Posted 26 June 2018 - 04:38 PM
It has been interesting playing this game. I'd really like to try it with the regular maximum of 6 players. If we had 6 players, we'd have more space to stretch out and move before having to come into conflict with others. At this point in the game, it's unrealistic for anyone to be able to achieve many of the "own X amount of planets with X requisite" objectives, because it's difficult to take systems, but even more difficult with the way action economy is built to be able to then hold the planets once you've taken them.
That's been MY major downfall, I think. Hacan are just not militarily minded, and, frankly, even though I've been able to finagle some pretty good deals, my corner of the galaxy is very resource/influence poor, so I haven't really been able to ever get an upper hand in anything. If it hadn't been for Twelve and my alliance, I wouldn't have held any real power at any point in this game. I'm able to put together fleets that allow me to take systems, but I can never hold them because someone else has always got a fleet somewhere else nearby to just take it back with. Heck, if it weren't for his ExoTriremes, Tapper would have been a lot less likely to keep Lodor last round.
I hope that next game we play, we can make it just a 6 player game, maybe two of them going at once or something, or two 4-5 player games. I'd like to give this a shot with less players so that everyone can experience the full spectrum of abilities the way they're meant to be balance-wise. I think if we had an extra ring of hexes, THAT would be more appropriate for an 8-9 player game.
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK