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Subject: Countries Fan Factions 2.0 --> 14 Factions ready to play rss

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JGS
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I postet the first 7 factions weeks ago and 3 of the backside factions some days later. Since this time I worked on the rest of the factions and espacially on balancing the factions. Now I am ready to present the factions.

Edit2019.11.26. I played >370 games so far, more then 150 games with Countries Fan Factions. Most of them solo and two player. Meaning these 21 factions will work with three and four player, but will shine in solo and two-player games.


Countries Fan Faction abstract
These factions are fun. All of them can play together with Basic factions or other fan factions like “Master of Orion”, “Planeswalker” or “Animal Planet”.

I decided to use Countries as the origin element because I like the idea to bring distinctive features on board. There is no cheering or criticism on the “real” countries, it´s all about fun. Nevertheless, it´s very important to me to create “working” factions, meaning factions they are bringing new original mechanics in the game. Some of them are universal to play, other are very special. Hope you enjoy to play with Countries among each other or mix it with other faction. You will see, it works

America

Home Planet:
Blue

Idea:
Focusing on their home and enhancing military by money.

Basic ability:
Every time building or upgrading on home planet gaining 1 power.
Action: change 6 credits into 1QIC and 1ore

Starting research:
Economy

Starting resources:
3k, 4o, 18c, 1QIC

Starting Power (B1/B2/B3):
3/3/0

PI Ability:
Every time building or upgrading on red and white planet gaining 2 power.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k, +1c

Other:

Comment:
America gains power when building on planets with colours of her flagg America is the faction I am 100% sure it is well balanced meaning weaker than Ambas and stronger than Lantids.
Edit 2019.10.22. Buffing ability to 6 Credits instead 7 Credits --> 1QIC+1ore


Australia

Home Planet:
Blue

Idea:
Wide and fascinating land. Far away from others Australia managed to find their own way to prosper.

Basic ability:
Power actions can be used with 1 power less.
One-time action: Navigation +9
One-time action: Navigation +5

Starting research:
None

Starting resources:
3k, 5o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Power actions can be used with 2 power less. (No addition to basic ability)

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:
Better free power conversion: 3p=1QIC, 3p=1k, 1o=2c, 1o=2pt

Comment:
One-time action can be used only once per game. If used let the action token lie on this place.
Edit 2019.10.22. Weakening starting power to 2/4/0 instead 2/6/0

Germany

Home Planet:
Yellow

Idea:
Working hard and smart leading to wealth —> and prosperity leading to more money.

Basic ability:
1. Each time gaining victory points (no matter how many) gain 1 credit
2. Action: change exactly 10 credits into 9 victory points.

Starting research:
None

Starting resources:
3k, 4o, 15c

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Action: turn 5 victory points into 3 ore.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:
Academy right: action 1 QIC + 1 victory point

Comment:
The faction with the most balancing issues. Now I think it work well. Please comment or report other meaning.
Edit 2019.09.17.: new picture with better action-symbol.

Sweden

Home Planet:
Yellow

Idea:
Northern country wihch is successful to publish famous people getting on top of their business like Björn Borg, ABBA, Alfred Nobel.

Basic ability:
The power you discard to move a power token from area 2 into area 3 is not lost, it goes back to bowl 1.

Gaiaformer landing Place:
Each time you place a Gaiaformer on one of the three landing places on your board you gain 2 credit. This works already at the beginning of the game when you get your Gaiaformer. In the further gameplay this ability work every time you get a new Gaiaformer and when you built a mine on a Gaia Planet that was occupied by a Gaiaformer and the Gaiaformer get back to the board.

Starting research:
Gaiaforming

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
3/4/0

PI Ability:
Action: Advance one of your final scoring markers 1 step up.

PI income:
6 charge + 2 credit

Basic income:
+1o, +1k, +1pt

Other:

Comment:
Yes, you can get higher with your final scoring marker than normally possible, i. e. 11 planet types, 20 structures etc.
It’s clearer if the Sweden player put a power token from the general supply on the final scoring tile he climbed for every step he got up due to his PI ability.
Edit: 2019.09.17. small weakening basic income -1pt

China

Home Planet:
Red

Idea:
Big country with lots of opportunities. Striving to raise reputation in high-tech sectors. Looking for new technologie levels.

Basic ability:
Gaiasplitting 2: After placing a Gaiaformer on a Transdim Planet you can put two out of 6/4/3 power tokens from gaiabowl into bowl 2. Placing the Gaiaformer and taking two out of 6/4/3 power tokens into bowl 2 is one action.

