Malazan Empire: Twilight Imperium (II) - Chatty Thread - Malazan Empire

Jump to content

  • 201 Pages +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Twilight Imperium (II) - Chatty Thread

#1 User is offline   Galactic Council 

  • D'ivers
  • Group: Game Mod
  • Posts: 2,925
  • Joined: 30-April 13

Posted 09 July 2018 - 04:02 AM

Order of Play for Strategy Phase (Table Order):

  • Khellendros
  • Lady Bliss
  • D'rek
  • IH
  • Morgoth
  • Gnaw
  • Tattersail
  • Twelve
  • Tapper



Banner Images:


***WILL BE ADDED ONCE RACE SELECTION HAS BEEN COMPLETED***

This post has been edited by Galactic Council: 09 July 2018 - 03:15 PM

0

#2 User is offline   Galactic Council 

  • D'ivers
  • Group: Game Mod
  • Posts: 2,925
  • Joined: 30-April 13

Posted 09 July 2018 - 03:17 PM

Fantasy Flight has a Learn to Play guide which you can download here.

We will be playing with some relatively small rule variations on that, but it is still a good idea for you to read that whole document.

If you want a basic outline of the game first, read the General Course section below, then read the Learn to Play guide linked above, and then finally read the Forum House Rules section. If you think you can handle it without the overview then skip that, jump straight into the Learn to Play guide and then read the Forum House Rules section.

=====================================

General Course of the Game


The game is broken into multiple Game Rounds. Each Game Round has several Phases:

Strategy Phase - The main part of the Strategy Phase is that each player picks up one Strategy Card. Strategy Cards determine turn order during the Action Phase and grant the player access to one particular Strategic Action. The player who is The Speaker chooses their Strategy Card first, and selection then proceeds clockwise. Additionally, there are a few cards, technologies, and racial abilities that resolve during the Strategy Phase.

Action Phase - This phase is the "guts" of the game. One-by-one, each player performs an Action or passes, until all players have passed. (Unlike Eclipse, there are no "reactions" - once you have passed you can never perform another Action, though you can still use any (non-Action) special abilities or play (non-Action) cards.) Most Actions performed will be Tactical Actions, but various cards, technologies, and racial abilities can grant additional Actions - look for any text which says "As an Action, do ______". Additionally, all players will have one Strategy Action to perform from their chosen Strategy Card and they *must* perform it before they can pass (it does not have to be the last action performed before passing).

Status Phase - This phase serves as both scoring and cleanup. First, each player can score points for fulfilling one Public Objective and/or one Secret Objective (if you qualify for multiple Public Objectives, you have to pick one and hope you still qualify for the second next round). Then a new Public Objective is revealed, everyone gets a free Action Card, ships are repaired, planets are refreshed, and Strategy Cards are returned to the supply.

Agenda Phase - This is the political phase, where players use the influence of their dominion to shape galaxy-wide legislation. Players will have a certain number of votes they can cast (based on the influence of the planets they control and other bonuses), and there will be two political Agendas up for debate in each Agenda Phase which the players must split their vote between. This phase does not occur at the start of the game - it only gets added once someone removes the Custodian tile from Mecatol Rex.


So a typical (3-player) game will look something like this:

Round 1
**Strategy Phase
****Everyone picks a Strategy Card
**Action Phase
****Alice: Strategic Action - Diplomacy
****Bob: Tactical Action
****Cindy: Tactical Action
****Alice: Tactical Action
****Bob: Strategic Action - Technology
****Cindy: Production Biomes (an action granted by a Hacan racial technology)
****Alice: Pass
****Bob: Tactical Action
****Cindy: Strategic Action - Imperial
****Bob: Pass
****Cindy: Pass
**Status Phase
****Everyone scores objectives (if they can)
****New public objective revealed
****Everyone gets an action card
****Cleanup and refresh

Round 2
**Strategy Phase
****Everyone picks a Strategy Card
**Action Phase
****Bob: Strategic Action - Trade
****Alice: Tactical Action
****Cindy: Strategic Action - Imperial
****Bob: Tactical Action
****Alice: Strategic Action - Technology
****Cindy: Production Biomes
****Bob: Pass
****Alice: Tactical Action
****Cindy: Pass
****Alice: Tactical Action
****Alice: Orbital Drop (an action granted by Sol's racial ability)
****Alice: Tactical Action
****Alice: Pass
**Status Phase
****Everyone scores objectives (if they can)
****New public objective revealed
****Everyone gets an action card
****Cleanup and refresh
**Agenda Phase
****Politics happens

Round 3...



