardless of Victory Points, sometimes a WIN THE GAME card can be claimed, in which case the claimant wins.
Pre-Round 1 Action - Part 3 - AGE OF EMPIRE OBJECTIVE TRACK
The players voted in favour of running the Age of Empire game option. In a regular game of Twilight Imperium the Objective Deck is composed of:
- 6 randomly selected Stage I Objective Cards
- 3 randomly selected Stage II Objective Cards with the Game Over card shuffled in.
- Stage I cards are placed on top of Stage II cards and form the deck.
Normally only game events such as the Imperial Strategy Card reveal the Objective deck. This game mode favours those that are well-balanced and flexibility, for a multitude of objectives of different types could appear. Age of Empire, on the other hand, simply places the Objective Deck, as shuffled, face up for everyone to see. This allows players to form a much longer term strategy. Stage I Objectives can be claimed, one card per game round, from game start. Stage II Objectives USUALLY become available at turn 3. We have an alternate house rule. Age of Empire also sets a cap on game length. At the end of each round, a token moves across each card until it reaches the GAME OVER card. The player with the highest Victory Point count at that moment wins the game.
IMPORTANT: Just because one player claims an objective doesn't mean you can't either. "Claim" is a deceptive word on my part. The claiming player does not then own the objective card. All six players can claim one Objective card, and this often happens because cards generally get claimed in order of difficulty.
In addition, each player is dealt one Secret Objective Card. Since this is the INTERNET, we will not be dealing with Secret Objectives, as was agreed upon by the players.
VERY IMPORTANT: I have done a lot of thinking, and I've decided to amend the house rule for Secret Objectives. The change may be subtle, but I think it will make for a fairer game. The reason I decided to change the house rule on the fly is simple. I had a good look at the possible cards and played the scenarios out in my head, and I decided having the Secret Objective switch mid-game would have a very high chance of throwing a wrench in the gears of almost anybody that didn't accomplish it. In other words, the first player to grab the first Secret Objective would almost undoubtedly win the game. I do not consider this fair any longer, and my original concept was not well thought out.
The NEW Secret Objective Rule: As agreed upon, Stage II objectives are LOCKED by the middle Secret Objective. The Secret Objective must be claimed by ONE player before Stage II Objectives become available. The change is this: Once a player claims the Secret Objective, the Stage II objectives are unlocked for ALL players, starting the following round (i.e. you cannot claim a Stage II Objective on the round someone accomplishes the Secret Objective). As with other public objectives, multiple players may claim the Secret Objective. Good luck with that though.
Pre-Round 1 Action - Part 4 - THE GOT'DAM OBJECTIVE TRACK
Stage I:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/StageIObjectives.jpg
The Public Secret Objective:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/SecretObjective.jpg
Stage II:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/StageIIObjectives.jpg
Pre-Round 1 Action - Part 5 - FLEET COLOUR!
Oh me oh my I almost forgot fleet colour! Regardless of race colour, if any, everybody gets to pick the colour of their units. Screw seating order too, this is FIRST COME FIRST SERVE. Available colours are:
Black
Yellow
Red
Purple
Blue
Green
Pre-Round 1 Action - Part 6 - RECAP
That was a lot of words, so recap:
1. Gregness must choose a spawn location. See relevant sections above.
2. After Gregness makes the choice, follow turn order in relevant section.
3. Everybody choose a fleet colour AT WILL!
ACTIVE HOUSE RULES
Advanced Fighter Nerf: Because anybody with a keen eye on the rules has already noticed these jerk units are so overpowered its madness. The house rule is this, and it is drawn from the change in the Shattered Empire expansion: Advanced Fighter units that go over capacity count against Fleet Supply. Capacity Units are Carriers, War Suns, Space Docks, and optionally Cruisers and Dreadnoughts.
Imperial Strategy Card Modification: Primary ability only grants 1 Victory Point now, but the card holder may use the Secondary Ability without spending a Strategy Allocation counter.
TABLE OF CONTENTS (SKIPS LOTS OF MIDDLE STEPS)
Round 1 - Status Phase Update 1 (http://www.nuklearforums.com/showthread.php?p=1109048#post1109048)
Round 1 - Status Phase Update 2 and Action Phase Update 1 (http://www.nuklearforums.com/showthread.php?p=1109638#post1109638)
Round 1 - Action Phase Update 2 (http://www.nuklearforums.com/showthread.php?p=1109817#post1109817)
Round 1 - Action Phase Update 3 (http://www.nuklearforums.com/showthread.php?p=1109940#post1109940)
Round 1 - Action Phase Update 4 (http://www.nuklearforums.com/showthread.php?p=1110222#post1110222)
Round 1 - Action Phase Update 5 (http://www.nuklearforums.com/showthread.php?p=1110504#post1110504)
Round 1 - Action Phase Update 6 (http://www.nuklearforums.com/showthread.php?p=1110681#post1110681)
Round 1 - Action Phase Update 7 (http://www.nuklearforums.com/showthread.php?p=1110752#post1110752)
Round 1 - Action Phase Update 8 (http://www.nuklearforums.com/showthread.php?p=1111199#post1111199)
Round 1 - Action Phase Update 9 (http://www.nuklearforums.com/showthread.php?p=1111685#post1111685)
End of Round 1 Status
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1FinalVPTrack.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/TotalGameBoardEndofRound1COLORCODED.jpg
Menarker
02-14-2011, 10:00 PM
Green for me please.
EDIT: Putting the rules here since I'm tired of going back to the Interest thread to get the rules.
http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf
Kerensky287
02-14-2011, 10:18 PM
RED team is best. Better than BLU team cowards.
Azisien
02-14-2011, 11:34 PM
I've updated the OP with each race's Trade Contracts.
Also using the [SWAP] tags is kind of an experiment in neatness. Is that preferred or would you rather I simply reveal all of the images?
Gregness
02-15-2011, 01:02 AM
With two nearby wormholes, and lots of local resources for the plundering, what sort of pirate king would I be if I didn't choose home system #5? All my nearby worlds have low influence, but I'll make up for that with clever play! =8^)
Also, when the objective cards say "I now spend *blah*" does that mean that you just spend whatever resources on that objective to get the point? Or is it keeping track of total resources spent?
Lets see, what else...
My fleet color will be blue.
The pictures are cool, perhaps a touch large and blurry.
Menarker
02-15-2011, 01:25 AM
Keep in mind that the wormholes also work visa versa. That people who want to team up on you can take shortcuts to attack you, instead of having to cross the entire galaxy for you.
Have fun. :3
^^ When I think of you as the Pirate King, I think that you need a Luffy avatar from One Piece. ^,^
Gregness
02-15-2011, 01:50 AM
Done and Done.
Melfice
02-15-2011, 02:35 AM
I choose the colour purple, and would like location 4 as my Home System.
EDIT: Every being in this galaxy shall conform to the standard of the L1Z1X Mindset. Or it shall be deleted.
Krylo
02-15-2011, 02:37 AM
^^ When I think of you as the Pirate King, I think that you need a Luffy avatar from One Piece. ^,^
It's in space.
The pirate king would OBVIOUSLY be Atomsk.
The Artist Formerly Known as Hawk
02-15-2011, 08:05 AM
Oh man I got the ugly green bastards! This is not a good start. Although I do get action card benefits, which is nice.
I'll take black as my colour by the way.
EDIT; Also I just noticed that the Mindset is going to have a really easy time gathering advanced technology. I guess that's appropriate.
Menarker
02-15-2011, 10:23 AM
I guess I'm taking number Slot number 2.
Which leaves slot 6, 3, 1
The Artist Formerly Known as Hawk
02-15-2011, 10:34 AM
Damnit, and now I can't see the galaxy any more.
EDIT; Ok it's back, I shall take 6.
Azisien
02-15-2011, 11:02 AM
Also, when the objective cards say "I now spend *blah*" does that mean that you just spend whatever resources on that objective to get the point? Or is it keeping track of total resources spent?
There is no keeping track of resources spent. You have to save unexhausted planets and/or trade goods and spend them in the Status Phase of the game to claim an objective.
The pictures are cool, perhaps a touch large and blurry.
Hopefully my photography skills will improve over the course of the game. Unfortunately I am limited to my 5MP camera for now. I also have a bit of a perception bias because my home monitor where I do all of this is 24" so the pictures don't seem so huge. Now that I'm checking this from a more modest-sized monitor, I see that they're pretty enormous.
Though I'm keeping the Galaxy map huge, because it needs to be, and because it is A GALAXY!!!
Menarker
02-15-2011, 02:41 PM
Looks like the Jol Nars (Kerensky) and the XXcha (Sage Harpuia) are both my neighbors.
Only question is which side of the fence they will be on.
In slot 1, your other neighbor will be the cautious and delaying Yssaril.
In slot 3, your other neighbor will be the other technology lover, L1Z1X Mindset.
Colors seem to be as listed:
Gregness: Blue
Melfice: Purple
Menarker: Green
Hawk: Black
Kerensky: Red
Sage Harpuia: Yellow
The Artist Formerly Known as Hawk
02-15-2011, 02:59 PM
Yeah, I'm either gona have nerds or space turtles on one side, and pirates on the other. Is there any other backstory on the races at all. I kinda wanna know what my guys actually are. They look tricksy.
Menarker
02-15-2011, 03:38 PM
Found this bit of background info from the expansion booklet...
Basically, they are very slow to act and trust, having been betrayed or otherwise fearful of those who value their selfish interests and conquest over the peaceful lives and heritage of their natural world.
When the Yssaril tribes learned that there were other alien tribes in the galaxy, we became afraid. We heard of some that were bent on galactic domination. We had no great space ships of war, or supplies of metals, and fuels. We are a peaceful tribe and love our green planet.
Fearful we could be wiped out in a single stroke, we set out in our few transport ships to people new worlds. On some, our landing parties met tragedy. On others, we found valuable goods to exchange for the resources our humble planet lacks. In between the planets we settled, we found inhabited planets. We extended the hand of friendship and asked them to join our federation to stand against the imperialist aggressors.
=====
The turtles hate us. They attacked us without provocation. They discovered unknown wormholes. The wormholes led to near our home planets. We don't know why they hate us. We saw them coming and we protected our home planets with the greatest fleet the Yssaril could muster. But we did not have enough ships to protect all our worlds. The cowardly turtles attacked the least defended places. But they only succeeded in invading the planets we not been able to colonize. Our warriors held them off from our new homes, but we mourned the loss of many of them.
We don't know why the turtles hate us. There were planets for the taking near their homeworld, but they ventured far and wasted much to terrorize us.
We destroyed their fleet, but they built a new one. We could blockade the wormhole with a small suicide fleet, but we saw an opportunity. We would let them come.
=====
And they did come. Why do they attack us? The Jol-Nar, left alone, discover three new technologies each galactic cycle. We fear they will become unstoppable, and will burn all the swamps of the galaxy with their fires of plasma, and pave over them with carbon and steel. But the turtles obsess over attacking us.
Once again the turtles sent a strong fleet, but they carried few warriors. Once again they could not defeat our warriors. We let them sweep across our space, and they landed on planets we did not have enough fighters to defend. We let them pass. But soon they were out warriors. Still, they terrorized us. They moved back toward their space, destroying what ships remained in our outlying territories.
=====
It was just what we wanted. They had left the wormhole planets unprotected. We had three simple goals this cycle. We had to colonize Torquan, where they specialize in propulsion technology. That was simple. It was unclaimed. They had blockaded the wormhole, but no matter. The second task was to break their blockade. Surprise was our advantage for the last task. We waited until everyone had moved. Then we sent a small fleet, only barely big enough to survive PDS fire, through the wormhole. We landed on an undefended planet on the other side. It also specialized in propulsion technology. Now we had achieved our secret goal of controlling four propulsion planets. We retired until the end of the cycle, when the Winnerans recognized our achievement.
=====
Victory was not certain. The Jol-Nar had taken Mecatol Rex and numerous ships were massing there. They had extensive propulsion technology. Their fleets could strike almost anywhere. We had little hope but to call upon the aid of the Bureaucrats.
We had hoped only to gain recognition for more of our achievements, such as developing technologies in all four categories. Instead, the Winnerans made an offer that surprised us. They gave us the option of declaring Imperium Rex. We had fulfilled our secret objective, and other objectives put forth by the Council. We felt confident a Yssaril would be chosen to lead the galaxy.
=====
The Yssaril were chosen. We lead the galaxy only reluctantly. We prefer when we can to be concerned with the passing of the tides and seasons of our home. We send a representative to the Imperial throne only to ensure that no other race will dominate the galaxy, and impose its will on the more humble races of the galaxy.
Melfice
02-15-2011, 03:44 PM
That backstory thing really sounds like the developers just ran a game and then let the outcome decide the backstory of the races.
Interesting, though.
Menarker
02-15-2011, 03:48 PM
Well, I did grab that from the expansion booklet. >_> Which you can guess is probably after the fact...
Also, I merely spent like 10 seconds on google.
It should be enough to paint an accurate enough mindset though.
Melfice
02-15-2011, 04:07 PM
http://www.gameupdates.com/ti3/
Here's another website providing backgrounds.
EDIT: According to that, I'm the undisputed (read: very disputed) heir to the throne. Nice.
EDIT: Also, instead of the standard race image, can I just supply my own image of a Geth, or maybe Husk from Mass Effect?
I'd rather have either of those than the standard ugly. Yeesh.
Kerensky287
02-15-2011, 04:08 PM
Your race is the Universities of Jol-Nar. You have impressive technological capabilities, and are based in system 3. Your name is Professor Kerensky287, and you speak in sort of a wwavvy-soundin accent.
lol universities of troll-nar
The Artist Formerly Known as Hawk
02-15-2011, 04:26 PM
Oh great, evil space turtles who hate me, and space pirates. There goes the neigbourhood!
Menarker
02-15-2011, 04:34 PM
Hehe, according to Naalu background, the Yssaril are their allies (or at least their suppliers).
Interesting news, eh Hawk?
The Artist Formerly Known as Hawk
02-15-2011, 04:36 PM
You propose... an alliance? What's the rules on that anyway? Are we keeping any interspecies diplomacy secret or is to be all out in the open?
Psst, Menarker, I'll speak to you in the chatroom if you wish to discuss... negotiations... >.> <.< >.>
Kerensky287
02-15-2011, 06:21 PM
Menarker mentioned that he didn't notice I had picked my system since I stuck it in the middle of a Homestuck reference, so for clarity I have selected Home System 3 as my starter area. That means that Harpuia's in System 1.
Sage Harpuia
02-15-2011, 09:30 PM
Hopefully I will found more successful in this board game than the other LP...
Menarker
02-15-2011, 09:44 PM
Azisien, The Home System Slots and colors are as listed!
Gregness - Blue - 5
Melfice - Purple - 4
Menarker - Green - 2
Hawk - Black - 6
Kerensky - Red - 3
Sage Harpuia- Yellow - 1
Gregness
02-16-2011, 01:32 AM
Oh great, evil space turtles who hate me, and space pirates. There goes the neigbourhood!
Oh, I'm certain that we can make.... arrangements for you to avoid the Pirates in this sector. They really are quite a nuisance.
Azisien
02-16-2011, 02:19 AM
A Note on Confidentiality and Posting
Since it's bound to come up, I suppose I should cover this now. Twilight Imperium is, by and large, a game that occurs in the public domain. As if you were sitting around a table, generally anything you say or do is heard or seen by the rest of the table. If you want to make a public statement, or if you make an action of any kind, you should be stating it clearly for all of us to read.
There are a few exceptions.
1. Secret Objective Cards: Woops! We removed this exception. Hurray!
2. Action Cards: They are secret. In fact, telling other people about your Action Cards is a distinct disadvantage for you. Action Cards are literally power in your hands, often deployable at any moment. Safeguard them. Some action cards and racial abilities (such as the Yssaril) allow folks to see other people's Action Card hands. As far as this games go, Action Cards will be doled out via PM.
3. Secret Political Squabbles: This is an unofficial but obviously encouraged aspect of the game. I think I speak for all of us when I say it's fun for you to heckle, goad, or ally with each other in public. After all, how do you form a secret alliance with someone at a table with four other on-lookers? Synchronized foot tapping? Secret alliances are not forbidden of course, in the real world we've had more than one private conversation "in the other room." Just remember the most important thing about politics and alliances in Twilight Imperium: words are optional. There are no permanent alliances, and only one race takes the Imperial Throne.
A Note on My Role
Aside from creating enormous walls of text and images, most of them highly confusing, I see myself as a guide. I am also cackling maniacally whenever I am working at the board, because I have the best view by far as well as a few screws loose. Everyone playing is new, and although I've played the most games by a long shot, I still consider myself new too. I'm doing my best to make sure I cover every angle and post information thoroughly. Some of you may still be reading the manual.
For the first little while, particularly the first round of the game, I'm going to try to make clear all the options you have available as players. I'll probably quote the manual plenty. I'll TRY to remember all the racial abilities and such when I do this, but honestly I'll forget some, so do keep in mind your bonuses. I am not actually doling out strategic information, simply your options.
If you have questions, I see many of you are already asking readily. Good. Keep asking. If your question is highly strategic in nature such as "Should I assault the space turtles?" or "What's the next Action Card coming up?" I'll probably just feed false information for fun.
Pre-Round 1 Action - Part 7 - MAP UPDATE
The OP Galaxy map has been updated, permanently. It should now correctly show the positions of our players.
I do not plan on editing this map again, unless something comes up that necessitates it. I can't think of what. What I will mention is that we should all treat this map as the "go to" solution for checking up on how the Galaxy is arranged. I don't think any of us appreciate 2100x2000 pixel images every update, nor can my bandwidth handle it, nor do I want to do THAT much photo editing. So in the interests of efficiency, if you are wondering where that small cluster of systems I posted is in relation to you and your endeavors, check the Galaxy Map.
Important reminder that we are running Distant Suns. You'll see in photos soon to come, but the Galaxy Map does not show the Planet Counters on each and every planet, not including home systems or Mecatol Rex. They are there. Waiting to destroy you (or boost you?!). The final page of the manual describes the possible counters that can pop up.
ROUND 1 (WOOHOO) Strategy Phase
A game round of Twilight Imperium is composed of the following sequences:
1) Strategy Phase (aka Strategy Card selection and hatred-building exercises)
2) Action Phase (aka management, movement, colonization, combat, etc)
3) Status Phase (reinforcements, objectives, refreshing planets, etc)
More on each phase later. STRATEGY PHASE!
Each player will select one of the available 8 Strategy Cards. They are as follows:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/1-InitiativeStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/2-DiplomacyStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/3-PoliticalStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/4-LogisticsStrategyCard.png
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/5-TradeStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/6-WarfareStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/7-TechnologyStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/8-ImperialStrategyCard.png
Note: These are from the manual to save time. Resolution is even worse than my camera, but still readable. Detailed descriptions are available in the manual.