Advanced Gaiaformer landing Place:
Each time you place a Gaiaformer on one of the three landing places on your board you can cycle 2 power tokens. This works already at the beginning of the game when you get your Gaiaformer. In the further gameplay this ability work every time you get a new Gaiaformer and when you built a mine on a Gaia Planet that was occupied by a Gaiaformer and the Gaiaformer get back to the board.

Starting research:
Gaiaforming

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Gaiasplitting 3:
After placing a Gaiaformer on a Transdim Planet you can put three out of 6/4/3 power tokens from gaiabowl into bowl 3. Placing the Gaiaformer and taking three out of 6/4/3 power tokens into bowl 3 is one action.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k, +1c

Other:

Comment:
Gaiasplitting 3 is another new way to use Gaiaformers in last round. With level 4 Gaiaforming you can cycle 3 PT to bowl 3 by placing a Gaiaformer.

Japan

Home Planet:
Red

Idea:
Technologie equipment is very effective. Great machinery. Striving for High buildings.

Basic ability:
Every time you get a standard or advanced tech tile you can cycle 2 3 power.

Starting research:
None

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Instant and onetime: get a basic technology tile.

PI income:
4 charge + 1 gain + 3 credits

Basic income:
+1o, +1k

Other:
Right academy: action 1 QIC + 2 power
Research Lab income: each RL gain additional 1 credit.
First RL 1K+1C
Second RL 1K+1O
Third RL 1K+1QIC

Comment:
Edit 2019.09.17. Japan got some boost with better power ability (3 instead 2) and stronger RL income.

Netherlands

Home Planet:
Orange

Idea:
Successful traders looking for new chances, are at home all around the world.

Basic ability:
Every time using a dig action (3 or 5 power action, booster, PI action) getting 2 victory points or 2 credit per dig. You can´t mix.

Starting research:
Navigation

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/2/2

PI Ability:
Action: special power action 4 power = 3 dig.

PI income:
5 charge + 2 gain

Basic income:
+1o, +1k

Other:

Comment:
Netherlands has no additional benefit from normal terraforming planets by ore.


End part 1.
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Part 2

Great Britain

Home Planet:
Orange


Idea:
The power of the Commonwealth was distributed around the world where they formed many federations. They traded successfully with various types of goods and accommodations.

Basic ability:
The power value of the Great Britain trading stations are 3.
Every time Great Britain get knowledge (no matter if 1 or more knowledge) they get 1 ore. This ability does not occur with income knowledge!

Great Britain can only get one fed token of every kind. I. e. Great Britain can´t take the fed token “7 VP + 2 ore” twice. Also they can´t take the fed token on top of terraforming if they already have them.

Starting research:
None

Starting resources:
3k, 54o, 15c, 1QIC

Starting Power (B1/B2/B3):
21/4/0

PI Ability:
When forming a federation in Round 1 to 3 Great Britain get 2 QIC and 2 knowledge (+1 ore).
When forming a federation in Round 4 to 6 Great Britain get 2 ore and 3 credits.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:

Comment:
The PI effect does also work when Great Britain climb step 5 in terraforming.
Edit 2019.09.17.: Great Britain got weakening with starting 4 instead of 5 ore and power 1/4/0 instead of 2/4/0

Austria

Home Planet:
Brown

Idea:
Wealthy, cosily and close to nature. Living in friendly neighborhood with other countries.

Basic ability:
Austria gain 1 (and only 1) credit when you build a mine or upgrade a structure in the neighboring area with at least an opponent's structure. This ability activate a passive power charge as usual.

Starting research:
Science

Starting resources:
4k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Action: get 2 new power tokens in bowl 3.

PI income:
4 charge + 2 credits + 1 knowledge

Basic income:
+1o, +1k

Other:
Edit 2019.10.22. Third mine place is not empty, income 2 power.

Comment:
Austria is the only country which is better in 4 player game than 2 player game because of more credits by building/upgrading in neighborhood.
Edit 2019.09.17. new picture with lighter power symbols in bowl 1 and 2.


India

Home Planet:
Brown

Idea:
Rising country throug high-tech knowledge and apparently endless amount of workforce.

Basic ability:
Stepping from Level 2 up to Level 3 on the research track you charge 6 instead of 3 power.

