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TI4 Game # 2 Signup Thread

#41 User is offline   Gnaw 

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Posted 09 July 2018 - 06:07 PM

Quote

https://imgur.com/a/kfzt2#tOsuiwZ[/url]

Racial Technologies: https://imgur.com/a/PqS6t

Generic Technologies: https://imgur.com/gallery/LwA4N

Unit Upgrades: https://imgur.com/a/3aqrr

Racial Promissory Notes: https://imgur.com/a/pCTt5

Public Objectives I: https://imgur.com/a/I0VXd

Public Objectives II: https://imgur.com/a/xyU3R

Secret Objectives: https://imgur.com/a/0BWUc

Action Cards: http://imgur.com/RHPm9cL http://imgur.com/FWn7AjA

Action Card Overview: https://docs.google.com/spreadsheets/d/1PRz0DmY_nQ_uwKE8pshp3KLyQ7LDnSBmjJsNOPd6WPE/edit?usp=sharing

Punchboard: http://imgur.com/a/o4TYl

Generic Promissory Notes: http://imgur.com/a/AZnn0

Plastic Units: http://imgur.com/a/jyp7y

Planets: https://docs.google.com/spreadsheets/d/1IxHdG1hB0CgcXFAB2D_ePcEuYf9VVcYlUte_6hxFtFg/edit?usp=sharing

Insert: http://imgur.com/a/h8nWm

Agenda Cards: http://imgur.com/a/oKwl7

Agenda Card Overview: https://docs.google.com/spreadsheets/d/1j1timU4HrE_uy4PXPHjSNV_vElVWyVCWVaU7S7m7GYQ/edit#gid=0


Races



Sardakk N'orr
  • Front: http://i.imgur.com/MQJFzik.jpg Back: http://i.imgur.com/W89lYVz.jpg
  • Note: The +1 only applies to combat rolls, not for Bombardment or Space Cannons
  • Race Unit: Exotrireme I (Dreadnought) with Bombardment 4 (x2)
  • Flagship Stats are now 8,6x2,1,3 instead of 10,5x3,1,1
  • Starting Technology NONE instead of 2 red (Hylar V Assault Laser, Deep Space Cannon)
  • Starting Units now 2 Carrier instead of 1 Carrier
  • Promissory Note "Tekklar Legion": Return to apply +1 to all combat rolls during an Invasion. If fighting the N'orr, they receive -1 for that Invasion
  • Racial Technologies
  • Prerequisite: 2 Blue, 1 Yellow
  • No changes: After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system.
  • Bombardment 4 (x2) instead of 5 (Dreadnought I)
  • Prerequisite: 2 Red
  • New: In ground combat if enemy produces 1 hit, you produce 1 additional hit
  • Removed: At the end of a round of Invasion Combat, roll one die for each casualty you take. For each 10 you roll, your opponent must immediately take 1 additional casualty



The Arborec
  • Stats are now 8,7x2,1,5 instead of 10,6x2,1,5
  • Reworked: You can now build directly after system activation
  • TI3: You may not build units with this ship if it has moved during the same activation
  • Starting Technology are now 1 red (Magen Defense Grid) instead of 1 green (Stasis Capsules) and 1 blue (Antimas Deflectors)
  • Dreadnought have now 1 capacity by default
  • Promissory Note "Stymie": Placed face up, Arborec cannot produce units in non-home systems adjacent to those containing the holder's ships. Returned if holder activates an Arborec system
  • Racial Technologies
  • Prerequisite: 2 Green
  • No Changes: Same as Infantry II, but with Production 2 instead of 1. (TI3: This was the tech Spore Acceleration)
  • Prerequisite: 2 Green
  • Reworked: You can now move any number of ground forces to planets in your system or adjacents systems.(TI3: Only 1 Ground Force, but is was allowed to move to uncontrolled planets)