Strategy Card selection might be the most important part of Twilight Imperium. I haven't fully decided. It decides the turn order of the Action Phase via each card's Initiative Number (1-8). You are granted your chosen card's powerful Primary Ability for use in the Action Phase. And finally, with sufficient planning you can utilize one or more of each other player's chosen card via the Secondary Ability. Do take note of your racial bonuses regarding Strategy Cards.
ROUND 1 Strategy Phase - Part 2
The player with the Speaker Token gets to select a Strategy Card first. Gregness! Selection follows in a clockwise fashion around the table from Gregness.
Now that we have a permanent seating arrangement around the table, Strategy Card selection for Round 1 will be as follows:
1. Gregness
2. Hawk
3. Sage H
4. Menarker
5. Kerensky
6. Melfice
After that, onto the Action Phase.
Gregness
02-16-2011, 03:02 AM
Well, may as well get this started off right.
By right, I mean imperially.
By imperially, I mean that I'm picking Imperial.
The Artist Formerly Known as Hawk
02-16-2011, 03:15 AM
And then I shall start as we mean to go on and take the Initiative.
Sage Harpuia
02-16-2011, 07:33 AM
I will take technology.
Menarker
02-16-2011, 11:11 AM
I'm taking Trade then.
Mind you, regardless of the number on the card, I go first because of my racial ability.
EDIT:
Since I have 2 planets in my home system, I am keeping my fleet (and the home dock) on my 3 resource Druaa for now.
Azisien
02-16-2011, 11:55 AM
Since we're still in Strategy Phase I didn't bother mentioning it, but all of your starting units are actually on the board now.
In all cases I placed everyone's Space Dock on their most resource-heavy planet, to maximize its production capacity. I assume everyone is okay with that.
Fleets are simply "in systems" they do not belong to any planets ever.
Ground Forces, Heroes, Fighters, and PDS Units that you received will be with their respective Space Dock or Carriers until I receive specific instructions on where everyone would like them. We can do that at the very start of Action Phase, though.
Update on Strategy Cards Still Available
Diplomacy
Political
Logistics
Warfare
Menarker
02-16-2011, 12:26 PM
Question. Do we actually start with any action cards or trade goods? I didn't recall seeing anything about that. ^^;
The Artist Formerly Known as Hawk
02-16-2011, 12:33 PM
I don't think we do.
Azisien
02-16-2011, 12:52 PM
No one ever starts with Action Cards. Fastest you can get them is through the Political Card.
In lesser player games some players start with Trade Goods because there are distinct disadvantaged parts of the Galaxy in those games. But in six player, nothing!
Melfice
02-16-2011, 01:02 PM
Menarker, let it be known that I hate you for picking the Trade card. That will throw a bit of a wrench in my first turn.
When you are assimilated into the Mindnet, it will be painful.
Kerensky287
02-16-2011, 05:11 PM
I'm gonna grab the Logistics card.
Melfice
02-16-2011, 05:30 PM
I'll take Political for €500, Azis.
Kerensky287
02-17-2011, 08:25 PM
Soooo... now what?
The Artist Formerly Known as Hawk
02-17-2011, 08:26 PM
Now we go to the action phase, and Menarker goes first.
Menarker
02-17-2011, 08:35 PM
Well, it looks like all the players have chosen their cards...
Order of play, if I'm not mistaken is...
Menarker: Naalu always goes first even though Trade Card normally means fifth in line.
Hawk: Initiative card means he goes second, paradoxically.
Melfice: Political means he goes third.
Kerensky: Logistics means he goes fourth.
Sage: Technology means he goes fifth.
Gregness: Imperial means he is last.
EDIT: Azisien, are you expecting me to make my move right now?
If so, I activate my Trade card.
3 Trade goods to me and I'm opening up Trade agreements!
I already have discussed things with a few of the players...
Sage Harpuia: He get Hawk's 2 card and Menarker's 1 card.
Menarker: I get Sage's 2 and Hawk's 1 card.
Hawk: He gets Sage's 2 card and Menarker's 2 card.
Dunno how the other three want to try trading. Although all trades have to be approved with me.
Azisien
02-17-2011, 08:38 PM
Uhhh well I was about to do an update with pictures and stuff with the start of each phase. You're kind of getting ahead of yourselves here.
But ok you activate the Primary ability.
An obvious question before there is a grace period for trade agreements to you, Menarker, is ARE YOU going to approve other trade agreements aside from what you've already formulated? If no, we can move on more rapidly. If yes, we now have a grace period give or take a day for people to propose agreements.
Menarker
02-17-2011, 08:54 PM
Well, I know there isn't much to it, but I do want to approve it. It shouldn't really take very long since there is only the issue of who is getting the 3 card and if I approve of that. :3
Also, since this is the first turn of the trade agreements being activated, no one can use the secondary ability of the card this round.
Azisien
02-17-2011, 09:16 PM
Right then. I'm going to assume Sage and Hawk approve of the following trade contracts unless they say otherwise before the grace period ends.
Round 1 - Strategy Phase Finale
Hawk picked up the Initiative Card. You may not pick this card next round. You are also now The Speaker! *level up noise*
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/SpeakerToken.png
The order for the proceeding phases of Round 1 will be as follows, based on Strategy Card Initiative:
1. Menarker - As mentioned, Naalu permanently have "0" Initiative regardless of what card they pick.
2. Hawk
3. Melfice
4. Kerensky
5. Sage
6. Gregness
The Diplomacy and Warfare Strategy Cards now have one Bonus Token on top of each. Bonus Tokens are claimed when that Strategy Card is chosen, and you immediately decide whether you want a Command Counter or a Trade Good.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/BonusToken.png
Round 1 - Action Phase
Action Phase is the meat of Twilight Imperium.
You may, as your turn comes up, perform one of the following:
1) Strategic Action - Activate the Primary Ability of your Strategy Card and, moving clockwise from you, allow other players to activate your card's Secondary Ability IF they choose to.
2) Tactical Action - Activating systems to move fleets, build ships, invade planets, and so on.
3) Transfer Action - Essentially a method of transferring units around. I think in a dozen games this was used once. Weird.
4) PASS - You give up your turn.
Once you pass, you essentially opt out of the Action Phase. You will eventually run out of Command Counters you want to use, at which point, you pass. Or, you might not show up to this thread for a good while, in which case I'll auto-pass you. And finally, Hawk's racial ability allows him to pass every second rotation during the Action Phase without actually exitting the Action Phase.
You do not have to perform those above actions in any kind of order. You can do some tactical actions first, and play your strategy card at the very end. There can be value in doing that. It's all up to you on how you want to play it.
Submitting Tactical Actions
No super strict format, but generally you can describe all the multiples of steps you're doing, and please do describe each step for me so I can play it out on the board, possibly with pictures.
The activision sequence goes like this:
1) Activate a system by placing a counter from your Command Pool.
2) Move ships into the system.
3) PDS Fire
4) Space Battle
5) Planetary Landings
6) Invasion Combat
7) Produce Units
Generally not all of those steps will occur. Most often in the coming turns it will be "Move, Planetary Landing, Combat?, and Produce Units."
What I do NEED to know from you folks, is precisely what you take with you when moving ships in terms of fighters, ground forces, and heroes. I also need to know exactly how you choose to invade a planet.
Example: I enter a new system with a carrier and 6 Ground Forces and decide to try colonizing the planet. There is a Distant Sun domain counter on it. I would say "I send 3 of my Ground Forces down to the planet." Okay, resolve the domain counter, figure out the outcome. When we're talking multi-planet systems, be like "I send 3 GFs to this planet and 3 GFs to this planet," and on my update we will resolve the counters en masse.
Keep in mind the additional options you have with Distant Suns as well: Probing and Razing.
Probing: Immediately after the movement phase (1) you may probe the domain counters as long as you have at least one Fighter unit in the system. You may NOT land Ground Forces on the planet during the same activation as a probe.
Razing: War Suns and Dreadnoughts may choose to RAZE a Domain Counter. You announce these intentions, and the Domain Counter is removed from the planet. You do not get to see what it was. If a Domain Counter HAS been revealed, for instance during an unsuccessful landing, you may no longer raze. You get 1 raze per War Sun/Dreadnought in the system.
Razing is basically a horrible thing to do and there can be consequences. A die will be rolled. On result:
1-7: Nothing happens
8-9: You lose 3 random Action Cards
10: You lose 3 random Action Cards and immediately exhaust all of your planets.
Trading Open! (Until 9:16PM EST, February 18th)
Watcher: It appears the Naalu have made the first move. Not surprising. I imagine the trade agreements made will, by the end, show some of the hidden strings and political strategies of the participating races.
Menarker ensures several shipments of high quality products get "overlooked" during the flurry of opening negotiations. You gain 3 Trade Goods!
+3http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TradeGood.png
And Melfice, Kerensky, and Gregness, you may now trade amongst yourselves. You can chat over specifics privately or however you want, but the final proposal must be posted here, as Menarker has ultimate veto power.
Secondary Abilities
Normally this is the part where I will be asking everyone to decide whether they want to activate a Strategy Card's secondary ability. However, because this is Trade and because this is the first use of it, that won't be necessary. You cannot cash in on a trade agreement in the same round you form it.
Grace Periods
Honestly, this is probably the most of the LP I'm still struggling with, and I'd value some input on it. Activating secondary abilities and waiting for a potential Action Card to be played, and so on and so forth requires that we essentially pause the thread in case someone decides to use it.
Now obviously, we can't be holding up the thread for days at a time if it can be avoided in between every little action.
So I'm thinking as far as Trade and other Strategy Cards go, the usual grace period will be around 24 hours. I would like to lower this, but I know some of you said you could only be checking the thread once daily or so.
And for Action Cards, the minimum grace period is 5 hours from the post time of the person you're Action Carding. The poster then has 5 additional hours to lay a Sabotage card, if they have one. That is the minimum, so it could be longer based on how long it takes me or others to post as well. If you miss the window, you missed your opportunity. I suppose a shorter grace period favors good attendance. That's good, right?
But I'm unsure what the exact sweet spot should be. For now it's as above.
Pushing Dem Grace Periods
If there's a grace period for action cards or secondary abilities by all means chime in when you can for a quick "Pass" if you already know you're uninterested and perhaps we won't have to wait days!
Gregness
02-17-2011, 10:25 PM
Okay, having just stopped in real quick I'll say this. I need to look over the agreements Menarker posted to see who still has contracts available, will post again tomorrow morning. That should give enough time for negotiations.
Menarker: Just saying that vetoing the trade agreements of the Pirate-King could be... costly.
Azisien
02-17-2011, 10:26 PM
Okay, having just stopped in real quick I'll say this. I need to look over the agreements Menarker posted to see who still has contracts available, will post again tomorrow morning. That should give enough time for negotiations.
Essentially, all trade agreements have exchanged hands between Menarker, Hawk, and Sage. The only players you can possibly trade with are Kerensky or Melfice. Unless Hawk or Sage show up and cause a shit-storm.
While I'm Awake, More TIPS!
1) You can only exchange one Trade Contract with one player, not both. So to have both your contracts out there, you need to trade with two different players.
2) A note on planet use for production. I feel like this question could get asked in the future so I'll answer it pre-emptively. You do not "partially" exhaust planet cards. You exhaust a planet, boom, it's exhausted. Even if all Melfice wanted was one little Ground Force, exhausting [0,0,0] for him means all 5 Resources will be used (and should be). So choose planet exhaustion wisely, and maximize unit production to avoid waste.
3) Voting on Politics Cards uses the influence value of all your fresh planet cards, and voting DOES NOT exhaust them. Worth noting.
4) Watch that Fleet Supply! The SECOND you have a system with ships over Fleet Supply, the excess ships are destroyed. Though perhaps if you edit your post quick enough... The only case where this doesn't count is if ships are moving THROUGH a system on the way to somewhere else and momentarily breach Fleet Supply.
Melfice
02-18-2011, 03:05 AM
Here's a question regarding Fleet Supply:
Supposing I have 4 markers in my Fleet Supply. This means I can have 4 ships in ALL of my systems, should I build up far enough for that, right? Or is it 4 ships TOTAL.
Also, do Ground Forces count towards Fleet Supply? 95% they don't, but still making sure.
I searched for this in the rules, but couldn't find it off-hand, so if this is answered somewhere just point me to the page in the rule book.
Also, Trade Goods. Finite, or infinite?
I ask, because I understand that according to the rules, there are only so many Trade Goods as there are tokens for it. But I also understand that it's a very popular house rule to just have it infinite.
Gregness
02-18-2011, 04:30 AM
four counters in fleet supply means that you can only ever have four ships in any given system. This only counts stand alone ships, so ground forces and fighters don't count (ignoring advanced fighters and the voted in houserule).
As for the trade goods, I suppose we could have a midgame vote or something, but I'm pretty sure I for one will actually be spending my money on stuff.
Kerensky287
02-18-2011, 06:35 AM
I think the plan on trade agreements is that I'm swapping my 3-point card with Melfice, and then the three of us will just exchange our remaining 1-point cards.
Melfice
02-18-2011, 08:07 AM
That does appear the plan to which we all agreed.
The Artist Formerly Known as Hawk
02-18-2011, 10:12 AM
Just for the record I am indeed happy with the arrangement with myself, Menarker and Sage regarding our trade deals. So I guess we just need Menarker to confirm all these trades are allowed then I can take my turn, but I'll wait until he's done that and I get the ok from Azi to move on.
Oh and just so you're aware Melfice, I am totally going to look at your action cards when I get the chance later on. Later I may even offer up such knowledge to anyone if they want it, for a fair price, but we'll see how that goes.
EDIT; Ooh I can even get 2 free action cards myself when Melfice plays his card too. Awesome.
Melfice
02-18-2011, 10:32 AM
Just for the record I am indeed happy with the arrangement with myself, Menarker and Sage regarding our trade deals. So I guess we just need Menarker to confirm all these trades are allowed then I can take my turn, but I'll wait until he's done that and I get the ok from Azi to move on.
Oh and just so you're aware Melfice, I am totally going to look at your action cards when I get the chance later on. Later I may even offer up such knowledge to anyone if they want it, for a fair price, but we'll see how that goes.
EDIT; Ooh I can even get 2 free action cards myself when Melfice plays his card too. Awesome.
Just so you're aware, Hawk, I am totally going to destroy the first ship of yours I come across if you do. And possibly the second. And maybe the third.
Later, I may even offer any allies the chance to take some pot-shots at you as well, all for free, but we'll see how that goes.
The Artist Formerly Known as Hawk
02-18-2011, 10:51 AM
Just so you're aware, Hawk, I am totally going to destroy the first ship of yours I come across if you do. And possibly the second. And maybe the third.
Later, I may even offer any allies the chance to take some pot-shots at you as well, all for free, but we'll see how that goes.
...You make an interesting bargain. I shall reserve the right to do that later if you start looking like trouble instead.
Azisien
02-18-2011, 10:56 AM
The players are answering their own questions! I'm tearing up with joy everyone! However, I will provide confirmations cause I can.
Here's a question regarding Fleet Supply:
Supposing I have 4 markers in my Fleet Supply. This means I can have 4 ships in ALL of my systems, should I build up far enough for that, right? Or is it 4 ships TOTAL.
Also, do Ground Forces count towards Fleet Supply? 95% they don't, but still making sure.
4 markers in your Fleet Supply means you may have 4 ships in each system. Fighters, Ground Forces, and Leaders do not count towards Fleet Supply.
Also, Trade Goods. Finite, or infinite?
I ask, because I understand that according to the rules, there are only so many Trade Goods as there are tokens for it. But I also understand that it's a very popular house rule to just have it infinite.
If we add one more game option or house rule I'm going to EXPLODE! In this case I find finite far more amusing because it can increase tensions. Finite!
EDIT; Ooh I can even get 2 free action cards myself when Melfice plays his card too. Awesome.
While still awesome, you will only get 1 free action card. Your Yssaril trait only applies to the Status Phase, which comes after the Action Phase.
Kerensky287
02-18-2011, 11:31 AM
4 markers in your Fleet Supply means you may have 4 ships in each system. Fighters, Ground Forces, and Leaders do not count towards Fleet Supply.
Do PDS count toward said fleet supply, or are you rolling them under ground forces?
I'm aware that you can only have two PDS per planet, but I am wondering if they limit the number of ships you can have in orbit. It would seem sort of silly to me if they DID.
"A-Admiral! There are three other Destroyers in this system already!"
"What's wrong? We have 4 fleet supply."
"Yes, but... there's a PDS on the planet below!"
"...May God help us all. *mashes Self Destruct button*"
Azisien
02-18-2011, 12:24 PM
Right, forgot about PDS. They do not count towards it.
Menarker
02-18-2011, 02:07 PM
I think the plan on trade agreements is that I'm swapping my 3-point card with Melfice, and then the three of us will just exchange our remaining 1-point cards.
>_> Of course, I could just be a contrary jackass and force you to give the 3 card to Gregness instead leaving Melfice with two 1s instead unless I got a bribe of some sort. :3
Not that I will do that. Trade approved.
But just saying I COULD HAVE!
=P
Azisien
02-18-2011, 02:16 PM
Round 1 Action Phase - Part 2
Hundreds of trade delegates from each race have gathered on one massive communal holo-deck. Talks go on for days, but relatively smoothly. Several galactic news agencies report on suspected back-door dealings that have squandered millions of credits on a now defunct and redundant talk.
Of course, that didn't decrease the amount of authentic Jordian cigars and space brandy enjoyed by each delegation.
TRADING CLOSED
Round 1 Action Phase - Part 3
Your move, Hawk.
The Artist Formerly Known as Hawk
02-18-2011, 02:54 PM
Using their newly advanced, super-dooper nifty, ultra-amazing, brand-spanking new FTL drives, the Yssaril Tribes decide to reach for the stars, activating a destination point in the Lazar/Sakulag system and sending a carrier loaded with three Ground Forces there post haste, in attempts to colonise both planets and be the first race of the New Era to step outside their home system.
In short; Send a carrier with 3 GFs to Lazar/Sakulag. Colonise both worlds, 1 GF to each, keep the other in the carrier.
Kerensky287
02-18-2011, 08:16 PM
I have a question about the rules, after looking over a few things.
Say I had the Warfare strategy for a turn. If I were to activate my home system and build my 5 allowable units from the Space Dock at Nar (2 for resources + 2 for space dock + 1 for enviro compensator), could I then take the command counter off and activate the system AGAIN creating another 5 units? Or is the per-dock limitation a round-based thing?
Azisien
02-18-2011, 09:52 PM
Round 1 Action Phase - Part 3
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1HawkTurn1Part1.jpg
Watcher: The Yssaril fleet departing from Retillion will be the first of many exploring the Galaxy in the near future. Yet history will forever remember this fleet in particular. It is the first batch of ships in generations to pass much beyond the borders of their own solar system. Although FTL technology had not been completely lost, a good amount of refurbishing was no doubt necessary.
A toast to Yssaril engineers, for the ships work beautifully. It takes a month to traverse the hundreds of light-years separating the Lazar/Sakulag system from their home, even with FTL drives.
