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Subject: Complete TI4 Ability Breakdown rss

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Steve Williams
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I’m home from GenCon with TI4 unboxed and sorted. Ask me anything.

General Changes



New tiles are 6cm per side, 4in flat edge to flat edge.



All miniatures are larger and more detailed.

Influence
As a rule of thumb, more planets in the galaxy have influence than before. Very few planets have strictly more influence than last time, but many that didn’t have influence before now do. This should ease the pain of 3 cost Command Counters, but forces you to make more interesting decisions as you’ll end up “wasting” the resource half of the planet a little more often now.

Command Counters are pretty much it however outside of the Agenda phase [which isn’t especially relevant to most decisions as the planets will refresh]. The Yin brotherhood’s conversion ability now spending influence instead of rolling a die made me speculate that these types of influence payments would be more common, but they are not. The Yin ability is pretty much the only one like it, Influence is just for command counters and objectives now.

Technology
The new tech system is actually significantly more restrictive than the rules and previews implied. Excluding Unit Upgrades, there are only 4 techs in each color, and all 4 colors have a tech with prerequisites of 0-1-2-3 techs of the same color, so technically speaking that part of the tree is more linear than ever.

However, there are 3 catches. Firstly, the Unit Upgrade technologies usually require techs of multiple colors, are not themselves a color, and are all highly desirable. Secondly, planets with tech specialties now can be exhausted to skip a prerequisite of their color. Finally, Racial Technologies have colors now, often have multiple colors of prerequisites, and most importantly do not cost additional resources over regular technologies any more. This makes each race have its own tech tree variations.

Planet Types

All Planets now have a Type, being either Industrial, Cultural, or Hazardous. While Planet Types do not inherently do anything, 1/10 Stage 1 Objective , 1/10 Stage 2 Objective, 3/20 Secret Objectives, 4/80 Action Cards, and 11/50 Agendas key off of Planet Types.

Unit Changes

Flagships all uniformly cost 8 resources, and no longer have to be built in your home system. While the majority of them still have 1 Movement, the elimination of the home system restriction means they will all see far more action.
Dreadnoughts now cost 4 resources and have Capacity 1.
Carriers now have capacity 4, and go back up to 6 when upgraded to Carrier II.
Mechanized Units are gone.
Advanced Fighters are now very easy to get; they only require 1 Green and 1 Blue tech, meaning they could be gotten as early as your 3rd tech, and could be your 1st tech for many races.
Cruisers now have all their upgrades lumped into one crazy tech of Cruiser II, requiring 1 each of Green-Yellow-Red techs. They no longer get gradually better, and instead go from zero to beast in the mid-late game. This further helps Dreadnoughts to be useful units again.
Warsuns are now sufficiently hard to acquire for almost every race.

Race Changes

And now the long winded [and likely most anticipated] changes: All the races and all their cards. For the sake of easy reading I’ll avoid saying what I think about them until later in the thread. Edit: I ramble about the race changes here and here.

The Yssaril Tribes
Abilities: Now must spend an Action Card to skip, can do it as many times as they have action cards to burn. No longer inherently draw an extra card during the status phase, and instead draw +1 card and then discard a card whenever they draw action cards. Still have an unlimited hand size, but can no longer look at other player’s hands.
Flagship: Same ability, lower capacity, better combat rolls. Still moves 2, making it one of the stronger flagships in the game.
Starting Units: Unchanged
Starting tech: Neural Motivator
Home System: Unchanged
Commodities: 3
Promissory Note: Spy Net – Return to look at Yssaril’s Action Card hand and take one.
Racial Technologies:
Transparasteel Plating – Green, requires 1 Green: Players that have passed cannot play action cards during your turn.
Mageon Implants – Green, requires 3 Green: May exhaust as an action to look at another player’s Action Card hand and take one.

