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My Development Weblog

BGG user Voxen details his development process.
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My RFTG expansion (Needs a name!)

ErikPeter Walker
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Hello again. Thanks for tuning in. I'll be sharing a few more cards today.

First up is the retooled Galactic Alliance. Originally over-powered as predicted, it lost its phase III power (Gain a VP after settling), which may find its way onto another card in the set. The ability to settle a Non-military world during develop is powerful and creates an interesting leech dynamic. Throwing down whatever cheap worlds you can afford won't necessarily lead to victory, but regardless, 1 VP per world is usually a good deal. It could see another tweak down the line.


Speaking of interesting dynamics, Imperium Rule looks gross, but actually hasn't won a game yet, despite being able to settle Non-military worlds on the cheap (once you have some Military, anyways). In order to combat the potential for pure brokenness, it scores points along a military strategy, so if you're using its phase III power to its full potential you won't be getting any bonus VP (unless the worlds have the Imperium Keyword).

Core Intelligence, as I've mentioned before, gets the Psi-Crystal World power from Brink of War. So far, it hasn't seen much use in playtesting, despite being a useful ability. I think it will be more attractive when there are a few more cards with "Intel" powers in the set.

The Rebel Network has an "Intel" power, and is the second-highest defense military world in my set. As produce/consume engines gained a bit of strength, old fashioned military tableaus needed some help (and they still might!). I think it has a lot of potential, but I just added it to my playtests, so we'll see. I really like how the art turned out.

Finally, here's the Path of Peace. Since the Agenda/Destiny rules aren't finalized, this card isn't either, but it has been quite useful under the current ruleset and was the highest scoring of the new 6-costs to date--16, if I'm not mistaken. (In contrast, I think Uplift Gene Proliferation scored 4 the only time anyone's played it; yeah, it needs some work!)
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Subscribe sub options Sun May 1, 2011 3:00 pm
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Don Eskridge
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Cool stuff!
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  • Posted Sun May 1, 2011 4:10 pm
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Michael Brough


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I'm not sure about IMPERIUM Rule.. at first glance the conflict between the phase III power and the scoring seems like a nice balancing mechanism, but on consideration, I'm not really comfortable about it. The card is trying to do two different things which conflict with each other, and it's overpriced for either of them.
I imagine drawing the card, deciding if I want to play it
- if I have no military, clearly no.
- if I have a strong military, then no; it's expensive, and scores less than other military developments (except IMPERIUM Lords which has a really strong power). I can get more points elsewhere, unless I have multiple other IMPERIUM cards, then yes.
- if I have a little bit of military, and it'd be useful to settle some world for my produce consume engine, then no because it's not going to be scoring for me and I can pay for 2-3 of those worlds for the price of the development anyway.

I think it's a really cool power though! It's similar to Improved Logistics or Terraforming Engineers in terms of how it shakes up the Settle phase, so I'd recommend looking to those cards for a possibility of how to use it - I'd try putting the power by itself on a development costing 3. You'd need to playtest to determine the correct price, but it feels like a 3 to me.

Core Intelligence is probably going to give you trouble as well - I tried the Psi-Crystal World power on a 6-dev when I was making up cards (before BoW), and I couldn't get it balanced. Turns out the correct answer was to put it on a world! But that's been done now, so good luck balancing it on a development.
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  • Edited Wed May 11, 2011 7:57 pm
  • Posted Wed May 11, 2011 5:07 pm
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ErikPeter Walker
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Since my expansion only combines with the base set, Imperium Rule is a nice card to draw for points (as there are plenty of lower-cost Imperium cards to score for)--but I concede its power is most often used to settle free Imperium worlds. I generally tried to keep my 6-costs a little more situational than the worst offenders from the base game and expansions.

Core Intelligence does end up getting skipped pretty often. With early develop discounts it can be a powerful placement (the same way Psi-Crystal World can be via colony ship) but you're spot on. I've seen it score 18 VP once, but 6 is much more common--also, Intel worlds/devs are usually more low-cost, low-value cards which might not be worth the action (even at +3 VP) to place later on in the game.

Since it occasionally it gets used to great effect, I'm happy with how it works--like I said, there's no harm in having it be somewhat situational.
 
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  • Edited Tue Aug 16, 2011 2:37 am
  • Posted Tue Aug 16, 2011 2:36 am
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Serge
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Regarding smestorp's comments on Imperium Rule, you could consider making its settle power closer to Imperium Cloaking Tech's, say -2, -3 or -4 to the world's defense.
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  • Edited Sat Oct 22, 2011 6:16 am
  • Posted Sat Oct 22, 2011 6:14 am
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