Objectives, Points, and Scoring

The game keeps on going through successive rounds until someone reaches enough points to win. Since it is a first game for most people, we will be playing to 11 VP.

There are a handful of Public Objectives available at the start of the game, and a new Public Objective is revealed after round. Players also have Secret Objectives (up to a maximum of three). You can acquire more Secret Objectives using the Imperil strategy card. Additionally, if you control Mecatol Rex you can gain 1 VP by using the Imperial strategy card.

Twilight Imperium tends to be shorter than you think. It is easy to get distracted by expanding your empire, warring with other players, pursuing technologies, or building more units "just in case", rather than focusing on objectives and victory points. Because there are limitations on how many objectives you can fulfill each round, you can pay dearly for neglecting objectives and being unable to catch up fast enough later on.

Lastly: note that you cannot score Public Objectives when you do not control all the planets of your home system (unless you are Saar). You *can* still score Secret Objectives and gain VP using the Imperial card.

=====================================

Forum House Rules


1. Deferred Secondaries

When a player performs a Strategic Action they execute the Primary part of the strategy card and everyone else has the opportunity to execute the Secondary part of the card.

In the rules-as-written, this all happens right away: Cindy says she's performing the Technology strategy, she immediately executes the Primary effect for herself (gaining 1 tech and spending 6 resources to gain a second tech); immediately after that Alice decides to execute the Secndary (spending a command token and 4 resources to gain a tech); also immediately Bob chooses not to do the Secondary of the card. Only after all of that does the turn pass from Cindy to the next player.

This will slow down the game every time a Strategic Action is performed as we wait for all players to check-in, and the Secondary effects typically have little game impact.

Therefore, executing the Secondary effect of all Strategy Cards will be moved to the start of the player's turn. E.g.: Cindy does the Technology strategic action and executes the Primary, then her turn is over. On Alice's turn she can do the Technology Secondary, then proceed with her own action. If Alice also does a Strategic Action, then on Bob's turn he can do both the Secondary effects from Cindy and Alice's Strategic Actions (or just one, or neither) before he then performs his own action.

To prevent any "luck" from when players do/don't check-in on the forum, all Secondary effects *must* be deferred like this - even if you happen to be online right after a Strategic Action is performed you have to wait until your turn to do the Secondary. Furthermore, if you have multiple Secondary effects to execute before your turn you must perform them in the same order that their Primary effects were executed.

This will slightly devalue the Secondary effects of Politics, Construction, and Warfare, and make trading commodities a bit more logistically annoying, but I think overall it will be a very minor balance impact and a very helpful game-speed improvement.


2. Simultaneous Voting

In the rules-as-written, voting on the Agendas in the Agenda Phase goes player-by-player, one-at-a-time with the Speaker last, first one Agenda and then the next.

This is great for finnagling last-minute deals out of the later voters, but will also take a lot of time waiting for players, so instead we will use a secret, simultaneous ballot. All players will PM me their votes (split between the two Agendas) and once they're all in I'll reveal the results.

Of course, the amount of influence each player has is public knowledge, and you're free to state which way you'll be voting. It should absolutely still be possible and profitable to bribe and otherwise make arrangements for players to vote the way you want them to.

This devalues being The Speaker a bit, since you no longer get to be the final vote. But: The Speaker still picks Strategy Card first, and all tied votes will still resolve in favour of The Speaker.



3. Agenda Reveals

The agendas for the upcoming Agenda phase will only be revealed at the beginning of the Status Phase.

Both agendas will be revealed at the same time, and voting will otherwise remain the same as in the previous game.


Any action cards or abilities that affect the agendas MUST be played during the Status Phase. This includes the Nekro Virus "Galactic Threat" ability, the Xxcha "Quash" ability, VETO action cards, RIDER action cards, and any other abilities or action cards I may have missed.