The Barony of Letnev
  • Reworked: You can now spend 2 Trade Goods at the start of a round of Space Combat; if you do, you may reroll any number of dice (TI3: Give +1 to Spaceships and +2 to Ground Forces)
  • Reworked: You can now have up to 2 more non-fighter units over your fleet supply (instead of one unit).
  • Flagship Stats are now 8,5x2,1,3 instead of 10,5x2,1,2
  • Starting Technology
  • Antimass Deflectors (blue)
  • Plasma Scoring (red) instead of Hylar V Assault Laser (red)
  • Starting Units added 1 Fighter
  • Promissory Note "War Funding": Return at the start of a Space Combat round to be able to reroll any number of your dice. The Letnev player loses 2 Trade Goods
  • Racial Technologies
  • Prerequisite: 1 Yellow
  • New: Enemies cannot use Space Cannon during Invasion
  • Removed: You can use your ability without spending Trade Goods
  • Prerequisite: 2 Red
  • No Changes: Sustain Damage absorb 2 hits instead of 1



The Clan of Saar
  • Since the Floating Factory 1 has Capacity 4 it can transport Ground Forces
  • Flagship Stats 8,5x2,1,3 instead of 10,6x3,1,4
  • Removed XRD Transporter (blue) technology, they have now only Antimass Deflector (blue)
  • Promissory Note "Ragh's Call": Return when landing on a Saar planet to return all Ground Forces on it to another planet belonging to the Saar
  • Racial Technologies
  • Prerequisite: 2 Yellow
  • No Changes
  • Production 7 instead of 5 (Floating Factory1)
  • Movement of 2 instead of 1 (Floating Factory 1)
  • Capacity 5 instead of 4 (Floating Factory 1)
  • Prerequisite: 1 Blue
  • New: Other players cannot activate asteroid field that contain 1 or more of your ships.
  • New: You can produce for 1 in an system with at least 1 ship.
  • Removed: You can move into asteroid fields with fleet supply 3 (in TI4 this is with Antimass Deflector possible)



The Embers of Muaat
  • Prerequisite: 1 Yellow, 3 Red
  • New: Movement increased to 3 instead of 2
  • Prerequisite: 2 Red
  • New: You can move into supernovas. You gain 1 trade good if you use production in a system with a war sun or adjacent to a supernova
  • Removed: War Suns have +1 Movement and cost 10 (Refactored in Unit Upgrade: Prototype War Sun II)
  • Removed Nova Seed
  • As an action, you may remove the card from the game to replace a system you control with a Supernova system tile. This may not be used on mecatol Rex, a Home System, or adjacent to a red-bordered system



The Emirates of Hacan
  • New: You can negotiate transaction with players who are not your neighbor
  • Reworked: Action cards can be part of your transaction (TI3: You can trade actions cards during Status Phase)
  • Removed: Nobody can break Trade Contracts, unless starting a war with you
  • Removed: Your trades don't require approval
  • Flagship
  • Stats are now 8,7x2,1,3 instead of 10,7,2,4
  • Reworked: You can now spend 1 TG to apply +1 to the result instead of rerolling one die
  • Starting Technology
  • Antimass Deflectors (blue) instead of Enviro Compensator (yellow)
  • Promissory Note "Trade Convoys": Place face up, you may have transactions with anyone even if you are not neighbors. Returned if you attack the Hacan
  • Racial Technologies
  • Prerequisite: 3 Yellow
  • New: You must now spend 1 CC and 3 Trade Goods to swap Strategy Cards
  • Prerequisite: 2 Green
  • Reworked: Exhaust as Action with 1 CC to gain 4 Trade Goods and another player get 2 Trade Goods.
  • Removed: Limitation that you can only use if you have less than 6 Trade Goods





The Federation of Sol
  • Capacity 6 instead of 4
  • Race Unit: Spec Ops (Ground Forces)
  • Combat value 7 instead of 8
  • Abilities
  • Reworked: You now gain 1 additional CC EVERY Status Phase
  • Flagship
  • Stats are now 8,5◊2,1,12 instead of 10,5x3,1,3
  • Remove: GF on this ship do not count towards its capacity (instead this ship has 12 capacity)
  • New: At the end of the status phase, place 1 infantry from your reinforcements in this system's space area
  • Starting Technology
  • Neural Motivator (green) instead of Cybernetics (green)
  • Antimass Deflectors (blue)
  • Starting Units added 3 Fighters
  • Promissory Note "Military Support": Return at the start of Sol turn to place 2 infantry on one of your planets, and the Sol lose 1 Strategy counter
  • Racial Technologies
  • Prerequisite: 2 Green
  • Combat 6 instead of 7 (Infantry II)
  • You need a 5 instead of a 6 (Infantry II) to revive the Infantry next turn on the home system
  • Removed: Each time you roll a 1 during Invasion combat, you may re-roll that die. You must use the second result
  • Prerequisite: 2 Blue
  • No Changes Capacity 8 instead of 6 (Carrier II) with Sustain Damage ability