The Arborec
Abilities: Mostly unchanged, although their Infantry may now pool their Production without restriction, and can Produce even after they have moved. This should be a huge boon to the previously slow and painful Arborec startup.
Unique Units: Letani Warriors [Infantry] – Has Production 1.
Flagship: Worse combat rolls, effectively same ability can now produce after moving.
Starting Units: Unchanged
Starting tech: Magen Defense Grid
Home System: Same values, lost Green tech specialty.
Commodities: 3
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:
Letani Warrior II – Colorless, requires 2 Green: Production 2, Combat 7, Gen Synthesis ability.
Bioplasmosis – Green, requires 2 Green: During status phase, may freely swap any number of Infantry between Arborec planets.

The Xxcha Kingdom
Abilities: Whenever they do the primary or secondary of Diplomacy, they also get to claim an empty planet adjacent to a system they control. Lost the 1st round defensive bonus. Agenda discarding ability is unchanged.
Flagship: Now has 3 PDS shots that hit better, slightly worse combat roll, slightly less capacity.
Starting Units: 2 more infantry than before
Starting tech: Graviton Laser System
Home System: Unchanged
Commodities: 4
Promissory Note: Political Favor – Can be returned to force the Xxcha to use their agenda discard ability [includes spending their command counter]
Racial Technologies:
Nullification Field – Yellow, requires 2 Yellow: Works like their old Diplomats tech, except the system remains activated.
Instinct Training – Green, requires 1 Green: Works the same as in TI3.

The Universities of Jol-Nar
Abilities: May now do the Primary of Technology instead of the Secondary, and always ignore 1 prerequisite. Combat drawback unchanged. Expensive reroll option is gone.
Flagship: Now only move 1, much worse combat roll, slightly more capacity, now gets to trigger 2 hits on a 9 or 10.
Starting Units: Unchanged
Starting tech: All 4 techs that no prerequisites.
Home System: Unchanged
Commodities: 4
Promissory Note: Research Agreement: Return after the Jol-Nar research a tech to gain that tech.
Racial Technologies:
Spacial Conduit Cylinder – Blue, requires 2 Blue: Once per round when activating a system with at least one of your units, treat it as adjacent to all other systems with at least one of your units.
E-Res Siphons – Yellow, requires 2 Yellow: Gain 4 Trade Goods whenever an opponent activates a system containing at least 1 of your units.

The Clan of Saar
Abilities: Unchanged
Unique Units: Floating Factory (Space Dock) – Same as before, but can produce after moving.
Flagship: Less combat dice, better combat roll, less capacity, still rolls 4 anti-fighter barrage.
Starting Units: Unchanged
Starting tech: Anti-Mass Deflectors
Home System: Unchanged
Commodities: 3
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:
Floating Factory II – Colorless, requires 2 Yellow: Move 2, Production 7, Capacity 5
Chaos Mapping – Blue, requires 1 Blue: Other players cannot activate asteroid fields that contain at least 1 of your ships. At the start of each of your turns during the action phase, you may produce 1 unit in a system containing at least 1 of your units with Production.

The Ghosts of Creuss
Abilities: Wormhole linking and home system unchanged. Now gain a similar effect to the old Gravity Drive for A/B wormholes or their home system. No longer prevent others from using wormholes.
Flagship: D Wormhole is now always on, can move before or after your other ships. Slightly worse combat roll.
Starting Units: Unchanged
Starting tech: Gravity Drive
Home System: Unchanged
Commodities: 4
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:
Dimensional Splicer – Red, requires 1 Red: Unchanged
Wormhole Generator – Blue, requires 2 Blue: Unchanged

Sardakk N’orr
Abilities: Unchanged
Unique Units: Exotrireme (Dreadnought) – Rolls 2 dice for bombardment
Flagship: Less combat dice, worse combat roll, more capacity, same ability.
Starting Units: One more Carrier than before.
Starting tech: None
Home System: Unchanged
Commodities: 3
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:
Exotrireme II – Colorless, requires 2 Blue and 1 Yellow: All the abilities of the normal Dreadnought II, along with the Exotrireme ability unchanged from TI3.
Valkyrie Particle Weave – Red, requires 2 Red: During invasion, if your opponent gets any hits, you produce 1 additional hit.