This post has been edited by Galactic Council: 10 July 2018 - 08:13 PM

0

#3 User is offline   Galactic Council 

  • D'ivers
  • Group: Game Mod
  • Posts: 2,925
  • Joined: 30-April 13

Posted 09 July 2018 - 03:17 PM

Handy References/Lookup

===========================================================
Strategy Cards

Spoiler



===========================================================
Planet Symbols

Spoiler



===========================================================

All Steps in a Tactical Action

1) Activation (put a command token from your Tactic Pool in the system being activated)

2) Movement
..i) Move Ships (you can move any ship into the activated system, as long as it has enough Move to get there and you don't exceed your Fleet Pool)
..ii) Space Cannon Offense (Active Player) (the active player's PDSs can fire at enemy ships in the activated system)
..iii) Space Cannon Offense (Others) (proceeding clockwise from the active player, all non-active players with PDSs in range of the activated system can fire upon the active player's fleet)

3) Space Combat
..i) Anti-Fighter Barrage <-- a "round" of Space Combat begins here, but Anti-Fighter Barrage only happens in the first round
..ii) Announce Retreats
..iii) Make Combat Rolls
..iv) Assign Hits
..v) Retreat <-- if both sides still have ships after this step, go back to (i)

4) Invasion
..i) Bombardment
..ii) Commit Ground Forces (choose what Infantry will be sent to which planets)
..iii) Space Cannon Defense (any PDSs on a planet being invaded can use their Space Cannon ability to fire upon the invading ground forces once)
..iv) Ground Combat <-- this step is a "round" of Ground Combat (repeat combat rounds until one side is wiped out)
..v) Establish Control

5) Production (use the Production ability of any Space Docks/Floating Factories/Letani Warriors in the system to build units)




Status Phase Order

1) Score Objectives
2) Reveal Public Objective
3) Draw Action Cards
4) Remove Command Tokens
5) Gain and Redistribute Tokens
6) Ready Cards
7) Repair Units
8) Return Strategy Cards


===========================================================

List of Technologies

Spoiler



Racial Technologies:

Spoiler





Anomalies

Spoiler



List of Secret Objectives


Spoiler



List of Action Cards


Spoiler

This post has been edited by Galactic Council: 13 July 2018 - 03:15 PM

0

#4 User is offline   Galactic Council 

  • D'ivers
  • Group: Game Mod
  • Posts: 2,925
  • Joined: 30-April 13

Posted 09 July 2018 - 03:17 PM

UNIT REFERENCES

===========================================================

HOW TO READ A UNIT CARD


Spoiler


===========================================================

Basic Units:

These are the basic units that you'll find on most race sheets, but some races have unique, superior versions instead.

Spoiler


Some general advice:

Cruisers, Dreadnoughts and War Suns (and Flagships for most races) are your heavy hitters that can reliably get a decent number of hits in each combat round. Cruisers are cheaper and more mobile, while War Suns are costlier (and require the technology to build) but even stronger, while Dreadnoughts are a middle-ground. You can use a lot of Cruisers for about the same effectiveness as Dreadnoughts or War Suns, but you'll need a much larger fleet supply to make that work. War Suns, Dreadnoughts, and upgraded Cruisers can all carry a small amount of Infantry or Fighters, too, meaning you can invade planets without even bringing a Carrier or have a few Fighters with them to take some hits, too.

Fighters can't be relied upon to actually deal much damage since they're combat rating is so bad, so more often they act as a meat shield for your more expensive and effective ships. They're especially effective as meat shields not only because they're cheap but also because they don't use up fleet supply so you can bring a lot of them. If you get Advanced Fighters or have the Naalu special fighters a swarm of Fighters can become very threatening all by itself.

Carriers are slow, expensive, and suck at fighting so you're really only using them because you need to. But having a Carrier with four meat-shield Fighters or bringing a bunch of Infantry to ensure you get that planet is often worth the hassle. That being said, it's not an uncommon strategy to eschew upgrading your Carriers and try to transition to just transporting your Infantry solely through Cruisers and Dreadnoughts later in the game, especially when playing a race that can get a lot of fleet supply.