The Ghosts of Creuss
  • New: +1 movement if starting in home system or system with a or b wormhole
  • Removed: can no longer block wormholes
  • Reworked: Creuss Gate does not count as a home system (in TI3 it counted for objectives)
  • Flagship
  • Stats are now 8,5,1,3 instead of 10,4,1,3
  • Rule clarification for flagship d wormhole
  • Flagship may move BEFORE or AFTER all other ships
  • Starting Technology 1 blue (Gravity Drive) instead of 2 (Antimass Deflectors, XRD Transporters)
  • Promissory Note "Creuss IFF": Return to move or place a Creuss Wormhole Token into a system that either contains one of your planets or does not contain enemy ships
  • Racial Technologies
  • Prerequisite: 2 Blue
  • Refactored: You can now place the A or B wormhole token in a system that contains a planet you control or any non-home systems without enemy ships (TI3: only allowed friendly non-home systems and empty ones)
  • If all players have ships only in the homeworlds you can place the token on any non-homeworld tile
  • Prerequisite: 1 Red
  • No Changes: At the start of a battle in a system containing a Wormhole and at least 1 of your ships, you may assign 1 hit to 1 enemy ship of your choice



The L1z1x Mindnet
  • 2 capacity instead of 1 (TI3 this was the Dreadnought Invasion Pod)
  • Unit Upgrade changes Combat and Movement
  • Abilities
  • New: Conquer PDS and Space docks
  • New: Can bombard every round
  • Remove all old abilities
  • Dreadnought cost now 4 for everybody
  • Dreadnought combat value is increased by Unit Upgrades
  • You have no additional CC from the Start
  • Flagship Stats are now 8,5x2,1,5 instead of 11,5x3,1,2
  • Starting Technology
  • Neural Motivator (green) instead of Stasis Capsules (green)
  • Plasma Scoring (red) instead of Hylar V Assault Laser (red)
  • Removed also Enviro Compensator (yellow)
  • Removed also Cybernetics (green)
  • Promissory Note "Cybernetic Enhancements": Return at the start of your turn to steal one Strategy counter from the L1Z1X
  • Racial Technologies
  • Prerequisite: 2 Blue, 1 Yellow
  • Combat 4 instead of 5 (Dreadnought II)
  • Bombardment 4 instead of 5 (Dreadnought II)
  • Prerequisite: 2 Yellow
  • No Changes: Spend 2 Trade Goods to ignore technology prerequisite



The Mentak Coalition
  • TI3: You can can take one trade good from two different players during the status phase if they have at least 3 trade goods
  • Missing: No return fire is allowed on before combat fire https://boardgamegeek.com/article/26691214
  • Flagship Stats are now 8,7x2,1,3 instead of 8,5x2,2,2
  • Starting Technology 1 yellow (Sarween Tools) and 1 red (Plasma Scoring) instead of 1 yellow (Enviro Compensator) and 1 red (Hylar V Assault Laser)
  • Starting Units
  • 2 Cruisers instead of 3 Cruisers
  • New: 3 Fighters
  • Promissory Note "Promise of Protection": Placed face up, Mentak cannot steal from you. Returned if you activate a Mentak system
  • Racial Technologies
  • Prerequisite: 3 Yellow
  • No Changes: 1 Trade Good count as 2
  • Prerequisite: 2 Yellow
  • Reworked: You get now only 1 Trade Good for each space battle, but if you won you can still rebuild a destroyed ship