Step 1 - Activate a System
Hawk spends one of his Command Pool counters to activate the Lazar/Sakulag system, and that counter is placed in the system itself to show that it has been activated.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1HawkTurn1Part2.jpg
Once a system has been activated, it cannot be re-activated in the same round. That means only one batch of ship movement, invasion combat, and so on. This is what makes the Warfare Strategy Card so valuable.
Steps 2-6 - Move ships into the system
Hawk moves 1 Carrier and 3 Ground Forces into the Lazar/Sakulag system.
No PDS fire or Space Battle to worry about this time.
Orbital drop-pods are targetted at Lazar and Sakulag, and one Yssaril Ground Force attempts a Planetary Landing on each planet respectively.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1HawkTurn1Part3.jpg
And Planetary Landings reveals the Planet Domain Counters as...
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1HawkTurn1Part4.jpg
The Ground Forces landing on Sakulag report mild turbulence while entering the atmosphere. Surface analysis by the army reports: a wealth of resources! It appears as though a good deal of the alloys from former colonies here has stood the test of time, and will be largely salvageable!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-NaturalWealth.png
You gain +2 http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TradeGood.png
Unfortunately the report from Lazar is more grave. That is, there is no report. Some kind of barely detectable radiation destroyed the entire expedition. The only silver lining is that the Yssaril will be able to avoid it on their next expedition.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-Radiation.png
Situation After Step 5
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1HawkTurn1Part5.jpg
Hawk has gained the Sakulag Planet Card. As with all newly colonized planets, it is automatically exhausted.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Sakulag.jpg
Round 1 Action Phase - Part 4
Your move, Melfice.
EDIT:
I have a question about the rules, after looking over a few things.
Say I had the Warfare strategy for a turn. If I were to activate my home system and build my 5 allowable units from the Space Dock at Nar (2 for resources + 2 for space dock + 1 for enviro compensator), could I then take the command counter off and activate the system AGAIN creating another 5 units? Or is the per-dock limitation a round-based thing?
You may do this. Be wary of Fleet Supply. Also remember Production Capacity is always NUMBER of units, it has nothing to do with cost. As far as capacity is concerned, 5 Dreadnoughts = 5 Fighters.
Kerensky287
02-19-2011, 12:21 AM
You may do this. Be wary of Fleet Supply. Also remember Production Capacity is always NUMBER of units, it has nothing to do with cost. As far as capacity is concerned, 5 Dreadnoughts = 5 Fighters.
Thanks, that's what I thought. It was just in terms of "Can I build a carrier and then stuff 4 fighters into it, then do it again?"
Oh, speaking of fighters, how does upgrading them to Advanced Fighters work with the house rule? I mean, if I've got a fleet capacity of 4, and a system has 4 carriers with 6 fighters each, then do I suddenly lose half my navy when I get the upgrade?
Azisien
02-19-2011, 12:52 AM
Oh, speaking of fighters, how does upgrading them to Advanced Fighters work with the house rule? I mean, if I've got a fleet capacity of 4, and a system has 4 carriers with 6 fighters each, then do I suddenly lose half my navy when I get the upgrade?
Well when you get the tech all Fighters immediately become Advanced Fighters. The rule is actually errata made official in the expansion, but the guiding principle is if your Advanced Fighters are not being carried by something, they count against Fleet Supply.
Example 1 (yours): You have a massive gathering that includes 4 carriers and 6 fighters to each carrier. Fleet number of that system is 4. Your AFs have a place to "get stored" I guess.
Example 2: You have a system with 1 carrier and 6 AFs. Fleet number of that system is 1. You move 4 more AFs into that system. Fleet number of that system is now 5 (the carrier was already maxed out for capacity).
The rationale for the rule is pretty simple. It stops you from having like 30-40 fighters in a single system attacking en masse. Still possible to have that many fighters total, but they would have to be more spread out, and thus slightly less game-breaking.
Melfice
02-19-2011, 03:32 AM
Activate the Bereg / Lirta IV system.
Move my Cruiser with three Ground Forces there, and colonize both planets in the system (2 GF on Bereg, 1 on Lirta IV).
(No fancy story, because it's too goddamn early over here.)
The Artist Formerly Known as Hawk
02-19-2011, 07:38 AM
Ah those poor bastards. They were brave men, I do hope their vaporisation was quick. Question though now; seeing as I have another GF on the carrier in that system, is it possible next turn to dump him on the planet and claim it, or do I have to wait until the next full round and activate the system again? Basically when is the earliest time I can retake Lazar?
And why do I get 2 trade goods when the counter says 4? Not that I'm complaining, just confused.
Melfice
02-19-2011, 07:59 AM
The counter actually says 2, the token Azis used to explain the mechanis just displays 4. Check the photo's, you'll see ot says 2.
The Artist Formerly Known as Hawk
02-19-2011, 08:09 AM
Oh, yeah, I'm stupid. Never mind then!:D
Kerensky287
02-19-2011, 09:24 AM
Well when you get the tech all Fighters immediately become Advanced Fighters. The rule is actually errata made official in the expansion, but the guiding principle is if your Advanced Fighters are not being carried by something, they count against Fleet Supply.
Oh! I get it. So they CAN continue to count as fighters, it's just that the moment they leave storage they become their own little ships. That makes so much more sense to me. Thanks.
The Artist Formerly Known as Hawk
02-19-2011, 09:37 AM
I just noticed that Melfice and Kerensky have their species as avatars. Is this a thing we're doing now then?
Also, are we waiting for Azi to update after each movement/tactical action, or would it perhaps be better to allow multiple players to submit their actions in a row, as long as they aren't conflicting with each other, and then Azi can just update everything in 1 post? Especially this round it's unlikely movements/colonisation attempts are going to conflict with anyone else or stop others from taking their actions. Or am I just getting ahead of myself?
Kerensky287
02-19-2011, 09:49 AM
Also, are we waiting for Azi to update after each movement/tactical action, or would it perhaps be better to allow multiple players to submit their actions in a row, as long as they aren't conflicting with each other, and then Azi can just update everything in 1 post? Especially this round it's unlikely movements/colonisation attempts are going to conflict with anyone else or stop others from taking their actions. Or am I just getting ahead of myself?
I'm curious too. Did you want me to wait before I asked to send a carrier with 2 ground forces and Scientist Rin to colonize the Mellon/Zohbat system?
I just noticed that Melfice and Kerensky have their species as avatars. Is this a thing we're doing now then?
I wwas doin it before you guys realized it wwas cool.
Melfice
02-19-2011, 10:47 AM
Honestly, I never noticed Kerensky had his species as his avatar.
Funny.
Related: goddammit, I can't get the background to be transparent! Nothing I've tried made it transparent, ARGH! EDIT: Fixed by getting the background to be the same colour as the forum, but goddammit.
Azisien
02-19-2011, 02:17 PM
In the interest of moving Round 1 at least along faster, I'm willing to have everybody submit their action phase moves in a row. Not multiple, though, we'll just go around the table once. Maybe this can allow us to combine the grace period for any Strategy Card Secondary Ability usage too.
I think this might actually help with my sanity too.
NOW, if we do it this way, I do have a request. If you plan on doing something aggressive or what not that will cause disruptions, toss me a PM ahead of time so I can have a bit of a preparation headstart.
The only other thing I'll say, even though this probably isn't the case during Round 1, is that submitting orders en masse can change the game in a subtle way, because waiting and seeing what everyone else does definitely have an effect on your actions.
We'll Try It And See What Happens: ACTION STATIONS!
Peeps that can make moves, and post orders IN THIS ORDER:
1. Kerensky
2. Sage
3. Gregness
EDIT:
And why do I get 2 trade goods when the counter says 4? Not that I'm complaining, just confused.
Just copied the Domain Counter descriptions from the back of the manual and it uses 4. Natural Wealth can vary in actual value on the tokens. I see you figured this out already but I figured I would explain exactly how it went down.
On that note, be wary! See how that rebel domain counter in the book is like one Ground Force? Heheh. Heheheheheheheheheheheh.......
Activate the Bereg / Lirta IV system.
Move my Cruiser with three Ground Forces there, and colonize both planets in the system (2 GF on Bereg, 1 on Lirta IV).
(No fancy story, because it's too goddamn early over here.)
Orders received! Though I am gonna assume you mean your Carrier. Dang, it really is early there.
Melfice
02-19-2011, 02:38 PM
Whoops. Yeah, totally meant Carrier.
Kerensky287
02-19-2011, 02:47 PM
Cool, I'm sending a carrier with 2 ground forces, 1 fighter, and Scientist Rin to the Mellon/Zohbat system. I will then drop 1 ground force on each planet and, assuming no hostile forces are encountered on Zohbat, will also drop Rin down there.
(Are we actually allowed to drop units, resolve their drops, then drop more? If not, just keep Rin in orbit.)
Azisien
02-19-2011, 02:50 PM
Cool, I'm sending a carrier with 2 ground forces, 1 fighter, and Scientist Rin to the Mellon/Zohbat system. I will then drop 1 ground force on each planet and, assuming no hostile forces are encountered on Zohbat, will also drop Rin down there.
(Are we actually allowed to drop units, resolve their drops, then drop more? If not, just keep Rin in orbit.)
You may not do waves of drops, unless you use the Warfare Card to do so over two actions. You can move, drop, resolve, and produce (assuming the activated system has a space dock) in one tactical action. No substitutions.
Orders accepted!
Sage Harpuia
02-19-2011, 10:35 PM
Send a carrier with 2 GFs to Coorneed/Resculon, next colonize both worlds, 1 GF to each.
Gregness
02-19-2011, 10:43 PM
load four ground forces into my carrier, and then the carrier and one cruiser will go to Starpont/New Albion and colonize them. Two ground forces on each planet.
Edit: also, to clarify, we start with two command counters in the strategy pool, three in fleet supply, and two in the command pool right? Then, my racial ability gives me one additional to start in fleet supply, bringing it to four?
Azisien
02-20-2011, 12:05 AM
Ah those poor bastards. They were brave men, I do hope their vaporisation was quick. Question though now; seeing as I have another GF on the carrier in that system, is it possible next turn to dump him on the planet and claim it, or do I have to wait until the next full round and activate the system again? Basically when is the earliest time I can retake Lazar?
A carrier may pick up Ground Forces during ANY part of its movement, but it may only drop off Ground Forces during the Planetary Landing phase. Basically, you would have been golden if you had the Warfare card, but now you'll have to wait until Round 2. You need to be able to activate the system again.
Edit: also, to clarify, we start with two command counters in the strategy pool, three in fleet supply, and two in the command pool right? Then, my racial ability gives me one additional to start in fleet supply, bringing it to four?
You are almost correct which is like me but only almost! You do have four in fleet supply as Mentak, and three in the command pool to start!
Strategy Allocation/Fleet Supply/Command Pool is 2/3/3 normally. So Gregness is 2/4/3.
Orders received, will process ASAP.
Kerensky287
02-20-2011, 12:35 AM
Wait, I thought it was THREE in the command pool? So you can land in two systems and then activate home to produce units?
Azisien
02-20-2011, 03:36 AM
Round 1 Action Phase - Part 4 - Melfice's Turn
History may remember the Yssaril for making the first move, but in truth perhaps only by a few hours. Many fleets are moving out. If this is not a race for power, then I do not know what is.
Sensors indicate the mysterious L1Z1X are moving out.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MelficeTurn1Part1.jpg
Practicing the formality once more, the first thing one does is place a Command Pool counter on the system being activated.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MelficeTurn1Part2.jpg
A L1Z1X Carrier and 3 Ground Forces enter the Bereg/Lirta IV system. There is no PDS Fire to account for, and no Space Battle to take care of. Proceed with Planetary Landing.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MelficeTurn1Part3.jpg
The L1Z1X forces make a strong push for Bereg, unleashing 2 Ground Forces on its attempted colonization. Lirta IV receives only one Ground Force. The Planet's Domain Counters are revealed.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MelficeTurn1Part4.jpg
The Ground Forces on Bereg report a most fortunate turn of events! Any and all minor hazards on the long-abandoned planet were effortlessly dealt with. Even more: a long abandoned supercomputer, the core of one of the abandoned colonies on the planet, was found still functioning! It appears to have much lost knowledge.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-TechnologicalSociety.png
KERENSKY, please pick an appropriate technology Melfice qualifies for, and he will be granted it.
Bereg is otherwise a neutral planet, and the landing goes smoothly.
The Ground Forces on Lirta IV report heavy rebel resistance. It seems the society that has managed to scratch a living off rocks for decades is not friendly to the Mindnet at all.
INVASION COMBAT
Invasion Combat is the simpler of the two combats. The two sides exchange blows, remove casualties, rinse repeat until there is a winner. Space Battle is actually identical, except you can call for a retreat and then do so.
What do I mean by exchange blows and remove casualties? In Twilight Imperium, you roll combat dice based on the number and disposition of your forces, and tally up how many "hits" you get. A "hit" would be a roll for a unit that is equal to or greater than it's Battle rating. Once the hits are tallied on both sides, players get to choose which units take the hits and are subsequently damaged/destroyed.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/L1Z1XBattleChart.jpg
In the following case, the hostile locals are treated as plain Ground Forces with a Battle of 8.
Melfice also has plain Ground Forces, however, his racial ability states that he receives a +1 to Ground Forces while on the attacking side of Invasion Combat. This is true, and in this combat his Ground Forces have a Battle of 7.
The Mindnet reports it is vastly outnumbered!
Hostile Locals: 2 Ground Forces
Melfice: 1 Ground Force
I will summarize the results of the battle round by round.
Round 1: Misses on all sides!
Round 2: Hostile Local hits! Melfice misses. Melfice only has one unit to take the casualty, and his Ground Force is destroyed.
The aftermath of Melfice's turn reveals the following:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MelficeTurn1Part5.jpg
Melfice has gained the Bereg Planet Card. As with all newly colonized planets, it is automatically exhausted.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Bereg.jpg
Round 1 Action Phase - Part 5 - Kerensky's Turn
We are learning the steps of Tactical Action, yes? I will beginning showing less pictures. Saves time, bandwidth, and is less photo-spammy for you folks.
The Jol-Nar are making a cautious move. Sensors indicate they have accompanying fighters in their colonization fleet. I wish the following statement was false, but in such uncertain times fleet escorts are a wise decision.
A Jol-Nar Carrier, 2 Ground Forces, 1 Fighter, and Scientist Rin move into the Mellon/Zohbat system.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1KerenskyTurn1Part1.jpg
1 Ground Force attempts Planetary Landing on each planet, while Scientist Rin waits cautiously aboard the Carrier, sipping some Jordian brandy and watching the expedition unfold.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1KerenskyTurn1Part2.jpg
Great fortunate to the Jol-Nar Universities! We have recovered lost knowledge on Mellon!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-TechnologicalSociety.png
SAGE H, please pick an appropriate technology Kerensky qualifies for, and he will be granted it.
The Jol-Nar come in peace! And the locals, however few they are, accept.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-PeacefulAnnexation.png
Kerensky has gained the Mellon and Zohbat Planet Cards. As with all newly colonized planets, they are automatically exhausted.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Mellon.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Zohbat.jpg
The end of Kerensky's turn leaves the following:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1KerenskyTurn1Part3.jpg
Round 1 Action Phase - Part 6 - Sage Harpuia's Turn
The Xxcha, one of the Great Races under the ancient Lazax rule. Always slow to act. This is not a bad quality! They would not have survived the harshness of this place without their caution and wisdom.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1SageHTurn1Part1.jpg
A carrier and 2 Ground Forces move into the Corneeq/Resculon system. One Ground Force attempts a Planetary Landing on each planet.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1SageHTurn1Part2.jpg
Both Ground Forces report excellent findings!
Resculon natives were quite happy to follow orders under a new government composed of giant space turtles.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-PeacefulAnnexation.png
And the old colonies abandoned in the Twilight Wars apparently didn't have enough Carriers to haul away the abundant alloys that have already been manufactured on the planet surface. Or more likely, the Carriers were probably shot down. That's history, and this is now!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-NaturalWealth.png
Sage Harpuia gains +4http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TradeGood.png
A very successful wave of colonization. Sage Harpuia gains the Corneeq and Resculon planet cards!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Corneeq.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Resculon.jpg
The aftermath of Sage Harpuia's turn:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1SageHTurn1Part3.jpg
Round 1 Action Phase - Part 7 - Gregness's Turn
The Mentak Coalition. If any race was going to start a shooting war right out of the gates, one would think it would be them. But perhaps not? The Twilight Wars were dark enough to change the philosophies of even the blackest hearts of old. It is a new age.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn1Part1.jpg
A formidable Mentak fleet departs from their home world, sights set on New Albion and Starpoint. A powerful system during the Lazax reign. A Carrier with 4 Ground Forces prepare for colonization, while a Cruiser patrols the solar system for enemies.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn1Part2.jpg
Soon red lights are flashing on consoles, and even a few bulkheads explode with sparks on the orbiting Carrier. Analysts aren't even sure why. Dramatic tension?
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-Biohazard.png
The Ground Forces landing on New Albion encounter an extremely toxic, nano-scale chemical created by local flora. Sadly, the first Ground Force off the drop pods perishes. The second Ground Force modifies their breathing apparatuses and continues with colonization.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-Radiation.png
Neither waves of Ground Forces on Starpoint have much luck. The thick gamma radiation that curiously blanketed only the lowest portion of the atmosphere - thus undetectable from orbit - was a death sentence for both Ground Forces.
Gregness gains the New Albion Planet Card!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-NewAlbion.jpg
The aftermath of Gregness's turn:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn1Part3.jpg
Round 1 Action Phase - Part 8 - WE MADE IT!
That is, we made it through an ENTIRE ROTATION of ACTUAL TWILIGHT IMPERIUM!
I'm so proud of all of you. So what's next? We do it all again!
And again. And again. Until we can't do it anymore.
REMINDER: In case you missed it, Kerensky and Sage H have Technology Advances to choose for Melfice and Kerensky, respectively.
Speaking of Technology Advances, I am working on adding to the OP a list of each race's current technology advances. It's a lot of photos, so it may be a few updates before it's done.
ORDER OF PLAY
We'll try the en masse order submission again while the momentum is great. I like one enormous update more after all.
1. Menarker
2. Hawk
3. Melfice
4. Kerensky
5. Sage Harpuia
6. Gregness
Do keep to that order though.
The Artist Formerly Known as Hawk
02-20-2011, 07:34 AM
Man everyone else is getting such great stuff right from the start, I just know there's gona be a ton of crappy death worlds all around me. And BOTH the tech guys get free techs??! The hell!!
Melfice
02-20-2011, 07:51 AM
Man everyone else is getting such great stuff right from the start, I just know there's gona be a ton of crappy death worlds all around me. And BOTH the tech guys get free techs??! The hell!!
Hey, free tech, for the lives of one of my ground forces.
May they rest in peace.
I knew B0B from way back, man. And M4RV1N too!
Kerensky287
02-20-2011, 10:09 AM
Congratulations Melfice, you are the proud owner of a brand new Gen Synthesis!
Side note: For anyone who's listening, I would love a brand new set of XRD Transporters for spacemas. I have been a very good boy all game.
Sage Harpuia
02-20-2011, 11:54 AM
Feh, you will get... stasis capsules.
Gregness
02-20-2011, 03:12 PM
Man, everyone else gets resources and lost technology.
Me? I get HELLSA RADIATION
Meh.
Menarker
02-20-2011, 03:15 PM
Errr... Azisien?
If I recall the rules, the order of players you have listed isn't correct. The order in which we choose strategy cards is different from the order which we play our actions.
The last turn was
1. Gregness
2. Hawk
3. Sage H
4. Menarker
5. Kerensky
6. Melfice
Hawk chose the Initiative card last turn, so the order of choosing strategy cards becomes:
1. Hawk
2. Sage H
3. Menarker
4. Kerensky
5. Melfice
6. Gregness
After that, then we play our actions as dictated by our strategy card (with me being first)
Gregness
02-20-2011, 03:21 PM
Ah, see, we're not moving on to pick strategy cards again. We keep on in the same action round, taking turns one action at a time until we run out of actions to take (or pass).
At the very least, there's a stipulation that every player MUST activate their strategy card during an action round, and so far only you have.
Menarker
02-20-2011, 03:29 PM
Oh right. ^^
I just got up. Feeling groggy as heck. Thank you for correcting me.
I'm moving my carrier and 2 ground troops and 2 fighters to Aryz and Fria. (1 Ground Troop Each). And at the end of that phase, I think I'm able to produce 2 fighters with 1 trade good from my Space Docks?
Gregness
02-20-2011, 03:39 PM
I think you'll have to wait for the next rotation to do that. If I remember right, producing is technically the last step in the activation sequence of a system. So, you'd need a total of two rounds to move fleets out of your home system and to then produce out of your home system since to move you activate the destination system.
Menarker
02-20-2011, 03:48 PM
Actually, looking back on the rules, you're right, but for a different reason.
If I was actually transferring units and not invading, I could do what I was doing since both systems would be activated and thus either space docks could produced.
But during invasion, only the invaded planet is activated. Since the planet which I was invading from is not activated, I can't use that space dock to produce things.
^^; Well, I did ask that part as a question.
God, I need a drink. Several in fact.
The Artist Formerly Known as Hawk
02-20-2011, 06:00 PM
At this time, the Yssaril peoples are in mourning over their lost colonists, and are taking a retrospective look on their space exploration efforts.
By which I mean I skip this action turn.
Melfice
02-21-2011, 03:13 AM
I think this is possible?
I'd like to produce a carrier at [0.0.0].
Then, load them up with the remaining two Ground Forces and colonize Teou'Ran.
(If I what I posted is NOT possible, instead activate my Political Strategy card.)
Gregness
02-21-2011, 03:56 AM
units can't move out of an activated system, and you have to activate a system to produce units. The primary effect of the warfare card allows you to deactivate a system you've activated this round, also the secondary ability of the imperial card allows you to produce units without activating a system. Either of those two ways would do what you're wanting.
The Artist Formerly Known as Hawk
02-21-2011, 06:27 AM
Yeah, what Greg said. If you could just build units and then move whenever you wanted, then you'd be able to advance across the map at a moments notice all the time. This is why you have to activate systems, it acts as a barrier to stop you from being able to do too much at once, unless you use warfare primary or imperial secondary of course.
Also, WOOT, politics!
Azisien
02-21-2011, 01:05 PM
Menarker, my head actually exploded into a thousand pieces and you got me all confused with the rules too. I just finished picking up the pieces.
ACTUALLY I just had a six-player game with the expansion pack last night. Pushing six and a half hours. Jol-Nar won, so don't be feeling like they are underwhelming!!
I'm moving my carrier and 2 ground troops and 2 fighters to Aryz and Fria. (1 Ground Troop Each).
At this time, the Yssaril peoples are in mourning over their lost colonists, and are taking a retrospective look on their space exploration efforts.
By which I mean I skip this action turn.
Orders accepted!
I think this is possible?
I'd like to produce a carrier at [0.0.0].
Then, load them up with the remaining two Ground Forces and colonize Teou'Ran.
(If I what I posted is NOT possible, instead activate my Political Strategy card.)
As mentioned by Gregness and Hawk, it is not possible. You could make the Carrier, but you would have to wait until Round 2 to move out.
I will accept your orders as the Political Strategy Card. I will attempt a mini-update tonight to reveal the Political Card ASAP and allow for proper grace periods. Expect it around RIGHT NOW!!!
Round 1 Action Phase - Part 9 - Menarker's Turn
With trade negotiations over and the other races making a move to secure their old colonies, it seems the Naalu Collective has decided to do the same. Fria and Abyz were juggernauts in the galactic economy in years past. Perhaps they can be rebooted to their former glory.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MenarkerTurn2Part1.jpg
A Naalu Carrier with 2 Fighters and 2 Ground Forces arrives in the Fria/Abyz system. 1 Ground Force is sent down to each planet.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MenarkerTurn2Part2.jpg
Ground Forces on Abyz have found a hidden cache of SPACE METAL, which will come in handy later!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-NaturalWealth.png
Menarker gains +2 http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TradeGood.png
Ground Forces on Fria report a great host of non-psychic locals that feel extremely ripped off by less than adequate psychic services provided by the Naalu some generations ago. It will take some calculated slaughter here and there to calm the populace.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-HostileLocals.png
INVASION COMBAT
Menarker: 1 Ground Force
Planet: 1 Ground Force
There are no special modifiers to take into consideration here. Both Ground Forces have a Battle of 8, meaning they must roll equal to or greater than 8 to score a hit.
Round 1: Both miss!
Round 2: Menarker GF hits! Local Hostiles miss! Local Hostiles are destroyed!
Menarker wins!
After hours of populace suppression around the planet, the Naalu Ground Force reports victory and successful colonization.
Menarker has gained the Abyz and Fria Planet Cards!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Abyz.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Fria.jpg
Round 1 Action Phase - Part 9 - Hawk's Turn
The rapid metabolism - or was it time dilation? - of the Yssaril Tribes allows them to pass this Action turn without penalty.
Round 1 Action Phase - Part 10 - Melfice's Turn
FTL communications have gone out to all races and foreign offices have become a frenzy. Most foreign offices were under-funded, empty, or forgotten about some time ago. Melfice's galactic call for renewed politics is a sign that the Mindnet is serious about the Imperial Throne.
If the other races are serious, then they will no doubt show up ready to argue over legislation with their debating best. Representatives of each race meet in a secret location, in lieu of a disputed Mecatol Rex, to form the Galactic Council.
Melfice activates the Primary Ability of the Political Strategy Card.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/3-PoliticalStrategyCard.png
GALACTIC PARLIAMENT IS NOW OPEN (UNTIL AT LEAST FEBRUARY 22ND AT 11:20PM EST
In Twilight Imperium, Political Cards raise issues that the players must vote on using their unexhausted Influence. Many issues are general and affect everyone. Others require one player to be elected to a position. Many are LAWS, and remain in play for the rest of the game, unless a new law overrides it.
Politics is way more informal at a table, but we can follow the general rule of the book on this one:
1) The Political Card is read aloud and its issue is made public.
2) Special abilities (Xxcha in particular) or Action Cards are used.
3) Discussion/Argument/Backstabbery/Shoulder-Patting/Bribery
4) Starting with the player to the left of the Speaker, votes are cast.
5) The side with the highest votes wins, and the effects of that side are resolved. In the event of a tie, the Speaker breaks it.
A representative of the mysterious L1Z1X Mindnet asks for the attention of the entire galactic council stands waiting.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Political%20Cards/PoliticalCard-ImperialPeaceLAW.jpg
The order of voting is as follows:
0. Xxcha Ability and/or Action Cards
1. Sage Harpuia
2. Menarker
3. Kerensky
4. Melfice
5. Gregness
6. Hawk
What are my number of votes, exactly?
Your number of votes are equal to the total Influence on your unexhausted Planet Cards, plus any other modifiers you may have (ex: an Action Card). Everyone always gets 1 vote, it is the bare minimum. That is not a 1 vote that you ADD, however.
Example: My unexhausted planets are 2/1 and 2/2. You have 3 votes.
Example: My unexhausted planets are 3/1. You have 1 vote.
Example: All my planets are exhausted! You have 1 vote.
Can I split some of my votes one way, and some the other way?
No, you cannot. All of your votes go one way.
Can I just, like, not vote?
Yes! This is called abstaining. All of your potential votes are spoiled, and you do not participate. In a case where everyone abstains, the Speaker decides.
Can I bribe people to vote my way?
Hey, man, this is just a friendly gift of 1000 crates of space brandy, this has nothing to do with the Mentak SUDDENLY completely switching their political sentiment at the last minute! Ahem.
GRACE PERIOD
Sage Harpuia, you have at least 24 hours to utilize your racial ability.
Everyone else, you have that amount of time to DISCUSS this VERY controversial LAW!
POLITICAL SECONDARY ABILITY
Since there will be a little bit of downtime, I am also opening up the Secondary Ability of the Political Card.
You may all, save for Melfice, pay 1 Strategy Allocation counter to receive 1 Action Card. I think in this case we can ignore "official" turn order, just say if you are or not.
Gregness
02-22-2011, 12:38 AM
I'll pass on activating the political secondary.
And, this may be metagaming a bit, but if this passes we are pretty much locked out of tier two objectives permanently. It might be interesting though...
Players aren't allowed to just become outlaws and ignore voted in laws right?
Azisien
02-22-2011, 01:41 AM
I'll pass on activating the political secondary.
And, this may be metagaming a bit, but if this passes we are pretty much locked out of tier two objectives permanently. It might be interesting though...
Players aren't allowed to just become outlaws and ignore voted in laws right?
You ain't metagaming really. I guess if you are roleplaying, you aren't in character but uh....You're absolutely right. A fantastic law given the circumstances. I'm pretty excited.
You may not break galactic law. I haven't encountered any special cards that let you, either, but I haven't looked through the deck entirely.
Edit: It would be neat if there were some kind of mechanism in the game to punish law-breakers. As it stands though, there isn't, and allowing outlaws would void any meaning at all in politics. (Thus, ruining like a good 20-30% of the game's mechanics, give or take depending on how much Political gets played).
synkr0nized
02-22-2011, 01:59 AM
I haven't ever seen or heard of this game before. It looks really neat, though! As a fan of strategy board games, this has been quite enjoyable so far.
The Artist Formerly Known as Hawk
02-22-2011, 06:19 AM
At this time I would like a free action card as per my Initiative this turn please.
Also if I have this right, if this law passes, then it means the only way to win is to try and complete all 6 primary objectives, and then utilise the Imperial 4 times (we are running with the house rule where Imperial is only 1 VP right?). This could actually allow for a much longer game. Interesting thought.
Sage Harpuia
02-22-2011, 07:35 AM
I would like to veto this decision.
The Artist Formerly Known as Hawk
02-22-2011, 08:20 AM
Aww, well that's boring.
Melfice
02-22-2011, 08:36 AM
On the other hand, now we get a new Political card in play.
The Artist Formerly Known as Hawk
02-22-2011, 10:35 AM
Yes but I was hoping we could have a big debate on the nature of playing a (presumably) longer game with a big dead rock in the centre of the map, versus the current setup where we all have to fight over that big dead rock. (I was mainly FOR that due to the nature of certain enemies being much better equiped to deal with taking over Rex and holding it compared to me and my crappy military).
Azisien
02-22-2011, 06:06 PM
GALACTIC PARLIAMENT REMAINS OPEN (Until February 23 at 7PM EST)
Representatives of the Xxcha race are clear on the legislation put forth. Each of their diplomats makes a rousing speech, followed by a motion to veto the current legislation. The following are brief excerpts from their presentations:
"As one of the Great Races, present and present strongly during the prime of the Lazax Empire, we of the Xxcha Kingdom move to veto this measure..."
"There has been no 'Imperial Peace' when there is no war. We already are enjoying galactic peace. Galactic protection of Mecatol Rex would be a waste of time and resources for all races. Yet bringing colonization of our planets lost decades ago would be just as wasteful. All of this is merely bureaucratic..."
"ROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAR I AM A GIANT SPACE TURTLE!!!"
Sage Harpuia spends 1 Strategic Allocation counter to veto the current political card. A new one is drawn.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Political%20Cards/PoliticalCard-UnconventionalWeaponsLAW.jpg
Voting order will remain the same:
0. Xxcha Ability and/or Action Cards
1. Sage Harpuia
2. Menarker
3. Kerensky
4. Melfice
5. Gregness
6. Hawk
Utilizing the Secondary Ability will also remain open while Parliament is in session.
EDIT: Hawk utilizes the Secondary Ability of the Political Strategy Card for free, since he chose the Initiative Strategy Card.
The Artist Formerly Known as Hawk
02-22-2011, 06:45 PM
"ROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAR I AM A GIANT SPACE TURTLE!!!"
Goddamn I am so sigging that.
Also just so we're clear, -2 would mean Dready combat increases from 5 to 7 right?
Sage Harpuia
02-22-2011, 06:50 PM
Hm.. I'll vote: Yes
The space turtles has spoken.
Gregness
02-22-2011, 06:52 PM
Voting order will remain the same:
0. Xxcha Ability and/or Action Cards
1. Sage Harpuia
2. Menarker
3. Kerensky
4. Melfice
5. Gregness
6. Hawk
Utilizing the Secondary Ability will also remain open while Parliament is in session.
Correct me if I'm wrong, but the Xxcha can only discard the first political card drawn each time it's played can't they?
Anyway, do you want votes as we can check the thread, or in that order?
Azisien
02-22-2011, 07:29 PM
Correct me if I'm wrong, but the Xxcha can only discard the first political card drawn each time it's played can't they?
As far as I am aware they can discard as many Political Cards as they can afford. That is, at some point they will run out of Strategy Allocation counters.
We had one end-game Political Strategy Card in a game I played where the Xxcha player used the ability six times in a row.
Anyway, do you want votes as we can check the thread, or in that order?
I'm not opposed to voting as you can pop in, to accommodate people's schedules. Once you vote, though, you cannot redact. Choose wisely! Laws are more or less permanent!
Edit: Somehow I missed this. Keep assuming there's only one post since I last check.
Also just so we're clear, -2 would mean Dready combat increases from 5 to 7 right?
Correct. War Sun would be 3x5 instead of 3x3.
Menarker
02-22-2011, 10:09 PM
Voting on yes to dismantle and cripple those ships.
Kerensky287
02-22-2011, 10:51 PM
Voting on yes to not cripple my production capacity for a whole round.
Gregness
02-22-2011, 11:07 PM
Voting FOR.
Azisien
02-22-2011, 11:17 PM
A NEW GALACTIC LAW HAS PASSED
Random camera shots of various crowds of people cheering in office buildings.
Still-shots of happy looking politicians with their partner(s) giving thumbs/tentacles/polyps/techno-limbs up.
After days of negotiations the most persuasive of the galactic races have come together during the final session of The Council.
Watcher: Behold, the power of galactic law.
Although voting is only halfway complete, we have a result.
Vote Tally:
Sage: 4 - FOR
Menarker: 3 - FOR
Kerensky: 5 - FOR
Gregness: 1 - FOR
Melfice: 1 - UNDECIDED
Hawk: 5 - UNDECIDED
Kerensky was the nail in this little coffin (engraving: "crappy ships lol")
Unconventional Weapons (LAW) is now in effect for the remainder of the game. All Dreadnoughts and War Suns going forward receive a -2 to all combat rolls.
Everyone that could have possibly used the Secondary Ability of the Political Strategy Card has chimed in, so I am closing that too. In other words...
As a closing action, Melfice gets to secretly view the top three cards of the Political deck, choose the top card, and discard the other two.
GALACTIC PARLIAMENT IS CLOSED
We can now resume regular turn order. Still up:
4. Kerensky
5. Sage Harpuia
6. Gregness
Melfice
02-23-2011, 02:51 AM
Let it be known that I would have voted "FOR".
Let it also be known that Hawk and I are European (The Superior Breed), and that updates at midnight (for me, at least. 11 PM for Hawk) means that we may already be sleeping, or at the very least not busy with the computer (mostly speaking for myself, but I can imagine the same for Hawk).
Regarding votes, this would mean that we would never be able to vote if you move this fast. Of course, in the case of this vote... it didn't really matter. But it's the principle of the thing.
The Artist Formerly Known as Hawk
02-23-2011, 05:24 AM
Yeah I think "midnight" for you guys is around 5 in the morning for me. Because I am in the future.
Regardless it doesn't really matter so much, seeing as I imagine Azi won't move on if there's a tie and still people who can vote and I can always get on at some point in the 24 hour period anyway.
Oh and I was going to vote FOR, so I guess this vote was unanimous.
Kerensky287
02-23-2011, 05:42 AM
Yeah, sorry for going straight ahead you guys. But I wanted to put in my vote before I went to sleep because I knew I wouldn't be able to act within the 24-hour limit unless I did.
Anyway, as for my turn...
STRATEGY CARD ACTIVATE
LOGISTICS (http://www.youtube.com/watch?v=RtovlHjBtS8&feature=player_detailpage#t=4s)
(I'll put 2 in Strategy and 1 in each of the other categories.)
Azisien
02-23-2011, 09:57 AM
Let it be known that I would have voted "FOR".
Let it also be known that Hawk and I are European (The Superior Breed), and that updates at midnight (for me, at least. 11 PM for Hawk) means that we may already be sleeping, or at the very least not busy with the computer (mostly speaking for myself, but I can imagine the same for Hawk).
Regarding votes, this would mean that we would never be able to vote if you move this fast. Of course, in the case of this vote... it didn't really matter. But it's the principle of the thing.
Yeah I think "midnight" for you guys is around 5 in the morning for me. Because I am in the future.
Regardless it doesn't really matter so much, seeing as I imagine Azi won't move on if there's a tie and still people who can vote and I can always get on at some point in the 24 hour period anyway.
Oh and I was going to vote FOR, so I guess this vote was unanimous.
Right, the voting would have been left open for a whole other day, hypothetically. I personally wasn't expecting most of the Influence juggernauts to chime in as fast as they did. I just went with it.
I didn't think it would be an issue if I closed voting the moment there was an absolute, unbreakable winner.
That said, I'll try to be more accommodating of those wacky time zones over there on the other side of the Earth.
Melfice
02-23-2011, 10:35 AM
Well, y'know, in the case where there's an absolute majority I guess it wouldn't matter THAT much.
I could just chime in my vote afterwards, but it's a note so you won't be going: "Goddammit, Melfice. VOTE ALREADY OR ELSE!" while I'm soundly asleep, dreaming of completely dominating this game, and making the annoying space turtles my bitch.
Sage Harpuia
02-23-2011, 11:22 AM
I'll use my Technology card to get Sarwen Tools. Then use my newly found trade goods(4) for the production of one carrier and 1 set of ground forces.
