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Twilight Imperium (Third Edition)» Forums » Variants

Subject: 32 racial tech by race, and more rss

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deryn naythas
France
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Hi,
sadely for you, it's in french, but I guess there's motivated guys on your side of the ocean :-)

There's a customized deck of 32 tech cards for each of the 17 original races, and I began the work with the home-made of Jeremy Kalgreen.I try to push the strong points of each race, and add some historical feelings in the decks (the ancient ones have similar access to Hylar tech, warsun, the youngest or exotic ones don't, but have weird and unique tech).

We also use a mix of trade agrements/ promissory notes.

https://drive.google.com/drive/folders/0B3l0HTHYxjN2c1FOU0Nl...
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Loud
United Kingdom
London
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not just at the other side of the ocean , at the other side of the channel too :-)


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Lance Harrop
United States
Manassas
Virginia
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Loudsmoker wrote:
not just at the other side of the ocean , at the other side of the channel too :-)




Yes, we all know it's the English's responsibility to translate the French for us other English speakers. whistle
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Flohimont loic
Belgium
Tintigny
Province de Luxembourg
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Well, the post is a bit old, but i liked so much that i gave it a try in my latest TI3 game.

First and foremost, everyone at our table was thrilled to try this out, we love how each extension of the game tried to differenciate each race more and more, and these techs are definitely a bigger differenciation.

Our setup was 4-player game 10vp, preset galaxy. We played saar, sol, yssaril and hacan.

We decided to houserules some of your techs on the fly, because some of them are really too good, or unhealthy for the game, or creating some major loophole.

Disclaimer: I feel that your techs trees are really stronger then the original ones, but a lot more specialised and focussed on one kind of ship or actions per race. One game is not nearly enough to speak about global balance, so i'm just going to give you a general feedback about the overall feeling of our game, and the big problem we noticed.

The first BIG problem we saw was the combination of the saar "agri-comete" and "moissoneuse saar" When using those two technologies you can creat an infinite stall + infinite trade good. Nobody have the opportunity to do anything to stop it and you only need to have an empty space or an asteroid field. Broken indeed, we decided to limit each tech once per turn.

The second big problem is the sol tech "force d'action rapide". Ok, the preriquities are heavy, but the tech is too good retrieving the CC used to activate a system everytime you win succesfully invade a planet seems beyond broken. Even limited to once per turn it's already superstrong in my opinion. We decided to go for that in our game, but we could have nerfed it by simply putting the CC in reinforcement and not in command pool, giving the ability to strike really fast at the expense of a lot of CC. We feel this tech is a bit out of place and should be replaced by something else. Dunno what tbh,...

I love what you are trying to achieve with the yssaril, but i feel your technological tree is a bit too much destroyer orientated, making your fleets completely lacklusters when you don't swarm them with destro...

On th other hand the Hacan tree is a bit.... boring maybe? Alot of the techs are already the ones we knew, and in all the new ones, there is not "this big tech i want to invest in". Our hacan player lacks a little bit on the fun side, but, we feeled this tree was the most balanced one, so i guess it's a ok feel.

All in all, we really enjoyed this game despite the inbalance, because of the cool factor and the added race singularities and i would love to discuss with you directly, and in french, about our experience with this houserule. And i'd like to see the other content (starting planet/flagship/... ) for the alternative races you uploaded on your share too.
 
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