The Naalu Collective
  • Stats are now 8,9x2,1,6 instead of 10,8x2,2,6
  • Reworked: During invasion you can use fighters as like ground forces (TI3: +3 Fleet Supply)
  • Starting Technology
  • Neural Motivator (green) instead of Antimass Deflectors (blue)
  • Sarween Tools (yellow) instead of Enviro Compensator (yellow)
  • Starting Units 3 Fighters instead of 4 Fighters
  • Promissory Note "Gift of Prescience": Return at the end of the Strategy Phase to steal the Naalu's Initiative 0 token and gain that ability this round
  • Racial Technologies
  • Prerequisite: 1 Green, 1 Blue
  • New: Combat value 7 instead of 8 (Fighter II)
  • Reworked: Only Fighters count Ĺ against fleet supply (TI3: Carriers and Fighters count Ĺ against the fleet supply)
  • Prerequisite: 3 Green
  • Reworked: If the opponent activate a system that contains 1 or more of your ships (TI3: what is under your control) remove 1 CC from his Fleet Supply



The Nekro Virus
  • Reworked: You now predict once in the agenda phase the outcome, if correct you gain 1 technology
  • Reworked: You gain now once in combat directly a technology if 1 opponent ship is destroyed
  • Flagship
  • Stats are now 8,9x2,1,3 instead of 9,9x3,1,1
  • Ability switched with The Yin Brotherhood
  • TI4: Ground Forces can participate in battle
  • TI3: KAMIKAZE, if this unit is destroyed destroy all other units
  • Starting Technology Gen Synthesis (green) and Hylar V Assault Laser (red) are replaced by two racial technologies (Valefar Assimilator X, Valefar Assimilator Y)
  • Starting Unit
  • 1 Dreadnought instead of 1 Mechanized Unit
  • 1 Cruiser instead of 2 Cruiser
  • New: 2 Fighters
  • Promissory Note "Antivirus": Nekro cannot copy techs from you during combat. Returned if you attack the Nekro Virus
  • Racial Technologies
  • Allow to gain another faction technology by placing the X token on it
  • Allow to gain another faction technology by placing the Y token on it



The Universities of Jol-Nar
  • Removed: Reroll a die for a CC
  • Reworked: You must now spend a CC to resolve the primary Technology Strategy Card ability instead
  • You can no longer execute primary and secondary ability from technology
  • New: Ignore 1 prerequisite of a non unit upgrade technology
  • Flagship
  • Stats are now 8,6x2,1,3 instead of 10,2x2,2,2
  • Rework: 9 or 10 before applying modifiers produces 2 additional hits, in TI3 natural rolled 10 produces 2 hits
  • Maybe some cards can flip the die?
  • Starting Technology
  • Hylar V Assault Laser (red) replaced with Plasma Scoring (red)
  • Enviro Compensator (yellow) replaced with Neural Motivator (green)
  • Promissory Note "Research Agreement": Return after the Jol-Nar research a tech to gain that tech
  • Racial Technologies
  • Prerequisite: 2 Blue
  • Reworked: You now exhaust this card if you have at least one unit in the activated system (TI3: you must only control the system) and then all systems with at least one unit are adjacent (TI3: all controlled systems were adjacent)
  • Prerequisite: 2 Yellow
  • Reworked: You now get 4 Trade Goods if an enemy activates your system (TI3: 3 trade goods)



The Winnu
  • New: You do not have to pay 6 influence to remove the 1 victory point token from Mecatol Rex
  • New: You can place 1 PDS and 1 Space Dock on Mecatol Rex for free if you gain control of it during a tactical action
  • Remove: Planets are immune to Local Unrest Action Card
  • Remove: You must not spend a CC to execute the Secondary ability of the Technology Strategy Card
  • Remove: You can always add the influence values of your homeworld to votes
  • Flagship Stats are now 8,7,1,3 instead of 10,7,1,3
  • Starting Technology you can choose any technology without prerequisites instead of 1 blue (Antimass Deflector), 1 yellow (Enviro Compensator) and 1 green (Stasis Capsules)
  • Starting Units 2 Infantry instead of 3 Ground Forces
  • Promissory Note "Acquiescence": Return at end of Strategy Phase to swap 1 Strategy Card with the Winnu
  • Racial Technologies
  • Prerequisite: 2 Blue
  • Refactored: Action: (TI3: Status Phase) If you control Mecatol Rex (TI3: also if uncontrolled) exhaust this card to place 1 Ground Force on it
  • New: During your Tactical Actions, if you do not control Mecatol Rex it contains an A and B Wormhole.
  • Prerequisite: 2 Yellow