If this moveset is not possible. The tech upgrade has piority.
Azisien
02-23-2011, 11:26 AM
I'll use my Technology card to get Sarwen Tools. Then use my newly found trade goods(4) for the production of one carrier and 1 set of ground forces.
If this moveset is not possible. The tech upgrade has piority.
You can play a Strategy Card OR make a Tactical Action. Orders accepted as activating the Technology Card.
I'll wait for Gregness' orders and do an update then. I think overlapping Strategy Cards will actually work pretty well, at least for now.
So even though I haven't officially announced anything, you can all already start considering whether you want to utilize the Logistics and/or Technology Secondary Abilities (not that anyone can afford Tech this round).
The Artist Formerly Known as Hawk
02-23-2011, 11:30 AM
Using logistics secondary still exhausts planets right? If so then I will not be using it this round.
Azisien
02-23-2011, 11:35 AM
Using logistics secondary still exhausts planets right? If so then I will not be using it this round.
That it does!
Melfice
02-23-2011, 11:38 AM
I'll also pass at using Logistic's secondary.
The Artist Formerly Known as Hawk
02-23-2011, 11:40 AM
I'll also pass at using Logistic's secondary.
Well yeah, that kinda figures...
Melfice
02-23-2011, 11:45 AM
Not entirely certain how that figures...
The Artist Formerly Known as Hawk
02-23-2011, 11:47 AM
*Points at non-existant influence*
Melfice
02-23-2011, 11:49 AM
*Points at non-existant influence*
Ah, but you obviously missed the part where SHUT UP! ):
(Whoops. I keep messing up Resources and Influence.)
Sage Harpuia
02-23-2011, 11:50 AM
I wish to retract my orders to have the tactical option to have piority.
The Artist Formerly Known as Hawk
02-23-2011, 11:52 AM
Ah, but you obviously missed the part where SHUT UP! ):
(Whoops. I keep messing up Resources and Influence.)
Is that why you chose politics this round? I did wonder...
Menarker
02-23-2011, 12:58 PM
Wait, I'm confused. Is the ability to pay for Tech's secondary ability still open?
Because I think I have the 8 resources needed to pay for it.
Azisien
02-23-2011, 01:01 PM
Still open? It JUST opened. I wasn't even going to post an official grace period until I had everyone's remaining orders, which is just Gregness now.
Melfice
02-23-2011, 01:08 PM
Is that why you chose politics this round? I did wonder...
Naw... that was because Trade was picked already, Logistics was also picked by Kerensky and I just wanted to see a law passed (or denied!) on round one (not sure how common that is in other games, but it just seemed like an interesting move).
That's the whole reason I picked Politics.
Menarker
02-23-2011, 01:14 PM
Anyhow, I'm paying for Stasis Capsules by pitching in one of my command counters and exhausting my 3 resource home planet and the 5 resources from Trade card and the lucky bit of TG scoring from invading.
Gregness
02-23-2011, 01:27 PM
Imperial claim ACTIVATE.
I will also activate the imperial secondary ability as per the house rule. I'll exhaust Moll Primus to create a carrier and two ground forces.
Azisien
02-23-2011, 01:58 PM
You heard it here folks!
THREE TWO STRATEGY CARD SECONDARY ABILITIES ARE ACTIVE
Logistics
Technology
Imperial
Please post if you are using any of them (unless you already did post, naturally).
I'll post an update most likely on Thursday or early Friday and we'll move into our third rotation!
The Artist Formerly Known as Hawk
02-23-2011, 05:30 PM
Thank you Gregness, I was waiting for that (hence the skip earlier). I shall take this oppurtunity to build a cruiser and 2 new ground forces at no cost to my strategy pool, because I am magic. And I have initiative. I will exhaust both planets for this feat.
Also, there's a house rule that allows the chooser of imperial to also use the secondary as well?? I don't think I knew this. Does that still cost a strat counter?
EDIT; Ah right, it was in those rules and modifications that all you guys voted on before I really got the chance -_- No wonder I missed it. Something to bear in mind for next turn though...
Azisien
02-23-2011, 07:30 PM
Okay somehow I missed Sage's redact of his Technology Card priority.
Technology Secondary is NOT available right now, then.
Build Orders
So since we only just started asking for units to be produced, I realized how confusing this can be for me.
I'm not sure when someone says "build a carrier and two ground forces" whether they mean two physical ground force units, or producing the Ground Force entry twice, thus yielding four ground forces.
Going forward, I think phrase it for the actual, physical number of units you are producing. It would also help me a lot if you put the cost of your production in brackets beside each unit, so it's easily compared to your planets. I'll be so grateful!
As it stands, assuming everyone means one carrier and two ground forces as clarified, since I'm pretty sure that's what everyone meant.
The Artist Formerly Known as Hawk
02-23-2011, 07:34 PM
I'll just restate so it's clear; 1 cruiser (cost 2), 2 GF (cost 1). Exhaust both home system planets. This is utilizing imperial secondary of course. No cost of commmand counters due to initiative.
Azisien
02-23-2011, 07:35 PM
I shouldn't be summarizing for my update tomorrow at this level of sleep deprivation. Apologies. Orders have been SUCCESSFULLY DECODED!
As a general rule, Wednesday is D&D and drink moderately night for me, so it's unlikely I'll ever do a full update then.
Kerensky287
02-23-2011, 07:44 PM
I'll pass on secondaries and just sit pretty with my 4 Logistics counters.
Menarker
02-23-2011, 07:51 PM
I'm sitting by and not activating any of the secondary abilities yet.
Gregness
02-23-2011, 09:09 PM
Okay somehow I missed Sage's redact of his Technology Card priority.
Technology Secondary is NOT available right now, then.
Build Orders
So since we only just started asking for units to be produced, I realized how confusing this can be for me.
I'm not sure when someone says "build a carrier and two ground forces" whether they mean two physical ground force units, or producing the Ground Force entry twice, thus yielding four ground forces.
Going forward, I think phrase it for the actual, physical number of units you are producing. It would also help me a lot if you put the cost of your production in brackets beside each unit, so it's easily compared to your planets. I'll be so grateful!
As it stands, assuming everyone means one carrier and two ground forces as clarified, since I'm pretty sure that's what everyone meant.
I meant two physical ground forces.
But, just so's we're square on the build orders. I'll be exhausting Moll Primus (4 resources) to build a carrier(3) and two ground forces as clarified (1).
Azisien
02-24-2011, 06:51 PM
Round 1 Action Phase - Part 11 - Kerensky's Turn
It was wise of the Jol-Nar to invest in software upgrades for their fleets. Things are moving at a much higher efficiency now, with much less waste.
Kerensky activates the primary ability of the Logistics Strategy Card and immediately receives 4 command counters to distribute according to his wishes.
No one chose to activate the secondary ability.
Round 1 Action Phase - Part 12 - Sage Harpuia's Turn
Sage Harpuia activates his home system. The last step of a Tactical Action is production, and since that is his intention, all other steps are skipped!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1SageHTurn2Part1.jpg
Sage Harpuia orders the construction of a new fleet of ships in his home world. One carrier and two ground forces. He pays 4 Trade Goods to complete the job.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1SageHTurn2Part2.jpg
Round 1 Action Phase - Part 13 - Gregness's Turn
Gregness activates the primary ability of the Imperial Strategy Card. As per our house rule for this game, Gregness claims 1 Victory Point, and can use the secondary ability free of charge.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/VictoryTrackRound1ImperialUse.jpg
Oh my! Movement in Round 1!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn2Part1.jpg
He puts the considerable economy of Moll Primus to action, and they produce one carrier and two ground forces. Moll Primus is exhausted. Notice that his home system is NOT activated, allowing him to take further Tactical Action with it later if he wishes. A valuable secondary ability indeed!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn2Part2.jpg
Secondary ACTION!
Hawk activates the secondary ability of the Imperial Strategy Card as well, also free of charge due to the benefits of Initiative. His home worlds produce one cruiser and two ground forces.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn2Part3.jpg
His home worlds are exhausted, but Cruisers look like Battlestars, so like, who cares.
Imperial Strategy Card is now inactive!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn2Part4.jpg
Round 1 Action Phase - Part 14 - Shall We Move Along?
We have entered the THIRD rotation in Round 1. I can smell Round 2 coming pretty soon! (Round 12 still feels a ways off, though...)
Order of Play
1. Menarker
2. Hawk - Mandatory: Used Yssaril Skip last turn, must take an action this turn.
3. Melfice
4. Kerensky
5. Sage Harpuia
6. Gregness
Noteworthy Mentions
I added active House Rules to the OP down near the bottom. I haven't forgotten about adding everyone's Tech Advances! Still a work in progress.
Would anyone like anything modified, say to the OP, that would help them play better? Something to make it more informative?
Menarker
02-24-2011, 08:50 PM
Pass. Still able to pay for secondary abilities when they come though.
Melfice
02-25-2011, 02:14 AM
This rotation, I'd like to produce 1 Cruiser, and 2 squads of Ground Forces* for a total of 5 resources, which I'll easily pay for with my Home System of [0.0.0].
* meaning twice the entry, for a total of 4 Ground Forces.
The Artist Formerly Known as Hawk
02-25-2011, 05:18 AM
2 Cruisers, 1 carrier, 1 PDS, 2 ground forces, 2 fighters, and Admiral Sskril to move to the Sauder system (I think it's Sauder, can't quite read the name. The single planet to my galactic south). 1 GF to land on Sauder.
I think this will be my last action this round then.
Kerensky287
02-25-2011, 06:59 PM
I'm going to exhaust both Jol and Nar to build units.
Jol=1 pt
Nar=2 pt
Sarween tools =+1pt
Total=4pts
I'm going to build a cruiser, a set of Ground Forces and a PDS.
Sage Harpuia
02-25-2011, 08:43 PM
I'll pick up my 2 ground forces from Coorneed and Resculon with my carrier. Then try to conquer Cenauri & Gral. If that's not possible...hm.. l guess I'll use my Technology card to get Sarwen Tools.
Azisien
02-25-2011, 09:10 PM
I'll pick up my 2 ground forces from Coorneed and Resculon with my carrier. Then try to conquer Cenauri & Gral. If that's not possible...hm.. l guess I'll use my Technology card to get Sarwen Tools.
Right, you cannot because that system is activated, as is your home system. No more Tactical Actions out of those this round.
Which means...
TECHNOLOGY STRATEGY CARD ACTIVATE!!
By which I mean, the secondary ability is now available for at least 24 hours.
Kerensky287
02-25-2011, 09:27 PM
...Is there anyone who can afford the technology secondary?
Azisien
02-25-2011, 09:58 PM
...Is there anyone who can afford the technology secondary?
..................................................
It's open for Menarker for Until Menarker Posts...
Menarker
02-25-2011, 11:56 PM
Yup, I'm paying the Secondary for Technology! Getting Stasis Capsules
Azisien
02-26-2011, 02:54 PM
2 Cruisers, 1 carrier, 1 PDS, 2 ground forces, 2 fighters, and Admiral Sskril to move to the Sauder system (I think it's Sauder, can't quite read the name. The single planet to my galactic south). 1 GF to land on Sauder.
Orders accepted!
Hawk: The only clarification I need is on what ship your Admiral is carrying. I'm not sure if I explained this awfully sometime ago, but Leaders do not count towards a carrying capacity, and thus can occupy ANY ship. Which ship would you like him on?
This rotation, I'd like to produce 1 Cruiser, and 2 squads of Ground Forces* for a total of 5 resources, which I'll easily pay for with my Home System of [0.0.0].
* meaning twice the entry, for a total of 4 Ground Forces.
It's amazing how easy bold makes these to read. Love it!
To clarify, this will only cost 4 Resources for you out of your 5. You didn't by any chance mean 1 Carrier did you?
I'm going to exhaust both Jol and Nar to build units.
Jol=1 pt
Nar=2 pt
Sarween tools =+1pt
Total=4pts
I'm going to build a cruiser, a set of Ground Forces and a PDS.
It has come to my attention that the Race Cards linked are the 3e Misprint Edition. PDS Units actually have a Cost of 2, or they were supposed to. However, I think for the sake of less headaches we will proceed with a Cost of 1 for this game.
Orders accepted!
Melfice
02-26-2011, 03:09 PM
I am incredibly sorry.
Yes, I meant Carrier. I keep mixing those two up.
The Artist Formerly Known as Hawk
02-26-2011, 03:38 PM
Orders accepted!
Hawk: The only clarification I need is on what ship your Admiral is carrying. I'm not sure if I explained this awfully sometime ago, but Leaders do not count towards a carrying capacity, and thus can occupy ANY ship. Which ship would you like him on?
Ah, I did not know this. I'll stick him on one of the cruisers then.
Gregness
02-26-2011, 11:36 PM
My newly minted carrier and two ground forces, along with one of my existing cruisers will go colonize Lodon. Two ground forces in the landing party.
Azisien
02-27-2011, 01:45 PM
Round 1 Action Phase - Part 14 - Menarker's Turn
The Naalu Collective is pleased with its exploits over the past few months. It will lay quiet, yet still poised for action.
Menarker chooses to pass. He may not take any further actions this round. He may still, however, opt to activate secondary abilities that become available.
Round 1 Action Phase - Part 15 - Hawk's Turn
A large Yssaril fleet under the command of Admiral Sskril has moved into the Saudor system. The Yssaril certainly intend on conquering this system, but is it also a move against the Mentak in disguise? We shall see.
Hawk moves a fleet of 2 Cruisers, 1 Carrier, 1 PDS, 2 Fighters, 2 Ground Forces, and Admiral Sskril into the Saudor system.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1HawkTurn3Part1.jpg
1 Ground Force attempts to invade the planet, revealing its domain counter.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1HawkTurn3Part2.jpg
Thousands of hostile locals are prepared to defend their home land from invaders!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-HostileLocals.png
Hawk, would you like to use an Action Card?
Hawk Hand Puppet: No!
INVASION COMBAT
Hawk chooses not to use an Action Card before the Invasion Combat. The Yssaril battalion fights bravely, taking at least one hostile inhabitant for each of their own!
1 Yssaril Ground Force
VS.
2 Hostile Local Ground Forces
Round 1: Hostile Local hits! Hawk hits! Hostile Local is reduced to 1 Ground Force, Hawk is destroyed. Hawk loses!
Round 2: The Hostile Locals regenerate to 2 Ground Forces. (http://www.youtube.com/watch?v=woySeSNBL3o)
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1HawkTurn3Part3.jpg
Round 1 Action Phase - Part 15 - Melfice's Turn
The Mindnet will continue its aggressive colonization. So much was lost that must be recovered.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MelficeTurn3Part1.jpg
Melfice activates his home system and uses the un-matched economy of [0,0,0] to produce 1 Carrier and 4 Ground Forces.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1MelficeTurn3Part2.jpg
Round 1 Action Phase - Part 15 - Kerensky's Turn
Likewise, the Jol-Nar are putting their factories, training facilities, and orbital stations to use. They are producing fleets as well.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1KerenskyTurn3Part1.jpg
Kerensky activates his home system and exhausts both of his home worlds, and uses his race's ingenius Sarween Tools, to produce 1 Cruiser, 1 PDS, and 2 Ground Forces.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1KerenskyTurn3Part2.jpg
Round 1 Action Phase - Part 15 - Sage Harpuia's Turn
Fleets are hardly the only course towards the Imperial Throne. What of diplomacy? What of science?
Sage Harpuia rallies the greatest scientific minds of the Xxcha and considerable economic boons to research programs. The results are fantastic, and in a short period of time they have engineered more efficient tools for ship-building.
Sage Harpuia gains the Sarween Tools technology advance!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/YellowTech-SarweenTools.jpg
Secondary Ability
The Naalu hold a scientific conference in honour of recent Xxcha progress. They glean just enough knowledge to put it to their own uses. The resulting programs are very expensive, but worthwhile.
Menarker spends 1 Strategy Allocation counter and 8 Resources to activate the Technology Card's secondary ability.
Menarker gains the Statis Capsules technology advance!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Technology%20Cards/GreenTech-StasisCapsules.jpg
Round 1 Action Phase - Part 15 - Gregness's Turn
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn3Part1.jpg
Gregness cleverly uses the Imperial Card to produce fleets which he can deploy in the same round. His fleets make for the Lodor system.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn3Part2.jpg
With the system activated, 1 Carrier and 2 Ground Forces move in. The 2 Ground Forces prepare to invade Lodor.
One worthwhile note about the Lodor system is that it contains an 'A' wormhole. This means it is adjacent to any system with another 'A' wormhole. Currently, that only means the empty tile north of Mecatol Rex, but who knows what the future will bring?
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn3Part3.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-NaturalWealth.png
The Mentak Ground Forces find no opposition. Instead they are welcomed with open arms by a populace suffering from latent biohazard leaks from old research programs. The toxin levels are too low to pose an immediate threat, and the locals gift the Coalition with a sizable amount of UNOBTAINIUM ALLOY as thanks for the quick and easy clean-up operation.
Gregness gains +4http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TradeGood.png
Gregness also gains the Lodor Planet Card! It is automatically exhausted and placed into his planet deck.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Lodor.jpg
RED ALERT, WE HAVE CONTACT ON OUR FLANK! ARRRR
Pirate-King Gregness: Garr, who goes there?
Unknown Transmission: Arrr, it is Mentak Cruiser designation Morgan 487. We do be sorry for arriving late to tha' party. Gar.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn3Part4.jpg
Round 1 Action Phase - Part 16 - Turn 4! Action Cards?
We're entering the fourth rotation of Round 1. Everybody having fun yet?
The only thing I'm waiting on is Hawk's potential use of an Action Card for his Invasion Combat. However, I think we can proceed while waiting on his command for that.
ORDER OF PLAY
1. Menarker - PASSED
2. Hawk
3. Melfice
4. Kerensky
5. Sage Harpuia
6. Gregness
ACTION CARD TUTORIAL
So you have Actions Cards, huh? And if not, you will soon! Everybody gets Action Cards at the end of each round! What's the deal with Action Cards?
Action Cards do as they are named. They are a card you can play that performs a certain action. The action varies based on the card.
There are usually two things that are important to read on an Action Card.
1) Action effect. This is what the Action Card DOES. For instance, one of the more common Action Cards is called Sabotage. Sabotage cancels the effect of an Action Card that was just played. And as a plus, a Sabotage card cannot itself be sabotaged.
2) Action timing. This is WHEN I can use the Action Card. A vast majority of cards will read "As an action." This means you use this card as a play in regular rotation, instead of using a Tactical Action or Strategy Card. On top of the card's effect, this can be useful for staying in the game longer before being forced to pass. There are many action timings though. Sabotage above is "immediately after another Action Card is played." Some are "During the Strategy Phase" or "During the Status Phase." Always keep note of when you can use it.
HOW TO USE ACTION CARDS
I send everybody their Action Cards via PM. When you want to play an Action Card, copy it's image URL from your PM and paste it into the main thread, along with any details the card specifies, such as target, circumstance, etc, so that everyone understands.