The Winnu
Abilities: Lost all old abilities. Now do not have to pay influence to claim the Custodial token. Now gain a Space Dock and PDS on Mecatol Rex whenever they gain control of it for any reason.
Flagship: Unchanged
Starting Units: One less infantry than before.
Starting tech: Any 1 tech with no prerequisites.
Home System: Same values, lost Yellow tech specialty.
Commodities: 3
Promissory Note: Acquiescence – Return at end of Strategy Phase to swap 1 Strategy Card with the Winnu.
Racial Technologies:
Lazax Gate Folding – Blue, requires 2 Blue: If you don’t control Mecatol Rex, you can treat it as having an A/B wormhole. If you do control it, as an Action you can exhaust the card to place one Infantry on Mecatol Rex.
Hegemonic Trade Policy – Yellow, requires 2 Yellow: Exhaust when producing to switch the resource and influence values of one of your planets.

The Nekro Virus
Abilities: Tech copying ability unchanged. Now are only prohibited from Researching technology, if they “Gain” it from a game effect, they can keep it. Still cannot vote, however now they can predict an outcome out loud, and if they are right they can copy a tech from someone who voted that way.
Flagship: Less combat dice, more capacity, now allows Ground Forces to participate in space combat [old Yin flagship]
Starting Units: 1 Dreadnought, 1 Carrier, 1 Cruiser, 2 Fighters, 2 Infantry, 1 Space Dock
Starting tech: Daxcive Animators, Valefar Assimilator X, Valefar Assimilator Y
Home System: Unchanged
Commodities: 3
Promissory Note: Antivirus – Nekro cannot copy techs from you during combat. Returned if you attack the Nekro Virus.
Racial Technologies - Valefar Assimilator X/ Y: Used to copy another player’s Faction technology. Uses a token, and you can move it to a new one should you not want the 2 you have.

The Emirates of Hacan
Abilities: Can make transactions even if they are not neighbors, and can include Action Cards in transactions. Still don’t have to spend a Command Counter to activate Trade.
Flagship: No longer move 2, less combat dice, less capacity, now spends TG to apply +1 to individual die rolls rather than rerolling up to 2.
Starting Units: Unchanged
Starting tech: Antimass Deflectors, Sarween Tools
Home System: Unchanged
Commodities: 6
Promissory Note: Trade Envoys – Place face up, you may have transactions with anyone even if you are not neighbors. Returned if you attack the Hacan.
Racial Technologies:
Quantum Datahub Node – Yellow, requires 3 Yellow: At the end of the strategy phase you may spend 1 Strategy counter and give another player 3 Trade Goods to forcibly trade 1 Strategy Card with them.

The Barony of Letnev
Abilities: Can now have 2 more ships than Fleet Supply. Can now spend 2 Trade Goods before any round of space combat to be able to reroll any number of dice. Lost ability to spend Trade Goods on invasion.
Flagship: Increased capacity, one additional bombardment die, still negates Planetary Shields and repairs itself.
Starting Units: One additional Fighter.
Starting tech: Antimass Deflectors, Plasma Scoring.
Home System: Unchanged
Commodities: 2
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:
L4 Disruptors – Yellow, requires 1 Yellow: Enemies cannot use Space Cannon against you during an invasion.
Non-Euclidian Shielding – Red, requires 2 Red: Unchanged.