The Xxcha Kingdom
  • Reworked: You can spend 1 CC and change the Agenda Card if reveled (TI3: Similar only for Political Cards)
  • New: After you resolve Diplomacy (either Primary or Secondary abilities) you gain control of 1 empty adjacent planet (not MR).
  • Removed: You can use the primary Diplomacy instead of the secondary
  • Removed: Enemy receives -1 on first space battle and invasion round
  • Flagship
  • Stats are now 8,7x2,1,3 instead of 9,6x2,1,4
  • Reworked: Has 3 Space Cannons instead of 2 PDS
  • Starting Technologies
  • Graviton Layer System (yellow) instead of Enviro Compensator (yellow)
  • Removed: Antimass Deflector (blue)
  • Starting Units now 4 Infantry instead of 2 Ground Forces
  • Promissory Note "Political Favor": Can be returned to force the Xxcha to use their agenda discard ability
  • Racial Technologies
  • Prerequisite: 1 Green
  • No Changes: Exhaust this card and spend 1 CC and cancel an Action card.
  • Prerequisite: 2 Yellow
  • Reworked: If an enemy activate a system with at least one ships (TI3: a system you controlled) spend 1 CC to end his turn



The Yin Brotherhood
  • Reworked: You can spend 2 Influence to convert an enemy infantry to yours (TI3: You roll a die, only on 5+)
  • Reworked: You can now sacrifice a cruiser or destroyer after any space battle round to assign 1 hit to a ship of your choice (TI3: Only before the second space battle round)
  • Removed: You can reverse Resource and Influence value as an action
  • Flagship
  • Stats are now 8,9x2,1,3 instead of 10,5x3,1,4
  • Ability switched with The Nekro Virus
  • TI4: KAMIKAZE, if this unit is destroyed destroy all other units
  • TI3: Ground forces can participate in battle
  • Starting Technology
  • Sarween Tools (yellow)
  • Removed Hylar V Assault Laser (red)
  • Removed Automated Defence Turrets (red)
  • Promissory Note "Greyfire Mutagen": Return after a system is activated to prevent the Yin from using any faction abilities or faction technology during that activation
  • Racial Technologies
  • Prerequisite: 2 Green
  • Reworked: When you use production gain 1 free Infantry (TI3: one free unit for each space dock)
  • Prerequisite: 2 Yellow
  • Rework: At the start of a space combat sacrifice a cruiser or destroyer to produce 1 hit that is must the opponent assign to a non-fighter ship
  • Removed Fanaticism
  • You may use your race's special ability (convert enemy Ground Forces) twice at the start of each Invasion Combat



The Yssaril Tribes
  • Reworked: You must discard 1 action card to skip your action (stall)
  • TI3: free, but it was not possible to skip two actions in a row
  • Reworked: You draw 1 more action card whenever you draw action cards, but then you must discard 1 from your hand
  • TI3: You draw one additional action card in the status phase
  • Removed: You look into enemy actions cards
  • Flagship Stats are now 8,5x2,2,3 instead of 9,7x2,2,5
  • Starting Technology 1 green (Neural Motivator) instead of 2 blue (Antimass Deflectors, XRD Transporters)
  • Promissory Note "Spy Net": Return to look at Yssaril's Action Card hand and take one
  • Racial Technologies
  • Prerequisite: 3 Green
  • Refactored: Exhaust to look at opponent's action cards and steal one (TI3: Looking at opponents action cards was an ability)
  • Prerequisite: 1 Green
  • New: During your turn passed player cannot play action cards.
  • Removed Shuttle Logistics
  • At the start of the Status Phase, you may choose a system that does not contain any enemy ships. Your GFs in the chosen system may move to any friendly planet in the same or an adjacent system (that does not contain any enemy ships)

I borrowed this from here: https://docs.google....=h.hl6d2raynzkx
Might be helpful.
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#42 User is offline   Morgoth 