Destroyers aren't all that great in combat compared to the fairly-similar Cruiser. They're main role in combat is their Anti-Fighter Barrage ability to try and reduce the enemy's meat shield of Fighters so your bigger ships can then fire at will on the enemy's big ships. That being said, with a movement of 2 and the cheapest non-Fighter ship, Destroyers can also be very useful for blocking empty space around your borders or other light maneuvers.

---

Upgraded Units:

You can upgrade your unit blueprints by researching the associated technology - e.g. as soon as you research Stasis Capsules the Cruiser II blueprint is placed over top of the Cruiser blueprint on your race sheets and all your Cruisers immediately become Cruiser IIs.

Everyone has access to all of these generic unit upgrades. But, if your race has a superior starting unit it will also have a superior upgrade technology with the same prerequisites (so for example if you are Sardakk N'orr you start with Exotriremes instead of Dreadnoughts, and the prerequisites needed to upgrade them to Exotrireme II is the same as it would be to upgrade them to Dreadnought II, so there'd never be a reason to get Dreadnought II instead of Exotrireme II).

Spoiler



War Suns (unlockable through tech):

Spoiler


---

Unique Racial Units' Upgrades:

Many races have their generic units replaced with superior versions of the same unit on their race sheet. Furthermore, all of these unique versions of the unit can be upgraded to an even better unique version by researching the associated tech (which will be one of that race's two special unique technologies.

Spoiler



===========================================================

UNIT STATS AND ABILITIES - FULL EXPLANATIONS



Stats

Cost - how many resources (or trade goods) must be spent in order build the unit.

Combat - The number of stars indicates how many dice to roll when the ship attacks in a combat roll (if no stars it is 1) and the listed number is the minimum die result needed to score a hit. Units with no Combat stat cannot fight in combat rounds.

Move - How many hexes (or through wormholes) a ship can travel. Ships can take any route to an activated system, so if a ship has a Move of 6 and you activate a system adjacent to it it can go on a big loopy journey through other hexes so long as it still finishes its movement in the activated system. If a ship doesn't have enough Move to reach an activated system it cannot be moved as part of that activation.

Capacity - How many Fighters and Ground Forces the unit can carry and support. Ground Forces can be carried in a ship or be landed on planets, and they do not require Capacity when on a planet. Fighters always require Capacity (Advanced Fighters technology changes this) and you cannot build more Fighters if there is not enough free Capacity in the system to support them. If carrying ships get blown up during space combat and you have excess unsupported units, you will have to destroy them until you reach Capacity at the end of space combat. When ships are moving (including being shot by PDSs) Fighters and Ground Forces must be assigned to specific ships carrying them and they die if the particular ship they're on dies.



Production

Production is a unit ability which allows a unit to create new ships on the board. Typically, only Space Docks and the Arborec's ground forces can produce. When it says "Production 5", that means that the Space Dock (or other thing) can create a maximum of 5 units each time it produces (1 unit being 1 piece of plastic, so even though 2 fighters costs 1 resource they are still 2 units).

Most Space Docks say "Production X" with X = the resource amount of the planet it is on plus 2. E.g.: a Space Dock built on planet Thibah (resources = 1) has the ability "Production 3" and can create 3 units each time it produces.



Bombardment

This is a unit ability, mostly only on Dreadnoughts and War Suns, which allows the ship(s) to fire upon an enemy's ground forces at the start of a planetary invasion. Each unit with Bombardment can only bombard once per activation. The player controlling the ships chooses which planet each ship bombards.

Bombardment is not a combat roll, so any modifier to "combat rolls" does not apply.

Bombardment 5 --> The ship rolls one die which hits on a 5 or higher

Bombardment 6 (x3) --> The ship rolls three dice, each of which hits on a 6 or higher. (All three dice must target the same planet.)

The X-89 Bacterial Weapon technology upgrades Bombardment to an immediate wipe-out-all-defenders ability (but it gets exhausted, so you can typically only use X-89 once per round).