The Mentak Coalition
Abilities: Pre-combat Cruiser/Destroyer shots unchanged. Instead of stealing Trade Goods during the Strategy Phase, now can steal one trade good or commodity any time a neighbor gains trade goods or completes a transaction. No longer start with an additional Fleet Pool.
Flagship: No longer move 2, worse combat rolls, more capacity, same ability.
Starting Units: One less Cruiser, 3 additional Fighters.
Starting tech: Sarween Tools, Plasma Scoring.
Home System: Unchanged.
Commodities: 2
Promissory Note: Promise of Protection – Placed face up, Mentak cannot steal from you. Returned if you attack the Mentak.
Racial Technologies:
Salvage Operations – Yellow, requires 2 Yellow: Unchanged.
Mirror Computing – Yellow, requires 3 Yellow: Unchanged.

The Embers of Muaat
Abilities: Fighter/Destroyer ability now only works with War Suns. Supernova pass through unchanged.
Unique Units: Prototype War Sun – Move 1.
Flagship: One less combat die, one less capacity, same ability.
Starting Units: Unchanged
Starting tech: Plasma Scoring
Home System: Unchanged
Commodities: 4
Promissory Note: Fires of the Gashlai – As an action, may remove 1 token from the Embers’ Fleet Pool and gain the War Sun technology card.
Racial Technologies:
Prototype War Sun II – Colorless, requires 3 Red, 1 Yellow: Move 3, costs 10.
Magmus Reactor- Red, requires 2 Red: You can now enter Supernovas. After producing units in a system that contains a War Sun or is adjacent to a Supernova, gain 1 Trade Good.

The Naalu Collective
Abilities: Unchanged
Unique Units: Hybrid Crystal Fighters - has the +1 to hit incorporated
Flagship: No longer move 2, worse combat rolls, now grants the old Graviton Negator ability.
Starting Units: One less fighter
Starting tech: Neural Motivator, Sarween Tools
Home System: Unchanged
Commodities: 3
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:
Hybrid Crystal Fighters II – Colorless, requires 1 Green, 1 Blue: normal Advanced Fighter abilities, only costs ½ fleet supply per unsupported fighter.
Neuroglaive – Green, requires 3 Green: Same as old Telepathic Mind Weapon, except it works on any system containing your ships rather than the hard control definition.

The Yin Brotherhood
Abilities: Lost the once-per-round planet flip skip. Can now use kamikaze ability every round, including the first. Ground Force conversion now requires 2 Influence but works without a die roll.
Flagship: Worse combat rolls, lower capacity, now destroys every ship in system if destroyed [old Nekro flagship]
Starting Units: Unchanged
Starting tech: Sarween Tools
Home System: Now a 4/4
Commodities: 2
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:
Yin Spinner – Green, requires 2 Green: Unchanged, although the Infantry can be placed on another planet in the same system.
Impulse Core – Yellow, requires 2 Yellow: Gain another Kamikaze at the start of a space combat, though your opponent assigns the hit to a non-fighter ship if able.

The Federation of Sol
Abilities: Unchanged.
Unique Units: Spec Ops (Infantry) – Combat 7; Advanced Carrier – Capacity 6.
Flagship: One less combat die, capacity 12, gain 1 Infantry in space in this system each status phase.
Starting Units: 3 additional Fighters
Starting tech: Neural Motivator, Antimass Deflectors
Home System: Unchanged
Commodities: 4
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:
Spec Ops II – Colorless, requires 2 Green: Combat 6, has the normal Infantry II/Gen Synthesis ability.
Advanced Carrier II – Colorless, requires 2 Blue: Sustain Damage, Move 2, Capacity 8

The L1Z1X Mindnet
Abilities: Capture PDS and Space Dock rather than destroying them. Can bombard after every round of Ground Combat. No longer start with an additional Strategy Counter.
Unique Units: Super-Dreadnought – Combat 4, Bombardment 4, Capacity 2.
Flagship: One less combat die, 3 more capacity, same ability.
Starting Units: Unchanged
Starting tech: Neural Motivator, Plasma Scoring
Home System: Unchanged
Commodities: 2
Promissory Note: Cybernetic Enhancements – Return at the start of your turn to steal one Strategy counter from the L1Z1X.
Racial Technologies:
Super-Dreadnought II – Colorless, requires 2 Blue, 1 Yellow: normal Dreadnought II abilities.
Inheritance Systems – Yellow, requires 2 Yellow: Exhaust and spend 2 resources to ignore all prerequisites when researching a tech.