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Posted 09 July 2018 - 06:38 PM

View PostD, on 09 July 2018 - 05:57 PM, said:

View PostMorgoth, on 09 July 2018 - 05:13 PM, said:

I would very much like the Arborec. They're not particularly good I think, but they look like a lot of fun :)


Hmm, that's what I was looking at taking...

will you give me 2 trade goods for it? :D


haha, I don't think that's appropriate. If that's what you want I'll go for something else.
Take good care to keep relations civil
It's decent in the first of gentlemen
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#43 User is offline   D'rek 

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Posted 09 July 2018 - 07:01 PM

View PostMorgoth, on 09 July 2018 - 06:38 PM, said:

View PostD, on 09 July 2018 - 05:57 PM, said:

View PostMorgoth, on 09 July 2018 - 05:13 PM, said:

I would very much like the Arborec. They're not particularly good I think, but they look like a lot of fun :)


Hmm, that's what I was looking at taking...

will you give me 2 trade goods for it? :D


haha, I don't think that's appropriate. If that's what you want I'll go for something else.


Well, we'll see what Khell (eventually) and Bliss pick, that'll influence my choice, too.

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#44 User is offline   Morgoth 

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Posted 09 July 2018 - 07:11 PM

Kheeeeel! Posted Image
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
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#45 User is offline   Galactic Council 

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Posted 09 July 2018 - 07:16 PM

He has told me that he'll post his choice when he gets home from work, so I expect we'll see it sooner rather than later! :)
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#46 User is offline   Gnaw 

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Posted 09 July 2018 - 07:46 PM

View PostGalactic Council, on 09 July 2018 - 07:16 PM, said:

He has told me that he'll post his choice when he gets home from work, so I expect we'll see it sooner rather than later! :)


Expectations are the root of resentments.
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#47 User is offline   twelve 

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Posted 09 July 2018 - 10:23 PM

So I decided to go completely random for my race selection. Gave Blend a list of 8 races generated at random and I'm going to be the first 1 not already selected when it's my go for races. Half of them are races not previously selected in the last game with the top 2 in that bucket. Now if I could only read the link of races Blend provided so I know what I'm getting myself in to. Hopefully can read it from a proper computer instead of my phine.
I don't know what I'm doing but it sounds good.
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#48 User is offline   Khellendros 

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Posted 09 July 2018 - 10:35 PM

The diaspora is at an end. All have heard the Call of Ragh and now travel across the galaxy to join their kin.
"I think I've made a terrible error of judgement."
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#49 User is offline   twelve 

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Posted 09 July 2018 - 10:47 PM

Who?
I don't know what I'm doing but it sounds good.
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#50 User is offline   Galactic Council 

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Posted 09 July 2018 - 10:54 PM

View Posttwelve, on 09 July 2018 - 10:23 PM, said:

So I decided to go completely random for my race selection. Gave Blend a list of 8 races generated at random and I'm going to be the first 1 not already selected when it's my go for races. Half of them are races not previously selected in the last game with the top 2 in that bucket. Now if I could only read the link of races Blend provided so I know what I'm getting myself in to. Hopefully can read it from a proper computer instead of my phine.


I'll try to get them uploaded elsewhere so you can find them later, hopefully from your phone!
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#51 User is offline   Galactic Council 

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Posted 09 July 2018 - 10:55 PM

View PostKhellendros, on 09 July 2018 - 10:35 PM, said:

The diaspora is at an end. All have heard the Call of Ragh and now travel across the galaxy to join their kin.


So Khell has chosen Saar. That means Lady Bliss is next to choose! :)
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#52 User is offline   D'rek 

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Posted 09 July 2018 - 11:39 PM

View Posttwelve, on 09 July 2018 - 10:23 PM, said:

So I decided to go completely random for my race selection. Gave Blend a list of 8 races generated at random and I'm going to be the first 1 not already selected when it's my go for races. Half of them are races not previously selected in the last game with the top 2 in that bucket. Now if I could only read the link of races Blend provided so I know what I'm getting myself in to. Hopefully can read it from a proper computer instead of my phine.


