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Star Trek: Ascendancy» Forums » News

Subject: New Exploration Cards article rss

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Nova Cat
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http://startrek.gf9games.com/Home/tabid/56/entryid/133/carda...

Looks like all/most of them are faction-based, and intended to stir up conflict between players.
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Jim Patterson
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Maybe not too late to change "renown" to "renowned" on "Cardassian Delegation"?
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Marc Bennett
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Novacat wrote:
http://startrek.gf9games.com/Home/tabid/56/entryid/133/carda...

Looks like all/most of them are faction-based, and intended to stir up conflict between players.


the delegation one also encourages trade. well trade with the cardassians
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James J

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The cards that immediately produce a rival starship in your sector could be real interesting if First Contact hasn't been made yet. That rival could potentially annex a planet deep in your territory and place a starbase. surprise
 
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Nova Cat
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japester1 wrote:
The cards that immediately produce a rival starship in your sector could be real interesting if First Contact hasn't been made yet. That rival could potentially annex a planet deep in your territory and place a starbase. surprise

That would be pretty foolish, since you'll almost certainly lose that starbase, or else you'll invest so much into protecting it that you won't be able to properly defend your own territory.
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James J

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It would be risky, sure. But if that other player has had bad luck, you might be able to capitalize on it. At the very least, it will lead to an interesting decision or two.
 
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Grish
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I've noticed that none of the cards are marked as belonging to a set.

I think it's assumed you just throw them into your decks and leave them. I'd like to have the option of easily pulling them out though.

Probably will be the same thing with Systems.
 
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Nova Cat
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japester1 wrote:
It would be risky, sure. But if that other player has had bad luck, you might be able to capitalize on it. At the very least, it will lead to an interesting decision or two.

Well, you can't colonize a planet while a hostile ship is in the system. So you would need to destroy the "home" faction's ships before you could even start. So that's commands spent, and luck/favorable circumstances required, to win combat. Then you've got to spend the ship and resources to colonize the planet, and spend a command to build a starbase the next round, hoping that the home player doesn't get there with an invasion force by the end of the round (and you better believe if you've built a starbase there, they're triply incentivized to do so). Then, if. You still control the planet at the beginning of the next round, you can start building ships.

Meanwhile, you've demonstrated that you're a clear aggressor, and almost certainly put yourself in disfavor with the galactic political environment.

No, the better option is to either leave the ship there, allowing the home player to destroy it if they wish (spending a command and maybe losing ships), or else send it to warp, where it can come in handy later. That's much less likely to hurt you, politically, and requires a far smaller investment of resources.

If you're feeling especially magnanimous, you can even establish a trade agreement with the home player, using your ship's presence as a bargaining platform to get a better deal. "How badly do you want to colonize this planet next round?"
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Daniel Grant
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Armistice Accords - If this is drawn on Turn 1, before any Control Nodes are built by any players that can be exchanged, what happens? A non-Crisis Crisis?

"For the good of the galaxy, we have signed Armistice Accords with an alien species we have not yet met in First Contact. We have exchanged planets neither side has yet colonized. So it's more of a theoretical Accord, I guess. But yuge Crisis averted!"

-Federation President Tonald Drumpf
 
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Nova Cat
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Jatta Pake wrote:
Armistice Accords - If this is drawn on Turn 1, before any Control Nodes are built by any players that can be exchanged, what happens? A non-Crisis Crisis?

Logically, you cannot perform the indicated action, so you do not. Nothing happens.
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James J

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Ah,the build/command phases were where I was off. I forgot that it would take 2 turns to get new fleets in there since building the node and starbase would have to wait. Still, if that was the only enemy ship there, and reinforcements weren't nearby, I could see going for it. I'm a gambler. cool With enough production stockpiled, you could have a node, starbase, and decent-sized fleet in that sector by turn 2. And if the third faction was already encroaching on the other side of their territory, it would be tough for them to defend two fronts.

But you are right in that it would be tough. Far more likely, assuming it happens early, a trade agreement would be struck so those two factions could get a jump on the third. And that agreement might be enough to let that lone ship go about it's business... ninja
 
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Daniel Grant
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Novacat wrote:
Jatta Pake wrote:
Armistice Accords - If this is drawn on Turn 1, before any Control Nodes are built by any players that can be exchanged, what happens? A non-Crisis Crisis?

Logically, you cannot perform the indicated action, so you do not. Nothing happens.


Mister Spock, remind me to tell you that I'm sick and tired of your logic.
 
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