Edit: Do you you crave further ramblings? I've got the hookup.

System and Objective Data Dump with complementary ramble
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Dragon Fire
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Great job,
if you want to see pictures


Working Document with all changes:

https://docs.google.com/document/d/1pziT_7fKJsQWDvyDOBsybKbq...

e.g. TI4 has no Ion Storms, Leaders, Wormhole Nexus, ...

### SPOILER

Races: https://imgur.com/a/kfzt2#tOsuiwZ
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

###
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Jan Probst
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IncrediSteve wrote:
Ask me anything.

How are you so overwhelmingly awesome?
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Chris J Davis
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Weltenreiter wrote:
IncrediSteve wrote:
Ask me anything.

How are you so overwhelmingly awesome?


Because he's IncrediSteve.
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Aaron
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Great write-up! Though for people who don't have the TI3 races memorized I think it'd be nice if the new abilities/flagships were written out in full, rather than in comparison to their previous versions.

EDIT: Now there's albums. Nice!
 
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Tom O'Neill
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Is it worth the money?
What is the play time? Is the box correct?

 
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Sander Stroom
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After looking at the technologies, it seems like planets with technology specialties will be in VERY high demand. One or two techs in each color are not that good so it would be much better to skip it with a tech specialty.

Mentak could get super-awesome cruisers as their 1st technology if they could capture a green technology planet. Cruisers with movement of 3 and capacity of 1 potentially able to reach MR or either neighbors home system on round 2.
Since they also start with yellow-red techs, just have 2-3 red tech planets near your home system to get War Suns on round 2.
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ODaly wrote:
...I think it'd be nice if the new abilities/flagships were written out in full, rather than in comparison to their previous versions...


Myybe look into the google doc in the Race Section:

https://docs.google.com/document/d/1pziT_7fKJsQWDvyDOBsybKbq...

If something changed I wrote also the old stats/ability.

Everybody is free to contribute
 
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Christopher Halbower
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You did a good job breaking down everything but the most critical components: the objectives.
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Simon Bourigault
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Holy shits, techs seem more powerful and all of them can actually be researched now. Any of theses level-4 rush may be HUGE.
 
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halbower wrote:
You did a good job breaking down everything but the most critical components: the objectives.


https://youtu.be/rMQz538ictE?t=9m14s
Maybe I create another album ^^


### SPOILER

Public Objectives I https://imgur.com/a/I0VXd
Public Objectives II https://imgur.com/a/xyU3R
Secret Objectives https://imgur.com/a/0BWUc

###
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Simon Bourigault
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IncrediSteve wrote:
This further helps Dreadnoughts to be useful units again.


How ?
 
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Simboubou wrote:
IncrediSteve wrote:
This further helps Dreadnoughts to be useful units again.


How ?

Cheaper, can carry things to start with, and you only need one tech to upgrade them. I think Dreadnoughts are definitely much more viable in TI4.
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IncrediSteve wrote:
Ask me anything.

1. Did you miss any cardboard? https://boardgamegeek.com/thread/1833798/missing-cardboard-g...

2. Did you take a look at the action cards? Can you post some cool cards?

3. Did you take a look at the agenda cards? Can you post some cool cards?
 
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ODaly wrote:
Though for people who don't have the TI3 races memorized I think it'd be nice if the new abilities/flagships were written out in full, rather than in comparison to their previous versions.


I thought about it, but it was already a lot of work, and I worry completely and categorically exposing absolutely everything would likely have its removal requested by FFG/Asmodai

Tarc wrote:
Is it worth the money?


To me, every penny. I preordered it the day it was announced from my Local Game Store, but when I found out it was at GenCon I still bought a copy just to get it ~D4 months sooner. I'll still buy the one from my LGS as well, and likely sell or trade the extra copy and promos at a mild loss.