Planetary Shield

This is a unit ability, mostly only provided by PDSs. If a planet has a unit on it that has the Planetary Shield ability, then Bombardment cannot be used on that planet. Note that War Suns have an ability which disables enemy Planetary Shield.




Anti-Fighter Barrage

At the beginning of any Space Combat, Anti-Figher Barrage is used. This allows ships to attack fighters before anything else gets any shots off.



Space Cannon

When you move into a system, the active player can use the "space cannon" abilities on his units in the active system. This means that if a PDSII can reach the system a player has activated from another system, that player can use them to fire upon ships in the activated system. This is also the case if a player has PDS on planets that are currently blockaded by another player who then activates the system to try to retake his or her airspace.


Sustain Damage

Ships with sustain damage take 2 hits (or sometimes more if a ship can sustain damage more than once) to kill. The first time they are hit, their ship is flipped (a red X is placed on the ship on the forums) to show that they've sustained damage.

This post has been edited by Galactic Council: 09 July 2018 - 03:31 PM

0

#5 User is offline   Galactic Council 

  • D'ivers
  • Group: Game Mod
  • Posts: 2,925
  • Joined: 30-April 13

Posted 12 July 2018 - 06:57 PM

Alright folks, let's get this game started now that the map is built. Just so that I can do the first posts for everyone kind of like D'rek did, we'll do the first strategy choices in this thread, and I will post it all in the Game Thread, and then we can post game stuff in the game thread moving forward.

I have sent everyone two Secret Objectives. Please choose one to keep and one to discard.

The first two Public Objectives have been revealed in the Game Thread.

Quick note - D'rek and I have updated the Logistics and Warfare secondaries a little. Please review the new strategy cards under the cut (I will update the Chatty Thread post this evening to include these two cards):

Spoiler


Order of selection is as follows:

Khellendros > ItWasBliss > D'rek > IH > Morgoth > Gnaw > Tattersail > Twelve > Tapper

Please post your strategy choice in here, and I will have the game thread up and ready to go this evening.
0

#6 User is offline   twelve 

  • Elder God
  • Group: High House Mafia
  • Posts: 5,605
  • Joined: 27-March 09
  • Location:Pacific Northwest

Posted 12 July 2018 - 07:08 PM

I'm thinking of switching to sarween tools for my starting tech. When do I need to pick before my initial pick is locked in stone?
I don't know what I'm doing but it sounds good.
0

#7 User is offline   Galactic Council 

  • D'ivers
  • Group: Game Mod
  • Posts: 2,925
  • Joined: 30-April 13

Posted 12 July 2018 - 07:09 PM

View Posttwelve, on 12 July 2018 - 07:08 PM, said:

I'm thinking of switching to sarween tools for my starting tech. When do I need to pick before my initial pick is locked in stone?


Right now. (i.e. before Khell chooses his Strategy)

This post has been edited by Galactic Council: 12 July 2018 - 07:09 PM

0

#8 User is offline   twelve 

  • Elder God
  • Group: High House Mafia
  • Posts: 5,605
  • Joined: 27-March 09
  • Location:Pacific Northwest

Posted 12 July 2018 - 07:12 PM

View PostGalactic Council, on 12 July 2018 - 07:09 PM, said:

View Posttwelve, on 12 July 2018 - 07:08 PM, said:

I'm thinking of switching to sarween tools for my starting tech. When do I need to pick before my initial pick is locked in stone?


Right now. (i.e. before Khell chooses his Strategy)

I'd really like to know what the full map looks like before picking
I don't know what I'm doing but it sounds good.
0

#9 User is offline   twelve 

  • Elder God
  • Group: High House Mafia
  • Posts: 5,605
  • Joined: 27-March 09
  • Location:Pacific Northwest

Posted 12 July 2018 - 07:13 PM

What resource distribution does Thebes have?
I don't know what I'm doing but it sounds good.
0

#10 User is offline   D'rek 

  • Consort of High House Mafia
  • Group: Super Moderators
  • Posts: 10,069
  • Joined: 08-August 07
  • Location::

Posted 12 July 2018 - 07:15 PM

View Posttwelve, on 12 July 2018 - 07:08 PM, said:

I'm thinking of switching to sarween tools for my starting tech. When do I need to pick before my initial pick is locked in stone?