In general, I am starting to leave openings in my updates for Action Card use. This is a window for you to play one, if you want. I'm leaving openings no matter what Action Cards you have. That way, opponents can't tell the difference between you lacking a proper Action Card versus you simply holding back.
Other Stuff
I added a Table of Contents at the bottom of the OP that covers every major update I've made. I think reading only that might lose a fair amount of context and rules clarifications, but it's there!
I should have Tech Advances for each player up by tonight. Considering doing Planets too. Or maybe a simplified "control" map.
Gregness
02-27-2011, 03:05 PM
Woo, it's about time I found something on a new planet other than horrible death.
Slight clarification though Az, I wanted one of my two cruisers in the fleet that went to lodon as well.
The Artist Formerly Known as Hawk
02-27-2011, 03:21 PM
Damnit, I knew this was going to happen. No, I will not play my one and only action card just yet. I also assume I can't amend my orders at this point and send both GF down there either can I?
Either way, just invade and we'll see what happens.
Oh and Greg, this is NOT a declaration of invasion. That fleet is there because I need to empty my home system and you're the nearest hostile to me. This is me declaring MY borders. I could have gone straight for Starpoint but I didn't.
I repeat, not an invasion.
EDIT; and I think it's safe to say that I'll pass after this turn as well. Not exactly anything else I can do.
Gregness
02-27-2011, 04:09 PM
Eh, Hawk we can discuss borders via PM I suppose.
are we just taking orders as we can check in to keep things moving still?
If so, I'm going to put those four trade goods to use and activate the Moll Primus system and build a carrier and one set of ground forces (2 units).
That should put me at one carrier, one cruiser and two ground forces in the Moll Primus system if I'm not mistaken?
Edit: for some reason I find myself curious what the TI stats on the earth are like and my google-fu has failed. Think you could humor me Azisien?
Azisien
02-27-2011, 05:53 PM
Damnit, I knew this was going to happen. No, I will not play my one and only action card just yet. I also assume I can't amend my orders at this point and send both GF down there either can I?
Either way, just invade and we'll see what happens.
In fairness, no I shouldn't allow it.
EDIT; and I think it's safe to say that I'll pass after this turn as well. Not exactly anything else I can do.
Pass accepted!
are we just taking orders as we can check in to keep things moving still?
Leap like crazy! Hawk's battle is a small enough thing that we can press on.
If so, I'm going to put those four trade goods to use and activate the Moll Primus system and build a carrier and one set of ground forces (2 units).
That should put me at one carrier, one cruiser and two ground forces in the Moll Primus system if I'm not mistaken?
Sorry I missed that cruiser order too. Amending! When the build goes through, what you say will be correct. Currently just one cruiser.
Edit: for some reason I find myself curious what the TI stats on the earth are like and my google-fu has failed. Think you could humor me Azisien?
That's because they went and called Earth "Jord." The New Moscow government renamed it I guess. Jord is Resource 4/Influence 2. A very solid planet for sure.
The Artist Formerly Known as Hawk
02-27-2011, 06:43 PM
In fairness, no I shouldn't allow it.
Fair enough, I didn't expect you would. I may just have to plan on how I'm going to bring new gf in next round if the next one fails too. Hmm, this is gona be tricky when it comes to resuplying lost units, which leads me to a question;
Let's say I want to bring in more gf to Sauder next round (or the round after, because the one on the carrier fails too), I know I can do a transfer action with my home system to bring in a new carrier with more forces on it. BUT I want to keep the pds and the fighters in the Sauder system, am I allowed to keep them there, or do they have to follow with their current carrier. Can stuff on carriers be transfered over at any point? Because I'm not sure how you'd transfer units around the place, unless you activate 1 system, move out 1 carrier, then bring in another carrier from another system, but that leaves your original system vulnerable for a whole action round and ends up costing a ton of counters. I suppose with warfare it wouldn't be so bad, but you'd still leave a system vulnerable for a while.
Unless of course I just increase my fleet capacity and then throw another carrier into the system.
Oh, and another question; if my forces on Sauder kill 1 enemy force, but then get killed, are there still 2 units there next time?
Azisien
02-27-2011, 07:34 PM
Let's say I want to bring in more gf to Sauder next round (or the round after, because the one on the carrier fails too), I know I can do a transfer action with my home system to bring in a new carrier with more forces on it. BUT I want to keep the pds and the fighters in the Sauder system, am I allowed to keep them there, or do they have to follow with their current carrier. Can stuff on carriers be transfered over at any point? Because I'm not sure how you'd transfer units around the place, unless you activate 1 system, move out 1 carrier, then bring in another carrier from another system, but that leaves your original system vulnerable for a whole action round and ends up costing a ton of counters. I suppose with warfare it wouldn't be so bad, but you'd still leave a system vulnerable for a while.
Unless of course I just increase my fleet capacity and then throw another carrier into the system.
You can't land on neutral or hostile planets using the Transfer Action, though it would allow you to reorganize your forces, yes.
Unless you have a friendly planet to land on, your GFs and PDS and Fighters must follow their carrying units.
Changing Fleet Capacity would work too, yes. The most super special quality of Carriers is that they can pick up Ground Forces during ANY point of their movement. That means you could theoretically pick up all of the Ground Forces you've got on your way to a system. You're kind of in a pinch but I've seen worse!
Oh, and another question; if my forces on Sauder kill 1 enemy force, but then get killed, are there still 2 units there next time?
The hostile ground forces are immediately regenerated. It totally sucks ass and that's totally on purpose!
EDIT!
I just modified the last update to include Hawk's Invasion Combat and my little cruiser oversight with Gregness.
The Artist Formerly Known as Hawk
02-27-2011, 08:12 PM
Damnit, so looks like first thing next turn I'm gona have to get a new carrier and stuff it full of GFs, then tactically transfer it out for the one in Sauder. Fiddly, but doable.
EDIT; for the record, this is why I didn't want Distant Suns on, but you guys all voted it in so I really had no choice. I blame you all for this nuisance!!
Kerensky287
02-27-2011, 09:02 PM
I can't actually do anything anymore (forgot that you activate a system when you build in it - d'oh!) so consider me passed.
Azisien
03-02-2011, 10:13 AM
So yeah!
I had a good look at the board this morning, and by my eye, only Gregness and Menarker can actually DO anything anymore, assuming people aren't going to be activating systems and doing nothing in them.
Since Menarker passed and Gregness gave build orders, I suppose it's on me to update, and then we'll move into the Status Phase!
Expect an update Thursday/Friday/Saturday.
Damnit, so looks like first thing next turn I'm gona have to get a new carrier and stuff it full of GFs, then tactically transfer it out for the one in Sauder. Fiddly, but doable.
EDIT; for the record, this is why I didn't want Distant Suns on, but you guys all voted it in so I really had no choice. I blame you all for this nuisance!!
I take all the blame mwahaha! I always have a lot of fun with Distant Suns. Adds a lot of uncertainty in the game, so it rewards caution. Also has a tendency to balance variation in planet density because there's a higher chance you'll get screwed if you have a lot of planets around you.
Or look at it this way...Mecatol Rex doesn't have a domain counter! Incentive!
Gregness
03-02-2011, 06:13 PM
You were asking about things you could add the the OP which would help, and I believe I've got one: the current command counters in our strategy, fleet supply and command areas. I've got a good idea what I've got left, but it'd be nice to be able to see the official tally somewhere.
Azisien
03-06-2011, 06:45 PM
Round 1 Action Phase Part 16 - Gregness's Turn Again?!
It would appear that everyone has either openly or silently passed over this nice break we all possibly enjoyed. Gregness is the only player capable of even making a move in the fourth rotation!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn4Part1.jpg
The Mentak Coalition, the most powerful of all the Space Pirate conglomerates, decides to activate its home system and spend four Trade Goods to build 1 Carrier and 2 Ground Forces.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1GregnessTurn4Part2.jpg
Despite their many differences, it seems like all of the galaxy's most powerful races are moving towards similar goals. Each wishes to claim much of their former colonies back, but who will grab extra?
Who will unlock the secrets within Mecatol Rex?
Round 1 Status Phase Part 1!
Wow, we made it! Sure, Round 1 is always the shortest round. Sure, we have plenty to go. Many amazing and infuriating things are bound to happen in Round 2! But first, we must resolve the all-important Status Phase!
Since this is our first Status Phase, I'll break it down step by step. However, I think this is the smoothest of all the phases to play online, since we can do all of the steps in one fell swoop.
Step 1) Qualify for Public Objective Cards
Normally you would qualify for Secret Objective Cards too, but not in this game. And no one can complete one in the first round anyway.
Everyone who is capable of doing so may now claim ONE of the Stage I Public Objectives. I suspect this will be difficult for most, but a quick glance showed me that there's some possibility out there.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/StageIObjectives.jpg
Thinking ahead and planning out objective claims is very important, given you can only do so once per round.
Step 2) Repair Damaged Ships
This doesn't apply to us yet, but Dreadnoughts and War Suns are capable of sustaining one hit before their destruction. Any damaged ones would be repaired at this point.
Step 3) Remove Command Counters
An easy step that is accomplished on my end! Any activated systems are de-activated, and the counters tossed back into their respectively reinforcement piles.
Step 4) Refresh Planet Cards
Remember all that hard work everyone went through planning the colonization of various planets? The stress of not knowing what was safe and what was not? The relief of getting some little card that got flipped over immediately and wasn't usable?
It's all paying off now! You'll be able to use these cards shortly!
Step 5) Receive 1 Action Card and 2 Command Counters
Everyone will be receiving a PM somewhat shortly after this update with the Action Card they have received. Hawk, given his Yssaril racial ability, receives an additional Action Card.
Keep in mind you can never have more than 7 Action Cards in your hand. If you ever get more than 7, you must discard until you are back to 7. This limit does not apply to the Yssaril.
In addition, everyone has received 2 Command Counters from their reinforcement pile. I will list the breakdown in the next step.
Step 6) Redistribute Command Areas
At this point all of your counters are free to distribute by your command. It is now YOUR turn to determine how much Strategy Allocation, Fleet Supply, and Command Pool you need for the coming round. Choose wisely, for you cannot undo it until the end of the next round.
The breakdown of counters is as follows:
Mentak Coalition: 8 command counters.
L1Z1X Mindnet: 8 command counters.
Jol-Nar Universities: 12 command counters.
Naalu Collective: 8 command counters.
Xxcha Kingdom: 7 command counters.
Yssaril Tribes: 8 command counters.
Step 7) Return Strategy Cards
Well, that's easy enough.
That's about the end of this update, but there's plenty to come as I expect the Status Phase will come to a close and Round 2 will begin by next update.
As mentioned above, you will be receiving a PM shortly with your Action Cards.
Hawk, leader of the Yssaril, may exercise his racial ability and look at one other player's hand of Action Cards. It is public who he looks at.
I am adding two things to the OP: Each player's Technology Advances and each player's Planet Cards. This should come a little after I finish PMing the Action Cards.
Things each player needs to do:
1) Give a breakdown of how you would like your command counters split up. Optionally, lay claim to an objective.
2) Get mad at each other and go to war.
3) Get mad at me, destroy my invisible warships, and create a galactic utopia.
The Artist Formerly Known as Hawk
03-06-2011, 06:57 PM
I will divide my counters according to the ratio of 2/3/3. That is, 2 to strategy, 3 to fleet supply, and 3 to command.
I cannot claim any objectives this round.
I will temorarily hold off on spying on my opponents action cards. No need to go tempting fate and making enemies so soon.
Sage Harpuia
03-06-2011, 07:01 PM
2 to strategy, 3 to fleet supply, and 2 to command.
Azisien
03-06-2011, 07:41 PM
Popping in to say that I've added Technology Advances to the OP, and I added the CAPTURED Planets. I noticed one error though, so if you notice any others please let me know.
I'll add the Home Planet Cards into the mix soon, but I'm starting to drink now and I swore not to touch this thread under the influence.
Kerensky287
03-06-2011, 07:53 PM
First, I have technology advancements in all 4 colors. So tick me off for that.
Second, I'll allocate my counters as follows:
3 to Command
3 to Fleet
6 to Strategic
Third, I send my fleet of 4 invisible War Suns to attack and bombard Azisien's invisible homeworld to create a galactic utopia forever.
Gregness
03-07-2011, 01:06 AM
I believe my allocation will be 2/3/3, (strat/fleet/com) unless that would jeopardize one of my fleets in which case i'll go 1/4/3.
Menarker
03-07-2011, 02:07 PM
[SIZE="5"][U]
[B]Step 5) Receive 1 Action Card and 2 Command Counters
Everyone will be receiving a PM somewhat shortly after this update with the Action Card they have received. Hawk, given his Yssaril racial ability, receives an additional Action Card.
Keep in mind you can never have more than 7 Action Cards in your hand. If you ever get more than 7, you must discard until you are back to 7. This limit does not apply to the Yssaril.
In addition, everyone has received 2 Command Counters from their reinforcement pile. I will list the breakdown in the next step.
Step 6) Redistribute Command Areas
At this point all of your counters are free to distribute by your command. It is now YOUR turn to determine how much Strategy Allocation, Fleet Supply, and Command Pool you need for the coming round. Choose wisely, for you cannot undo it until the end of the next round.
The breakdown of counters is as follows:
Mentak Coalition: 8 command counters.
L1Z1X Mindnet: 8 command counters.
Jol-Nar Universities: 12 command counters.
Naalu Collective: 7 command counters.
Xxcha Kingdom: 7 command counters.
Yssaril Tribes: 8 command counters.
Things each player needs to do:
1) Give a breakdown of how you would like your command counters split up. Optionally, lay claim to an objective.
2) Get mad at each other and go to war.
3) Get mad at me, destroy my invisible warships, and create a galactic utopia.
Err... I feel you did the mathwork wrong on my command counters. Normally the races each get 8 command counters at the beginning of the game. I only did two actions that used counters (Invading one system) and activating the secondary ability for Technology. The only other action I recall doing was setting up Trade. Hence an end result of 6 counters before adding the 2 everyone gets at the end of turn.
I feel I should have 8 command counters after getting the 2 that everyone is entitled to.
Thus unless I'm mistaken:
1) Give a breakdown of how you would like your command counters split up. Optionally, lay claim to an objective.
I would like to have 3 in Strategy, 3 in Fleet and 2 in Command.
and Eventually!
3) Get mad at me, destroy my invisible warships, and create a galactic utopia.
:3:
Azisien
03-07-2011, 11:25 PM
You are correct. Somehow a counter got misplaced. I get traffic through my apartment so this isn't an impossibility. 8 counters!
Melfice
03-08-2011, 01:55 AM
I put all my counters into the MELFICE WINS THE GAME! area.
Good game, everybody. Good game.
In all seriousness: 2 in Strategic Allocation, 3 in Fleet Supply, 3 in Command Pool
Azisien
03-11-2011, 06:57 PM
Round 1 Action Phase Part 2!
Behold, decisions have been made!
And so, Azisien set out to put a bunch of symbols on Race Cards, and showed you EVERY PICTURE OF IT.
http://thelegendarybeek.com/boredcat.jpg
Or not. So much for the action in Action Phase, huh?
Command Counters
I will be adding these to the OP shortly!
Objective Claims
Kerensky has at least one Technology Advance in each of the four colours! A Jol-Nar specialty, really.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/KerenskyEndofRound1ObjectiveClaim.jpg
Everyone must watch them carefully. Dominance in Technology often means a swift claim of the Imperial Throne. And the power to unlock the secrets contained within Mecatol...
Now that any Objective claims are done for Round 1, it's time for an update on the Victory Point Track!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1FinalVPTrack.jpg
Fascinating! At the end of Round 1, Gregness and Kerensky are tied with at a positively massive lead of 1 VP each.
Colour Control Map
Because I thought it was pretty! Here's a zoomed out shot of Galaxy Control.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/TotalGameBoardEndofRound1COLORCODED.jpg
AGE OF EMPIRES TURN TOKEN
I don't even think I mentioned this until now, but Age of Empires games have an exact length of time for their games. Ten full rounds, to be exact. The manual suggests using a useless object like a button or thimble to track it each round across the Objective Deck.
We have a Secret Objective Card in our Objective Deck, but it will not extend the game.
So, I searched my apartment for a useless object.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%201/Round1ToonieToken.jpg
And we have 9 rounds left!
ROUND 2 Strategy Phase Part 1 - Grab those Cards!
And so, my friends, we move on to Round 2 officially. Was that so bad? We only have to do this ten more times! And the rounds get much longer! Weeee!!
Each player will select one of the available 8 Strategy Cards. They are as follows:
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/1-InitiativeStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/2-DiplomacyStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/3-PoliticalStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/4-LogisticsStrategyCard.png
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/5-TradeStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/6-WarfareStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/7-TechnologyStrategyCard.pnghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/8-ImperialStrategyCard.png
Order of Strategy Card Selection
Hawk is the Speaker. He chooses first.
1. Hawk
2. Sage H
3. Menarker
4. Kerensky
5. Melfice
6. Gregness
The Artist Formerly Known as Hawk
03-11-2011, 07:57 PM
It's time I scored some Victory Points; Imperial, give it to me!
Sage Harpuia
03-11-2011, 08:46 PM
I guess it's time to take the initiative...
Menarker
03-11-2011, 10:47 PM
Free Technology for me!
Kerensky287
03-12-2011, 01:21 PM
I think I'm going to snag Trade.
Melfice
03-12-2011, 01:46 PM
Gotta get some Logistics up in my territory.
Gregness
03-14-2011, 07:44 AM
Jeeze, I was going to come in and be all "what's taking this thread so long" because every time I was browsing the games forum melfice just happened to have the last post.
Then I actually check the thread and see that everyone's waiting on me. Egg on my face.
So, yeah, Warfare for me.
The Artist Formerly Known as Hawk
03-14-2011, 12:57 PM
Greg, Warfare also has a bonus token on it, which can be transformed into either another command counter or a trade good.
Choose wisely...
/ominousnous
I can see Diplomacy quickly being left out here and acruing a ton of tokens at this rate.
Menarker
03-14-2011, 01:00 PM
After that, I'm guessing I start the round. Being the race that's always first and all.
:3
Azisien
03-14-2011, 01:43 PM
I can see Diplomacy quickly being left out here and acruing a ton of tokens at this rate.
That happens a lot, yeah.
Without doing a big update or anything. All Strategy Cards have been selected.
Round 2 ORDER OF PLAY
1. Menarker - Damn Naalu!!
2. Sage Harpuia
3. Melfice
4. Kerensky
5. Gregness
6. Hawk
Play on!
Menarker
03-14-2011, 02:21 PM
From what I see, my current ship status is...
Home System:
Druaa: 1 Space Dock, 2 Fighters, 3 leaders, 1 Ground Troop, 1 PDS
Malluuk: 1 Ground Troops,
1 Destroyer, 1 Cruiser
Aryz System:
Aryz: 1 Ground Force
Fria: 1 Ground Force
1 Carrier, 2 fighters
I'm going to take a cruiser and a Ground Force (Courtesy of Stasis Capsule I bought last round) from Malluuk and trek 2 spaces over to Meer to claim the system as my own.