Tarc wrote:
What is the play time? Is the box correct?


Have not gotten a chance to sit down and play, but I have no reason to believe it is inaccurate. 4 hours is possible if everyone is on the ball and the flow of objectives is favorable, 8 hours easily possible if the opposite occurs. The average of 6 hours is still the golden rule.

IDragonfire wrote:
1. Have you all card boards?


I do, nothing is missing from mine.

I did notice a couple of the punch boards starting to warp as I was punching them, which makes me worry. A few of the hexes are very slightly warped, but sit flat when stacked. The victory point track seems most vulnerable to warping. Time will tell; I've no doubt FFG would replace the tiles if they warped, but I'd of course prefer to avoid the hassle of replacement if possible.

halbower wrote:
You did a good job breaking down everything but the most critical components: the objectives.


I thought about it, but that's the bread and butter of each individual game, so I didn't want to spoil it completely. I'll compromise.

Stage 1: 4 Spending objectives, 4 Control objectives, 2 Tech objectives.
Stage 2: 4 Spending objectives, 4 Control objectives, 2 Tech objectives.
Secret: 1 Mecatol Rex objective, 1 Action Card objective, 2 Tech objectives, 3 Production objectives, 5 Combat/Action Phase objectives, 8 Control objectives.
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Dustin Shunta
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The objectives are mostly economic (i.e. influence/resource/trade good/technology) focused. They are much more reminiscent of base TI3 objectives, as opposed to Shattered Empires' combat based objectives.

I'm not going to make a judgement about that in TI4 until I have a chance to play a number of games, but I did enjoy the Shattered Empires objectives much more than the base TI3 objectives when playing TI3 (the worst was when people mixed all of the objectives up in one giant pile).


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Ido Abelman
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IncrediSteve wrote:

Planet Types

All Planets now have a Type, being either Industrial, Cultural, or Hazardous. While Planet Types do not inherently do anything, 1/10 Stage 1 Objective , 1/10 Stage 2 Objective, 3/20 Secret Objectives, 4/80 Action Cards, and 11/50 Agendas key off of Planet Types.


Curious about these. I saw the objectives in rules girl's video - similar to what I expected although I thought the focus would be on cultural planets for objectives while the other traits are for other effects (control of culture seeming as key to winning the galaxy over but not really useful to the war effort).

We know of one action card that destroys infantry on a hazardous planet, are there multiple of it so you can count on it probably happening? Sounds like it takes most or all of the 4. Thought action cards would shape the nature of these traits more.

11/50 agendas having to do with traits is very interesting however. Some examples?
 
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IDragonfire wrote:
2. Did you take a look at the action cards? Can you post some cool cards?


In general, there are less duplicates. Interestingly, if a card is duplicated, it has a full 4 copies; there are no other amounts for each card, only 1 or 4. A cool touch is that every action card has unique flavor text on the bottom, even if it is a 4-of (which is also a nice change since it reduces the chance that a new player confuses flavor text for part of the ability).

The following are 4-ofs, and are identical to their TI3 function:

Skilled Retreat
Flank Speed
Direct Hit
Shields Holding
Morale Boost
Sabotage

The only new 4-of is Maneuvering Jets, which cancels a hit from a successful Space Cannon roll.

There is a sub-class of 8 Action Cards called "{Descriptor} Rider", that all have the player choose aloud an outcome of an Agenda after it is read, and if they are right, they get some sort of reward, but they themselves cannot vote on it. All 8 Riders have different names and rewards, and the rewards are pretty spicy.

The following still work like they used to, but are now one-ofs:

Unexpected Action
In the Silence of Space
Signal Jamming
Rise of a Messiah
Emergency Repairs
Ghost Ship
Courageous to the End
Reparations
Fighter Prototype
Insubordination
(Command) Summit
Public Disgrace
Plague
Veto
Political Stability


IDragonfire wrote:
3. Did you take a look at the agenda cards? Can you post some cool cards?