Technically before the public objectives are revealed, which they have been, but since the tiles got revealed at the same time should be understandable for you to switch it licketysplit.

View Posttwelve, on 12 July 2018 - 07:13 PM, said:

What resource distribution does Thebes have?


1/1 and a blue specialty (it's Thibah, same as last game)

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.
0

#11 User is offline   twelve 

  • Elder God
  • Group: High House Mafia
  • Posts: 5,605
  • Joined: 27-March 09
  • Location:Pacific Northwest

Posted 12 July 2018 - 07:20 PM

Definitely switching to sarween tools then.
I don't know what I'm doing but it sounds good.
0

#12 User is offline   twelve 

  • Elder God
  • Group: High House Mafia
  • Posts: 5,605
  • Joined: 27-March 09
  • Location:Pacific Northwest

Posted 12 July 2018 - 07:22 PM

The name being wrong was throwing me. I couldn't find it on the last map
I don't know what I'm doing but it sounds good.
0

#13 User is offline   D'rek 

  • Consort of High House Mafia
  • Group: Super Moderators
  • Posts: 10,069
  • Joined: 08-August 07
  • Location::

Posted 12 July 2018 - 07:27 PM

View Posttwelve, on 12 July 2018 - 07:22 PM, said:

The name being wrong was throwing me. I couldn't find it on the last map


My fault! Blend is copy+pasting from the filenames that I named, and I gave made-up names to a lot of them.

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.
0

#14 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
  • Posts: 9,025
  • Joined: 16-July 10
  • Location:Wirral
  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 12 July 2018 - 07:37 PM

I cannot see warfare modification image
Apt is the only one who reads this. Apt is nice.
0

#15 User is offline   Tapper 

  • Lover of High House Mafia
  • Group: High House Mafia
  • Posts: 5,607
  • Joined: 29-June 04
  • Location:Delft, Holland.

Posted 12 July 2018 - 07:43 PM

View PostTattersail_, on 12 July 2018 - 07:37 PM, said:

I cannot see warfare modification image

Warfare now has the Secondary of last games' Logistics.
Everyone is entitled to his own wrong opinion. - Lizrad
0

#16 User is offline   twelve 

  • Elder God
  • Group: High House Mafia
  • Posts: 5,605
  • Joined: 27-March 09
  • Location:Pacific Northwest

Posted 12 July 2018 - 07:44 PM

View PostTattersail_, on 12 July 2018 - 07:37 PM, said:

I cannot see warfare modification image

Same
I don't know what I'm doing but it sounds good.
0

#17 User is offline   Tapper 

  • Lover of High House Mafia
  • Group: High House Mafia
  • Posts: 5,607
  • Joined: 29-June 04
  • Location:Delft, Holland.

Posted 12 July 2018 - 07:45 PM

Copy the link below Logistics, remove %20 and paste into the browser.
Everyone is entitled to his own wrong opinion. - Lizrad
0

#18 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
  • Posts: 9,025
  • Joined: 16-July 10
  • Location:Wirral
  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 12 July 2018 - 07:50 PM

How are we building then? So Warfare strategy is pointless? Seriously, I doubt anyone benefited from the primary but the secondary everyone used. Now I don't see me wanting either of the Warfare card effects.
Apt is the only one who reads this. Apt is nice.
0

#19 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
  • Posts: 9,025
  • Joined: 16-July 10
  • Location:Wirral
  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 12 July 2018 - 07:50 PM

Logistics is the cool card, that's what people will be wanting a lot more.
Apt is the only one who reads this. Apt is nice.
0

#20 User is offline   Tapper 

  • Lover of High House Mafia
  • Group: High House Mafia
  • Posts: 5,607
  • Joined: 29-June 04
  • Location:Delft, Holland.

Posted 12 July 2018 - 07:52 PM

I actually used Secondary of Logistics twice last game... it is very situational, but pretty decent nonetheless; move ships without activating the system they land on.
Everyone is entitled to his own wrong opinion. - Lizrad
0

Share this topic:


  • 201 Pages +
  • 1
  • 2
  • 3
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users