Same thing happened with you trying to view your race sheet last game, too, didn't it? Something is weird with how your phone displays large images.



View PostGalactic Council, on 09 July 2018 - 10:55 PM, said:

View PostKhellendros, on 09 July 2018 - 10:35 PM, said:

The diaspora is at an end. All have heard the Call of Ragh and now travel across the galaxy to join their kin.


So Khell has chosen Saar. That means Lady Bliss is next to choose! :)


Bliss, if you're unsure what to pick, these races are all comparatively simpler races that don't are friendlier for a first-time player since they don't have any big disadvantages lumped onto them or big new mechanics you need to master:



Federation of Sol - Humans. No added weaknesses, and they can do more actions more easily, as well as having superior infantry and carriers.

Xxcha Kingdom - Peace Turtles. Only added weakness is a bit slower first expansion. They tend to turtle up with very good defenses based around PDS cannons, and they have a variety of abilities that let them cancel effects/politics they don't like.

Emirates of Hacan - Spice-trader Lions. No added weaknesses, and they get more trade goods + the ability to trade with other players more easily.

Barony of Letnev - Kind of a jack-of-all trades military-focused race - in particular, they have a ton of starting resources, can field larger fleets without great cost, and they can get better shielding for their big ships to live longer, plus a few other misc military abilities. Not very influential politically, though.

Embers of Muaat - Lava Death Star people. Only added weakness is a slightly slower first-turn expansion. They start with Death Star technology already unlocked and already start with one built. Scary.

Universities of Jol-Nar - Science Fish. A bit weak at fighting, but they research technology easily and cheaply, letting them quickly amass craptons of technologies.

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#53 User is offline   Gnaw 

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Posted 10 July 2018 - 12:00 AM

Iíve posted the race sheets in the third post.
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#54 User is offline   Lady Bliss 

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Posted 10 July 2018 - 12:56 AM

Ok, I'm thinking. Give me a minute.
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#55 User is offline   Lady Bliss 

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Posted 10 July 2018 - 01:00 AM

Would the Mentak be very difficult to play? Their abilities sound interesting.
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#56 User is offline   Galactic Council 

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Posted 10 July 2018 - 01:03 AM

View PostLady Bliss, on 10 July 2018 - 01:00 AM, said:

Would the Mentak be very difficult to play? Their abilities sound interesting.


Well, in the last game, Nicodimas played Mentak and basically had dozens of Trade Goods by mid-game. I don't think there's anything particularly difficult about playing them, though D'rek would have a better opinion.
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#57 User is offline   Galactic Council 

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Posted 10 July 2018 - 01:10 AM

Alright, I have added the starter map into the OP of this thread.

The lettered systems are the starter systems. Please let me know where you'd like to start as well - Khell, need yours before Lady Bliss chooses.

This post has been edited by Galactic Council: 10 July 2018 - 01:11 AM

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#58 User is offline   Lady Bliss 

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Posted 10 July 2018 - 01:21 AM

OK, I'll play Mentak and read through the last game
"If you prick us do we not bleed? If you tickle us do we not laugh? If you poison us do we not die? And if you wrong us shall we not revenge?" - Shylock
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#59 User is offline   Gnaw 

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Posted 10 July 2018 - 01:22 AM

View PostGalactic Council, on 10 July 2018 - 01:03 AM, said:

View PostLady Bliss, on 10 July 2018 - 01:00 AM, said:

Would the Mentak be very difficult to play? Their abilities sound interesting.


Well, in the last game, Nicodimas played Mentak and basically had dozens of Trade Goods by mid-game. I don't think there's anything particularly difficult about playing them, though D'rek would have a better opinion.


I think the problem with the Mentak last game was that the player didnít actually play. But that would be problematic for any race choice. :)
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#60 User is offline   D'rek 

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Posted 10 July 2018 - 01:24 AM

Mentak is great for how they accumulate so many trade goods, gives them lots of spending versatility. They also get a couple neat fighting abilities and their racial technology is great for the mid/late game. BUT they have a big downside in that because you're taking trade goods from everyone, everyone will hate you. It's very hard to form good partnerships as Mentak unless you can really sell yourself, and even then they'll be expecting you to backstab them at all times.

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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