Kerensky, just a heads-up. This bit of expansion is not an aggressive action toward you. I'm really lacking for influence and I'm fairly content to mark my borders along the Meer and Thibah system.
Gregness
03-14-2011, 03:34 PM
I'll go ahead and use that bonus counter to add one command counter to my fleet supply. This should bring me to 2/4/3 if I'm not mistaken.
Sage Harpuia
03-14-2011, 05:25 PM
One carrier and two ground forces from my homeworld to Gentauri & Gral, one GF for each planet.
Melfice
03-15-2011, 01:36 AM
Load up my carrier at [0.0.0] with all the Ground Forces, and ship 'em off to Alaska Lirta IV for colonization. I SHALL HAVE THAT PLANET!
Ravashak
03-15-2011, 07:05 AM
Kerensky, just a heads-up. This bit of expansion is not an aggressive action toward you. I'm really lacking for influence and I'm fairly content to mark my borders along the Meer and Thibah system.
Little Red Riding Hood (Kerensky): Grandmother, what big teeth you have
Not-Grandmother-but-Wolf (Menarker): All the better to eat you with! /munch
:ohdear:
Kerensky287
03-15-2011, 03:08 PM
Pssssh, it's cool. He knows I could totally kick his ass.
I'm gonna burn my Trade strategem and activate option A.
(Azi, I hate asking you to do even more, but... would it be possible to get a higher-res picture of the board as it stands? Like, close enough to tell what's going on? Because I just can't visualize it all that well right now.)
Menarker
03-15-2011, 03:15 PM
Paying for secondary of Trade since Kerensky is triggering it and all.
Also, I got questions.
I know according to the rules, it states that if I build a Space Dock, normally I have to wait until next turn before I can start producing units with it... but can I build units from that location with the secondary ability of Imperial without waiting, since it allows you to build regardless of whether it is activated or not? Also, could I actually build Space Docks at the same time if I have enough resources? Or do I have to have a space dock built before the Imperial card is played in order to build anything?
Regarding the secondary ability of Warfare, are unclaimed planets the 1 or 2 ships "patrol" considered successfully invaded in terms of getting its planet cards and all that? How exactly do you intend to run this through with Distant Sun rules?
Azisien
03-15-2011, 03:52 PM
Not home right now so I can't do pictures yet. But I can answer questions!
I'll go ahead and use that bonus counter to add one command counter to my fleet supply. This should bring me to 2/4/3 if I'm not mistaken.
That sounds right, yes. You had no Fleet Supply issues so we opted for your first choice.
(Azi, I hate asking you to do even more, but... would it be possible to get a higher-res picture of the board as it stands? Like, close enough to tell what's going on? Because I just can't visualize it all that well right now.)
It's damn near impossible for me to post one clear picture of the entire board. However, I'll see if I can take 4-5 pictures of around the board, that way everybody can enjoy a visual sitrep.
I know according to the rules, it states that if I build a Space Dock, normally I have to wait until next turn before I can start producing units with it... but can I build units from that location with the secondary ability of Imperial without waiting, since it allows you to build regardless of whether it is activated or not? Also, could I actually build Space Docks at the same time if I have enough resources? Or do I have to have a space dock built before the Imperial card is played in order to build anything?
You cannot use it to build new units even with the Imperial secondary. It goes a little against the wording, but FAQs and even the creator of the game have made it pretty clear that you just can't build units on a Space Dock you just built.
Regarding the secondary ability of Warfare, are unclaimed planets the 1 or 2 ships "patrol" considered successfully invaded in terms of getting its planet cards and all that? How exactly do you intend to run this through with Distant Sun rules?
Hm? The Patrols ability from Warfare is movement only, not the Tactical Action. Even if you have a GF on the cruiser you move, it can't try landing on a planet. Having ships in the system is not the same as controlling planets in the system, though you would control the system itself. You wouldn't get any planet cards by using the Warfare secondary ability. And since you're only patrolling space, no need to worry about conflicts with Distant Suns.
The Artist Formerly Known as Hawk
03-15-2011, 05:07 PM
I too will be activating trade secondary.
Menarker
03-15-2011, 06:11 PM
Hm? The Patrols ability from Warfare is movement only, not the Tactical Action. Even if you have a GF on the cruiser you move, it can't try landing on a planet. Having ships in the system is not the same as controlling planets in the system, though you would control the system itself. You wouldn't get any planet cards by using the Warfare secondary ability. And since you're only patrolling space, no need to worry about conflicts with Distant Suns.
Spending a command counter on normal tactical action:
- Require a command counter from command pool.
- Use any ships and as many ships as you have fleet supply.
- Ships in question maintain their movement rate
- Can target any system if it is in range and not blocked by foes/obstacles along way.
- Can capture planets.
Warfare secondary:
- Require a command counter from tactical pool (free if you have initative)
- Up to 2 ships only. Limited to either Cruiser or Destroyer.
- Ships have movement rate of 1 regardless of normal movement rate
- No capturing. Have to wait until next turn to do anything with it.
- If it is not captured, then a command counter on it implies it is activated and thus the system is locked down preventing any further use of the system from that player.
- Can only be used on empty systems.
- Can only be used when an opponent uses its primary ability (cannot really be planned ahead)
- Can move 1 ship from 2 different systems to 2 different systems.
- Ships can move even if they are on an activated system.
So... am I missing something or mistaken somewhere? Is there a significant benefit to the secondary that I'm missing? It looks so limited to a tactical action for the same cost. It seemed to me at the time that it allows capturing since command counters on an empty planet is similar to when you capture a planet but remove all ground troops after.
Either way, I would be spending a command counter. The warfare card says that you put a command counter on the system when you enter it, similar to how a system is claimed if belongs to you but you don't have any ground troops on it. But I fail to see what benefit is there to the ability to move ships onto a system using a command counter when the system becomes presumably activated (locking it from further actions) and there is no capturing possible.
Azisien
03-15-2011, 06:26 PM
What's benefit is there for the secondary ability as opposed to spending a command counter to use this ability as opposed to invading the standard way which allows invading and capturing the planet and keeping the original movement rate (for cruisers)? The secondary also can only be used on empty planets. The way you put it, it sounds utterly inferior to a standard tactical action with little to no value.
Either way, I would be spending a command counter. The warfare card says that you put a command counter on the system when you enter it, similar to how a system is claimed if belongs to you but you don't have any ground troops on it. But I fail to see what benefit is there to the ability to move ships onto a system using a command counter when the system becomes presumably activated (locking it from further actions) and there is no capturing possible.
Well I never said the Warfare secondary was good, I just explained how it is.
The secondary has you taking command counters out of your reinforcement pile (i.e. free), you don't have to spend them from Command Pool.
As for what the benefit is? It's situational I suppose. You can move ships out of systems that are already activated. You can spread ships out to reduce Fleet Supply issues that you can see coming. You can move them one step closer to a destination without having to take two rounds to do so (suppose a destination was 3 spaces away, and you're out of Command Pool...), or rather cut Command Pool costs in half. Also the ships can go to two different systems. You can't do that with a single Tactical Action.
The main benefit that is mentioned in the book even is literally for War. You can essentially sacrifice a Destroyer/Cruiser to, say, make a barricade around systems you want to protect. Without advanced tech, ships can't move through systems with enemy ships. So it could be used to delay attacks, allowing you to rally a counterforce. You could even chase someone that just retreated with it.
That all being said, it's probably the crappiest secondary ability.
Menarker
03-15-2011, 07:03 PM
K. I'm kinda wishing I put one of my strategy command counters in the command pool instead. Guess it's a bit late to change my mind though. >_< Ah well.
Azisien
03-15-2011, 07:16 PM
I would have put Warfare II in, had I owned the expansion when we started this.
Of course, the Warfare Primary ability is amazing, but it's Secondary is definitely....ennnnnnggghhhhhh. I could see myself using it late into a round though.
If you had a misconception of the ability, I would be ok with allowing you to switch the command counter over, but on the condition everybody else gets to switch one command counter if they wish, or as long as they approve. The round hasn't really started that hard yet, so I'm cool.
Menarker
03-15-2011, 07:23 PM
I'm fine with everyone else being able to switch a command counter if they wish. Especially if there was a chance that anyone else had a similar misconception. Only fair really to grant them the same right in this case.
Of course, if anyone has a particular objection to that, I'm listening.
The Artist Formerly Known as Hawk
03-15-2011, 07:46 PM
I have no objection, but then I wasn't too bothered about Warfare anyway. It always looked a bit meh to me. I don't need to change any counters.
Gregness
03-16-2011, 01:50 AM
I'll activate trade as well.
I'm ambivalent about the command counter redo, if it goes through, I'll move one from fleet supply to strategy, if not, i'm cool with it.
Melfice
03-16-2011, 02:34 AM
Also activating Trade's Secondary.
Azisien
03-16-2011, 08:38 AM
So much Trade!
Even though tonight is D&D night I'll try sneaking in those pictures of the board. Still waiting on Hawk and Gregness for their actual orders, if I scanned the last 2 pages properly.
Actual proper update most likely Thursday.
Sage Harpuia
03-16-2011, 08:54 AM
Hm.. I wonder if I can get on this trade train, eh?
Azisien
03-16-2011, 09:04 AM
Hm.. I wonder if I can get on this trade train, eh?
Is that a question? You have 2 Strategy Allocation, so yes, you could.
Sage Harpuia
03-16-2011, 09:10 AM
Oh bugger.. only 2? Nevermind then...
The Artist Formerly Known as Hawk
03-16-2011, 11:32 AM
Well I was waiting on Greg to post his move before making mine, assuming we're still supposed to submit tactical orders in turn.
synkr0nized
03-16-2011, 02:52 PM
Am I reading right that this is just all still one round?
Gregness
03-16-2011, 03:09 PM
This is round two, I think the update for the end of round one was at the bottom of page 18 or 19.
For my move, I'll activate the system with new albion in it and use the carrier and ground force in system to conquer the other planet (can't remember the name).
Ravashak
03-16-2011, 03:10 PM
Think they started round 2.
Melfice
03-16-2011, 04:57 PM
This is, in fact Round 2, but as we continue further, the rounds WILL get longer and longer.
synkr0nized
03-16-2011, 06:04 PM
This is round two, I think the update for the end of round one was at the bottom of page 18 or 19.
At my posts-per-page setting, it's only on page 6 now. But I did miss an update somehow. That's still a lot of posting and turns in one round. Neat stuff (I for some reason don't hate slow games).
The Artist Formerly Known as Hawk
03-16-2011, 07:52 PM
In that case then I skip this turn! Bwahahahahahahah!!
Azisien
03-18-2011, 05:47 PM
Okay everyone I forgot today was National Drink Green Beer Day in Canada, so I shouldn't do a full update while impaired.
HOWEVER. I did take some pictures so you can all get a hopefully decent view of the board.
START OF ROUND 2 - BOARD SITREP!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2SITREP-BoardWestSide.jpghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2SITREP-BoardCenter.jpghttp://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2SITREP-BoardEastSide.jpg
Okay so it doesn't quite line up. Please forgive me!
Can your monitors handle pictures that big? I know mine can. ^_^
Full update tomorrow evening.
Edit: Ah yes, and let me know if these pictures don't give you a good view, anyone or specifically Kerensky. I have some closer shots at each home world, but I figured these would be okay.
Round 2 - Strategy Phase - Recap
Hawk chose Imperial.
Sage Harpuia chose Initiative. Sage Harpuia is now the Speaker!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/SpeakerToken.png
Menarker chose Technology.
Kerensky chose Trade.
Melfice chose Logistics.
Gregness chose Warfare.
Round 2 ORDER OF PLAY
1. Menarker (Naalu ability, Initiative 0)
2. Sage Harpuia (Initiative 1)
3. Melfice (Initiative 4)
4. Kerensky (Initiative 5)
5. Gregness (Initiative 6)
6. Hawk (Initiative 8)
Round 2 Action Phase - Part 1 - Menarker's Turn
The Naalu Collective has recovered well, and remains a major player for the Throne of Mecatol Rex.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn1Part1.jpg
But their non-psychic competitors could never guess their next move!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn1Part2.jpg
Moving deep into what one might, in a fair Galaxy, consider Jol-Nar space, a Naalu Cruiser and Ground Force arrive to conquer Meer.
Menarker spends 1 Command Pool counter to activate the system, moving 2 spaces to Meer. His Stasis Capsules technology advance allows his Cruiser to carry one Ground Force.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn1Part3.jpg
Menarker may not have made an enemy of the Jol-Nar just yet, but his fleet faces danger of another kind.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-Biohazard.png
The Ground Force is lost to the planetary biohazard, and the Domain counter remains in play. Meer will not be taken so easily!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn1Part4.jpg
Round 2 Action Phase - Part 2 - Sage Harpuia's Turn
The Xxcha are usually slow starters, but Sage Harpuia has thus far managed them well. Or is it merely good fortune?
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2SageHTurn1Part1.jpg
Sage Harpuia spends a Command Pool counter to activate the Centauri/Gral system. He moves a Carrier and 2 Ground Forces there.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2SageHTurn1Part2.jpg
Sage Harpuia wants colonies now! He orders 1 Ground Force to invade each planet.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2SageHTurn1Part3.jpg
Centauri yields a significant cache of old holographic porn that's sure to wet the lips/mandibles/lubrication arrays of delegates at the next Galactic Trade Convention. Space travel can be oh so lonely.
Sage Harpuia gains +4http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TradeGood.png
Gral, on the other hand, also carries a Biohazard. The one arriving Ground Force is destroyed.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2SageHTurn1Part4.jpg
Sage Harpuia and the Xxcha gain the Centauri Planet Card! It is immediately exhausted and placed in your hand.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Centauri.jpg
Round 2 Action Phase - Part 3 - Melfice's Turn
The L1Z1X Mindnet is, unsurprisingly, shaping up to be a technological juggernaut, and its army of Huge Plasma Cyborgs (http://www.sc2blog.com/wp-content/uploads/2008/02/colossus.jpg) are a force to be reckoned with.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MelficeTurn1Part1.jpg
Melfice spends 1 Command Pool counter to activate the Bereg/Lirta IV system, and sends a Carrier jam-packed to the absolute maximum with 6 Ground Forces.
The hostile rebel force on Lirta IV had the upper hand last time thanks to a clever ambush and superior numbers. Now the L1Z1X has returned. The rebels combat tactics: thoroughly analyzed.
"Our orbital drop pods shall blot out the Sun."
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MelficeTurn1Part2.jpg
INVASION COMBAT
Melfice: 6 Ground Forces. +1 Battle with Racial Ability, +1 Battle with Gen Synthesis technology advance. If a GF unit is killed, a die roll of 5+ spawns it back on [0,0,0]. Battle 6.
Rebels: 2 Ground Forces. Battle 8. Shitting themselves.
Round 1: Melfice scores 3 hits! Rebels score no hits! The Rebels are atomized. (http://www.youtube.com/watch?v=l0s6DPni2wA&feature=player_detailpage#t=31s)
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MelficeTurn1Part3.jpg
CAPTION: Yes, I replaced 4 GFs with 4 Ground Force tokens. It was getting a little crowded.
Melfice and the L1Z1X Mindnet gain the Lirta IV Planet Card! It is immediately exhausted and placed in your hand.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-LirtaIV.jpg
Round 2 Action Phase - Part 4 - Kerensky's Turn
Kerensky activates the Primary ability of the Trade Strategy Card!
The Jol-Nar host what must have been the swankiest Trade Convention since the rule of the Lazax Empire. Every single major race makes an appearance. Money and crates of goods change hands. A suspiciously large number of pornography scandals plague galactic news networks.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2KerenskyTurn1Part1.jpg
Kerensky immediately receives 3 Trade Goods plus his Trade Agreements, totalling 5.
Literally everyone uses the Secondary Ability to activate their Trade Agreements.
Menarker spends a Strategy Allocation counter to receive 3 Trade Goods.
Hawk spends a Strategy Allocation counter to receive 4 Trade Goods (now totalling 6).
Gregness spends a Strategy Allocation counter to receive 2 Trade Goods.
Melfice spends a Strategy Allocation counter to receive 4 Trade Goods.
My apologies to Sage Harpuia, whom I mistakenly would have charged a counter as well. When interested in Trade, I COMPLETELY forgot your Strategy Card was Initiative. I will now assume you activate the Trade Secondary ability for free.
Sage Harpuia receives 3 Trade Goods (now totalling 7).
The Galactic Trade Convention comes to a close, finally, and everyone departs a little richer. The Trade Good bag is also significantly lighter.
Round 2 Action Phase - Part 5 - Gregness's Turn
If there's one thing you can count on in space, it's Pirates.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2GregnessTurn1Part1.jpg
Gregness spends 1 Command Pool counter to activate the New Albion/Starpoint system.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2GregnessTurn1Part2.jpg
In a rather brilliant, multi-stage execution of "Operation Hop-Skip-Jump," a Carrier picks up the Ground Force on freshly conquered New Albion and gets dropped off in-system at Starpoint.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2GregnessTurn1Part3.jpg
Gregness and the Mentak Coalition gain the Starpoint Planet Card! It is immediately exhausted and placed in your hand.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Starpoint.jpg
Round 2 Action Phase - Part 6 - Hawk's Turn
Or rather, lack OF a turn. Hawk activates his Yssaril's racial ability, allowing him to skip this action turn without penalty. He may not do so next turn.
But since I've posted another shot of the local environment, here is Yssaril-area space as well.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2HawkTurn1Part1.jpg
And that's a turn!
Round 2 ORDER OF PLAY
1. Menarker (Naalu ability, Initiative 0)
2. Sage Harpuia (Initiative 1)
3. Melfice (Initiative 4)
4. Kerensky (Initiative 5)
5. Gregness (Initiative 6)
6. Hawk (Initiative 8)
Menarker
03-18-2011, 05:55 PM
That sucks... >_<
Anyhow, I guess I'm taking my carrier and the 2 ground forces from Aryz and Fria to Wellon. Try to claim that location and hope it's not going to nuke my troops in the process...
Azisien
03-18-2011, 05:58 PM
I should also mention I went ahead and allowed Menarker and Gregness to switch 1 of their counters around as they wished.
Now that we all know Warfare secondary sucks, let's try to avoid it going forward!
Sage Harpuia
03-18-2011, 07:18 PM
Edit: As Hawk stated, I can't enact my previous stated orders.
So... I'll put a momentary pause on my orders until further notice..
I'll send a cruiser from the home-world to the Coorneed/Resculon system just for the heck of it.. I guess...
The Artist Formerly Known as Hawk
03-18-2011, 08:36 PM
Sage you can't do that, you already activated the Gral system.