I did, but it was a few days ago and I'm a bit too fatigued to go through them all again. My biggest upset is that the old Ancient Artifact agenda got renamed to Ixthian Artifact, which is nowhere near as fun to chant. Although with the removal of cards that can search the agenda or action deck, opportunities to chant it are admittedly reduced already. It also got cleaned up in how it works, since if the die roll comes up explosion, the systems adjacent to Mecatol Rex simply remove 3 units with no rolling.
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Simon Bourigault
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Thanks for the action card breakdown !

I'm glad things like "destroy a spacedock" are gone.
 
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CBpegasus wrote:
11/50 agendas having to do with traits is very interesting however. Some examples?


9 of them are "Elect {Type} Planet". 7 improve the planet in some way, Holy Planet of Ixth makes a Cultural Planet worth 1 Victory Point, and no one may produce units on it. Demilitarized Zone destroys all units on a Cultural Planet, and no one can land, build units, nor gain units on that planet. Conventions of War, if passed, makes it so that Cultural Planets cannot be bombarded. Representative Government, if voted Against, exhausts all Cultural Planets.
 
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Simboubou wrote:
I'm glad things like "destroy a spacedock" are gone.


That's still there, it's just called "Reactor Meltdown" now. There are a few others that are similar but renamed, so I likely missed them in the "Returning One-ofs" summary above.
 
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IncrediSteve wrote:
CBpegasus wrote:
11/50 agendas having to do with traits is very interesting however. Some examples?


9 of them are "Elect {Type} Planet". 7 improve the planet in some way, Holy Planet of Ixth makes a Cultural Planet worth 1 Victory Point, and no one may produce units on it. Demilitarized Zone destroys all units on a Cultural Planet, and no one can land, build units, nor gain units on that planet. Conventions of War, if passed, makes it so that Cultural Planets cannot be bombarded. Representative Government, if voted Against, exhausts all Cultural Planets.


Thank you so much ! So no more bullshit like "For : 2TG for everyone / Against : nothing" ?

So far, I was only going to buy this because, well, it's TI.

I am now properly hyped by the actual game with all this info !
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IncrediSteve wrote:
CBpegasus wrote:
11/50 agendas having to do with traits is very interesting however. Some examples?


9 of them are "Elect {Type} Planet". 7 improve the planet in some way, Holy Planet of Ixth makes a Cultural Planet worth 1 Victory Point, and no one may produce units on it. Demilitarized Zone destroys all units on a Cultural Planet, and no one can land, build units, nor gain units on that planet. Conventions of War, if passed, makes it so that Cultural Planets cannot be bombarded. Representative Government, if voted Against, exhausts all Cultural Planets.


I guessed (in another thread) that there are going to be "protect cultural places" agendas

With what you wrote about action cards it sounds like "unstable planet" is also a one-off. So is it the one card you need to be careful about when you hold a hazardous planet or are there others?
 
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CBpegasus wrote:
With what you wrote about action cards it sounds like "unstable planet" is also a one-off. So is it the one card you need to be careful about when you hold a hazardous planet or are there others?


It's the only action card to specifically hurt a Hazardous planet, yes. The Agenda that increases the resource value of an elected Hazardous planet also kills one Infantry on it.
 
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Jimb0v wrote:
The objectives are mostly economic (i.e. influence/resource/trade good/technology) focused. They are much more reminiscent of base TI3 objectives, as opposed to Shattered Empires' combat based objectives.

I'm not going to make a judgement about that in TI4 until I have a chance to play a number of games, but I did enjoy the Shattered Empires objectives much more than the base TI3 objectives when playing TI3 (the worst was when people mixed all of the objectives up in one giant pile).




Overall the changes look good. Tech rework looks awesome.

Disapointed about the spending objectives, and wish they would have removed sabotage from the game.
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