Kerensky287
03-19-2011, 07:40 PM
...Do we have to wait for the next person in line to mention what they want to do for their turn, or is it simply RESOLVED in order? Because I have plans, oh yes. And it's been over 24 hours since the last post and I'm getting SOOOO IMPATIENT YOU GUYS
The Artist Formerly Known as Hawk
03-19-2011, 07:57 PM
When it comes to tactical actions, I think we should keep to the habit of posting orders in turn. Throwing orders up out of sequence can change how others might want to play, because they now know what people are going to do after them.
The only time I think we should be allowed to post out of order would be during the status phase when claiming objectives or organising counters, because those decisions aren't going to affect anyone elses decisions.
Azisien
03-19-2011, 09:14 PM
If people get impatient after 24 hours, it must be an exciting game. :)
But yeah. I was cool with first round out of order because honestly the odds of strange behaviour in the first round is very low. 99.9% of the time people just colonize. Actually that describes most games in the first 4-5 rounds.
But since this is a six player game, any second tier colonization is inherently aggressive. So let's post in order.
IF this ends up really hampering the momentum of the game, I MAY redact it. But let's see how it evolves first.
Melfice
03-20-2011, 03:24 PM
I'll activate my Logistics card then.
Also, sorry for the delay, Kerensky. But at least I've had steak and went bowling! So there!
The Artist Formerly Known as Hawk
03-20-2011, 03:47 PM
Mel, we're still waiting on Sage. He redacted his orders after I pointed out to him that he couldn't do what he wanted to.
Huh, weird, why is the forum clock like 4 hours behind?
Melfice
03-20-2011, 03:54 PM
... HAH!
In your face, Kerensky!
Though... I thought...
Edit: As Hawk stated, I can't enact my previous stated orders.
So... I'll put a momentary pause on my orders until further notice..
I'll send a cruiser from the home-world to the Coorneed/Resculon system just for the heck of it.. I guess...
The Artist Formerly Known as Hawk
03-20-2011, 04:16 PM
Oh, my bad, last time I saw Sages post it still had the old orders on. Those appear to be the updated version now.
So yeah, feel free to activate Logistics then and Kerensky can post whenever.
EDIT; While I'm here too I will trade in all of my planetary influence (6) for 2 more counters please.
Menarker
03-20-2011, 04:41 PM
Passing on secondary of Logistics. Got crap influence.
Kerensky287
03-20-2011, 04:54 PM
I'll use Mellon and a trade good to buy 1 Fleet Counter.
And it's no problem! Steak and bowling is a perfect excuse. It's just that I've got like the next 5 turns all plotted out chessmaster-style and I want to get the ball rolling.
justasplanned.jpg
The Artist Formerly Known as Hawk
03-21-2011, 02:31 AM
You know Kerensky, trying to play the Chessmaster in a game full of Chessmasters is only going to lead to this (http://tvtropes.org/pmwiki/pmwiki.php/Main/ThirtyXanatosPileup).
Especially when I'm one of those Chessmasters.:D
Azisien
03-21-2011, 05:26 AM
Were the forums messing up yesterday? There were like 10 posts and I only got notified for 1 via e-mail.
Either way, that's orders for Sage, Menarker, and Melfice. Waiting on Kerensky, Gregness, and Hawk.
I personally don't mind about being out of order with the Secondary Abilities so much. It's kind of working like you have until I post an update to use a secondary, and that ends up being at least 48 hours.
Gregness
03-21-2011, 08:09 AM
pass on logistics. None of my planets produce more than one influence and I'm not forgoing my nine resources for one command counter.
And I'm waiting on Kerensky I guess?
Kerensky287
03-21-2011, 10:37 AM
I personally don't mind about being out of order with the Secondary Abilities so much. It's kind of working like you have until I post an update to use a secondary, and that ends up being at least 48 hours.
http://i204.photobucket.com/albums/bb22/Kerensky287/CalvinHobbespng_thumb.jpg
Well now.
I almost want to wait to post this, just so I can keep building up the anticipation. It's like every religious gift-giving holiday wrapped into one.
But no, you've waited long enough. Here's what I'll do on my turn.
-I activate Meer/Arinam.
-I pick up Scientist Rin (whom I will hereafter refer to as Srin for timesaving), 2GF and 1 fighter with my carrier in Mellon/Zohbat. The carrier is going to Meer/Arinam.
-I pick up Admiral Rin (whom I will hereafter refer to as Arin for timesaving) and 1 GF with my Dreadnought in Jol/Nar. The Dreadnought is going to Meer/Arinam.
-I pick up 1 GF with my cruiser in Jol/Nar. The cruiser is going to Meer/Arinam.
Oh hello! There appears to be an enemy cruiser in Meer/Arinam already. That's unfortunate - I made it clear before the game began that Arinam was a planet I was ogling disconcertingly. Oh well, he's in my way. Sorry, Mr Cruiser!
So in summary, the forces on my side include:
-1 Dreadnought with an admiral
-1 Cruiser
-1 Fighter
-1 Carrier.
How are we dealing with PvP combat? And would you like me to list my invasion plans before or after combat is resolved?
Sage Harpuia
03-21-2011, 11:42 AM
Hm.. I'll activate the secondary ability of logistic for 2 command counters. Or just 1...
Azisien
03-21-2011, 12:35 PM
How are we dealing with PvP combat? And would you like me to list my invasion plans before or after combat is resolved?
Gasp gasp gasp gasp!
I'll probably mock up an update up until this PvP and resolve it before pushing onwards. Like I mentioned in PM, kind of playing this by ear.
One option would be to meet the two of you in a chat room and have you two battle it out there. It's not like this is a huge battle anyways, but it might be faster that way.
I'll let that stew while I prepare an update.
If Gregness and Hawk are comfy posting orders irregardless of this combat, by all means do so.
The Artist Formerly Known as Hawk
03-21-2011, 12:41 PM
Would it perhaps not be easier for both parties in a battle to simply announce the order they would like their ships sacrificed, assuming they need to be?
In this case, Kerensky need only state to destroy the fighter first, then (assuming here, but this is how I'd do it) the cruiser, then the carrier, then the dreadnought, allowing his weakest ships to die first whilst preserving his his leaders.
Menarker of course, only has his cruiser.
That's probably the easiest way to do it.
Azisien
03-21-2011, 12:44 PM
Yeah that's probably how I would do it too. But thinking ahead for potentially huge battles a chat room could work, and hey if people are available.
But I digress, for now we can do it the good old fashioned way.
PvP Mode
1. Play any Action Cards that need playing
2. Announce retreat if applicable
3. List what ships you want to take hits, and in what order
4. List any other conditions, such as "If I don't take out a ship on round 1, I'll signal retreat if I survive."
5. We do battle!
6. Somebody wins, somebody bashes their keyboard in anger.
Would anyone actually prefer we do PvP round by round? Or give me full combat orders and I'll play it all out in one post?
Gregness
03-21-2011, 12:57 PM
Yeah, my next action isn't affected by any of this.
I believe I have a carrier, a cruiser, and two GF's in Moll Primus; these will be going to Quann for colonization. Land both GF's at once.
Edit: also, I think i'd prefer posting the the whole order of battle at once for PvP combat since getting people coordinated might be a bit of a hassle.
The Artist Formerly Known as Hawk
03-21-2011, 01:10 PM
Well, seeing as Greg has posted, I will activate Lazar/Sakulag and land my remaining GF there on Lazar, now that they've adapted to that nasty radiation.
Kerensky287
03-21-2011, 01:26 PM
Yeah that's probably how I would do it too. But thinking ahead for potentially huge battles a chat room could work, and hey if people are available.
But I digress, for now we can do it the good old fashioned way.
PvP Mode
1. Play any Action Cards that need playing
2. Announce retreat if applicable
3. List what ships you want to take hits, and in what order
4. List any other conditions, such as "If I don't take out a ship on round 1, I'll signal retreat if I survive."
5. We do battle!
6. Somebody wins, somebody bashes their keyboard in anger.
Would anyone actually prefer we do PvP round by round? Or give me full combat orders and I'll play it all out in one post?
I prefer the full combat orders, personally. I think it'll be cool to do it in chat once we hit the bigger battles, but for now going Gambits-Only is a fun idea.
PvP orders
1. None.
2. Not a chance. He can't either, actually, since I have an Admiral.
3. Dreadnought (1st hit), fighter, cruiser, carrier, Dreadnought (2nd hit)
4. Can you make my Dreadnought attack last? If his cruiser remains alive after all my shooting, I'll burn a Strategy Token to reroll a single Dreadnought hit.
And what about invasion orders? Should I send them to you via PM so that they aren't revealed in the off chance I lose, but can be evaluated in a more timely manner?
Azisien
03-21-2011, 02:26 PM
And what about invasion orders? Should I send them to you via PM so that they aren't revealed in the off chance I lose, but can be evaluated in a more timely manner?
Sounds fine to me!
Menarker
03-21-2011, 06:46 PM
Of course, I do have that improved retreat ability as well, right? Shouldn't I be able to save my cruiser from combat?
And you made a grave enemy this day. Mark my words.
Azisien
03-24-2011, 01:11 AM
I'll try to do an update tomorrow, but it might get delayed until Wednesday because I'm pulling a thirteen hour work shift and I'll be tired.
Of course, I do have that improved retreat ability as well, right? Shouldn't I be able to save my cruiser from combat?
Ladies and gentlemen, but especially ladies, it is time to learn about Space Battle!
Space Battle
Because blowing up Ground Forces gets so very droll!
Space Battles are more interesting than Invasion Combat, because ships are cooler than soldiers with laser rifles.
The following pretty much sums up all space battles:
Step -1: Although not technically part of the Space Battle step, PDS Fire occurs right before it in the Tactical Action. You can get up to some pretty mean shit once you've got Deep Space Cannon and a nice array of PDS units set up.
0. Pre-battle actions. Most of the Action Cards I've seen for Space Battles are used at this stage. As well, the Destroyer Anti-Fighter Barrage and Dreadnought Assault Cannon (tech) abilities happen here. Anything that dies in this stage never gets to fire a shot.
- Actual official Space Battle starts here -
1. Players announce withdrawals/retreats
2. Roll combat dice
3. Remove casualties
4. Execute withdrawals/retreats
5. Rinse, repeat, until someone withdraws or someone loses all ships.
How does retreating work? As follows:
1. Attacker can choose to signal first, defender second.
2. You cannot retreat if, in the last combat round, you destroyed all enemy ships.
3. To be able to retreat you MUST have an adjacent, ACTIVATED system that contains zero enemy ships (it may contain space docks and ground structures/forces)
The Naalu, as Menarker mentioned, have the amazing racial ability that allows them to basically merge steps 1 and 4 above. They can retreat right away, but they follow all rules and restrictions otherwise.
In this instance, the Naalu Cruiser has no systems to retreat to, because no adjacent systems are activated. And to double the retreat pain, even if we WERE using the Expansion variant rule that allows retreats for Strategy Allocation counters, no fleet may retreat from battle when facing an opponent with an Admiral, which Kerensky has. The exception is if both fleets have Admirals.
Leaders, am i rite?
Round 2 Action Phase - Part 7 - Menarker's Turn
Frustrated by unforeseen hazards of space colonization, an odd thing for a psychic race, the Naalu move to colonize Wellon.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn2Part1.jpg
Menarker orders 1 Carrier and 2 Ground Forces to move from the Abyz/Fria system to the Wellon system.
*I took the liberty of moving the fighters as well because I don't think Menarker wants them annihilated immediately
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn2Part2.jpg
Both Ground Forces attempt to land on Wellon, revealing the domain counter as...
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn2Part3.jpg
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Pre-Round%201/DistantSun-Settlers.png
A group of rather bewildered settlers don't openly oppose the Naalu, but apparently the Naalu weren't the first here either. Other races have spread propaganda here! So much political divisiveness! It's not clear whether the population will turn hostile or not, and the Ground Forces return to their orbiting Carrier.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn2Part4.jpg
*rolls dice*
Result: 10
After a lengthy, but successful, propaganda campaign of their own, the Naalu win the settlers over without firing a shot. In fact, a local militia is organized and trained!
Menarker receives 2 free Ground Forces.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2MenarkerTurn2Part5.jpg
Menarker and the Naalu gain the Wellon Planet Card! It is automatically exhausted and placed in your hand.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Wellon.jpg
Round 2 Action Phase - Part 8 - Sage Harpuia's Turn
One particular Cruiser of the Xxcha decides to play one of the oldest practical jokes in the vid-screen: LAZAX AMBUSH! The Cruiser paints itself purple and masks its energy signatures as an old Lazax dreadnought while warping into the Corneeq/Resculon system on an attack trajectory for the Xxcha Carrier, screaming old Lazax battle hymns.
Four loyal crew of the Carrier die in the ensuing chaos. Everybody has a good laugh.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2SageHTurn2Part1.jpg
Round 2 Action Phase - Part 9 - Melfice's Turn
Melfice activates the Primary Ability of the Logistics Strategy Card. He receives 4 command counters.
I still need allocation on which pools you'd like them in.
Hawk exhausts all of his planets for 6 Influence, receiving 2 command counters. Need allocation for the new counters too.
Kerensky exhausts Mellon and spends 1 Trade Good to receive 1 command counter to Fleet Supply.
Sage Harpuia exhausts...an unknown number of planets...for an unknown number of command counters. Damn it, I need specific orders! You exhaust Archon Tau and Corneeq for 3 Influence and receive 1 command counter. Need allocation on the counter, though.
Round 2 Action Phase - Part 10 - Kerensky's Turn
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2KerenskyTurn2Part1.jpg
"The Naalu must be taught a lesson, for all the Galaxy to see. Our weapons may be weaker, but our knowledge vast by just as much. They will be made an example of. We will not lose Meer."
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2KerenskyTurn2Part2.jpg
This is kind of a cluster****. Just wait until end-game fleets! The first aggression action of the game necessitated the creation of a clearer battlefield...
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2KerenskyTurn2Part3.jpg
Kerensky's Forces
1 Dreadnought (Admiral) - Battle 7(x2)
1 Cruiser - Battle 7
1 Fighter - Battle 10
1 Carrier - Battle 10
Menarker's Forces
1 Cruiser - Battle 7
Casualty Order
Kerensky has given the following order for any casualties: Dreadnought (1st hit), fighter, cruiser, carrier, Dreadnought (2nd hit).
Menarker has no choice but to take hits with the Cruiser.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2KerenskyTurn2Part4.jpg
Round 1
Menarker misses!
Kerensky misses first volley! Bonus Admiral attack from the Dreadnought scores a hit!
Menarker's Cruiser is destroyed!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2KerenskyTurn2Part5.jpg
Kerensky sent me a PM detailing his invasion plans, which were as follows:
1. Land Srin and 2 GFs on Arinam.
2. Land 2 GFs on Meer.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2KerenskyTurn2Part6.jpg
Kerensky gains +2http://i1204.photobucket.com/albums/bb420/AzisienTI1/TI%20Races/TradeGood.png
Kerensky's first Ground Force landing on Meer is killed, with the corpses of the dead making a large, safe, non-biohazardous carpet for the second army.
Kerensky and the Jol-Nar gain the Arinam and Meer Planet Cards!
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Arinam.jpg http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Meer.jpg
Round 2 Action Phase - Part 11 - Gregness's Turn
The Mentak Coalition deploy a secure fleet for the Quann system. Access to a wormhole will prove extremely valuable in the years ahead. 1 Carrier, 1 Cruiser, and 2 Ground Forces arrive in system.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2GregnessTurn2Part1.jpg
The 2 Ground Forces move to colonize Quann.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2GregnessTurn2Part2.jpg
World Peace! Yay!
Gregness and the Mentak gain the Quann Planet Card! It is automatically exhausted and placed in your hand.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Quann.jpg
Round 2 Action Phase - Part 12 - Hawk's Turn
The Yssaril made a wise move, choosing to colonize with caution instead of sending all of their armies in head-first.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2HawkTurn2Part1.jpg
Now well aware of the radiation dangers, the next Ground Forces are well equipped to handle it. Master Yssaril tacticians deploy "The Roo," which is much like the "Switch-A-Roo" but without any switching of planetary locations. Several commendations are submitted to High Command.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Round%202/Round2HawkTurn2Part2.jpg
Hawk and the Yssaril gain the Lazar Planet Card! It is automatically exhausted and placed in your hand.
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Planet%20Cards/PlanetCard-Lazar.jpg
Round 2 ORDER OF PLAY
1. Menarker (Naalu ability, Initiative 0)
2. Sage Harpuia (Initiative 1)
3. Melfice (Initiative 4)
4. Kerensky (Initiative 5)
5. Gregness (Initiative 6)
6. Hawk (Initiative 8)
REMINDER
Whoever tapped that Logistics secondary but didn't specify what command counters they wanted, please do so. I believe that's everybody who tapped except Kerensky.
Melfice
03-24-2011, 03:08 AM
1 in Fleet Supply, the rest in Command.
The Artist Formerly Known as Hawk
03-24-2011, 03:27 AM
Yeah sorry, just put mine in Command for now. I won't need them this round so I'll probably need to reshuffle during the status phase.
Menarker
03-24-2011, 12:52 PM
I didn't pay for Logistics. Got practically no planets with influence.
Activating Tech card. Getting XRD Transportation.
Azisien
03-24-2011, 02:21 PM
Since I don't really want to update the original post EVERY time there's a turn, here's a run down after all of Turn 2, how much Command Pool everyone has left:
Hawk: 4
Sage Harpuia: 0
Menarker: 1
Kerensky: 2
Melfice: 5
Gregness: 2
The Artist Formerly Known as Hawk
03-24-2011, 02:25 PM
I don't have the resources for a tech, so I pass on that.
Kerensky287
03-24-2011, 02:50 PM
So I have, what, 7 trade goods now? Bitchin'.
I'll exhaust Zohbat, Jol and Nar to get the 6 resource points for XRD transporters (since I have a scientist on a Blue Tech planet).
And, oh, while I'm researching that, I'll stumble upon Deep Space Cannon tech too, if you don't mind.
EDIT: Why was my Dreadnought only battle 7? They're 5 standard and I only have -1 to my rolls; by my count it should've been 6x2. I mean, it wouldn't have made a difference this time, but it might in the future as I suspect the Naalu are a little peeved.
Azisien
03-24-2011, 03:03 PM
EDIT: Why was my Dreadnought only battle 7? They're 5 standard and I only have -1 to my rolls; by my count it should've been 6x2. I mean, it wouldn't have made a difference this time, but it might in the future as I suspect the Naalu are a little peeved.
Standard battle is 5, -1 for Jol-Nar, but +1 for Hylar V tech.
Then this...
http://i1204.photobucket.com/albums/bb420/AzisienTI1/Political%20Cards/PoliticalCard-UnconventionalWeaponsLAW.jpg
Putting it at Battle 7.
Sage Harpuia
03-24-2011, 03:43 PM
Hm.. I'm not sure how many resources I currently have.. but it should more than enough for a tech. If my current amount of resources are not enough, 'll exhaust the rest of my planets to get Hylar Assault Lasers.
Also, I'll place the counter from logistics on command. In addition, I guess I'll move the other cruiser from my homeworld to Centauri/Gral
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