Starting research:
Science

Starting resources:
3 1k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Special action: spend 4 5 power to advance one level in a research area of your choice.

PI income:
4 charge + 1 gain

Basic income:
+1o, +2k

Other:
First Research Lab income: 1 QIC instead of 1 knowledge

Comment:
Edit 2019.09.17. India got weakening with -2 starting knowledge and PI ability changed from 4 to 5 power to step up research.

Switzerland


Home Planet:
Grey

Idea:
Small country must find his own way to survive. Successful in very different things like chocolate, banking, cheese.

Basic ability:
There are 5 tokens for Switzerland. Each of them has a number from 1 to 5 on the backside.
Switzerland player must choose a tech tree on which the tokens must be placed in the moment he chooses the faction.

On the chosen tech tree put token number one on level number one and so on.
The Switzerland tokens does not affect the other players in any way. But for Switzerland the chosen tech tree is completely replaced by the „Switzerland tech tree“.

Every token shows two information:
One kind of resource Switzerland will get immediately and one to three kind of resources Switzerland will earn income from the next round (income).

Level 1: immediately 1 QIC, income 2 credits
Level 2: immediately 1 ore, income 1 QIC + 2 credit
Level 3: immediately 1 ore, income 2 QIC + 2 credit
Level 4: immediately 1 ore, income 2 knowledge + 2 QIC + 2 credit
Level 5: immediately 2 QIC, immediately flip an alliance token from red to green (could be the same used to climb level 5), income 2 k + 2 QIC + 2 credit

Starting research:
None

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Action: cycle as many power tokens according to the Switzerland technology level you already climbed.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:
Weaker Academies (left 1k+1c income; right 1o+2c income)

Comment:
Gaining advanced technology on Switzerland tech tree not later than round 3 should be the target.


Vatican City

Home Planet:
Grey

Idea:
The smallest country follows its own rules and generates more revenue per citizen than anyone else.

Basic ability:
Vatican ship: Use the third mine as Vatican Ship. This mine is placed on the zero of the research track at the beginning of the game. The Vatican Ship will stay on the track until the end of the game and does not count as structure. The 3rd mine place is empty at the beginning of the game.

Movement in solo game: Look at the Card the Automa use for his action. Every Automa card shows a green or red symbol on the top-middle spot of the card. If there is a green point, move the Vatican Ship up to 1 step right. If there is a red X on the card, move the Vatican Ship up to 2 steps right. The red X that indicates Automa passing, does not count as action. The Vatican Ship stops on field 15 on the research track.

Movement in 2-4 player game: The action of the left neighbour does affect the movement of the Vatican Ship. If the left neighbour makes the action “build a mine” or “upgrade existing structures”, move the Vatican Ship up to 1 step right. If the left neighbour makes the action “research progress” or step up tech tree in another way, move the Vatican Ship up to 2 steps right. The Vatican Ship stops on field 15 on the research track.

Benefit: On your turn, you can decide to put the Vatican Ship back to zero then you can make one of the actions depicted under the research track the Vatican Ship has past including the action the ship already stands. This is a free action.
And then the Vatican Ship starts again.

Action: move your Vatican Ship up to 2 fields right.


Starting research:
None

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Choose two out of the three income tiles that are not used from any player/automa and gain the income (at the start of the round) these tiles are shown.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:

Comment:
Vatican City is a strong solo game faction and a medium multiplayer faction since the Vatican Ship is moving a little bit more in solo games.



Russia

Home Planet:
White

Idea:
Wide country, strong and long-time leadership. Huge resources.

Basic ability:
Action: turn 2 5 victory points into 1 2 knowledge.

Starting research:
Terraforming

Starting resources:
2k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
4/2/0

PI Ability:
When getting an advanced tech gain 5 knowledge.

PI income:
4 charge + 1 gain

Basic income:
+2o, +2power

Other:
Third mine gain 2 credits.

Comment:
Edit 2019.09.21. Weakening Russia by converting action 5 VP (instead 2) into 2 (instead 1) knowledge.


Iceland

Home Planet:
White

Idea:
Spectacular landscape, famous for Geysers and lava fields.

Basic ability:
You have no Gaiaforming technology. Use the token als "Geyser token" and place it on the bottom on your board.

You can used (!) QIC use in one of this two ways:
1. put two (!) QIC in the "ice-store". As a free action put 2 QIC from the ice store back to the general supply and use them either as 1 knowledge or to increase navigation +1. You can do this as often as you want, i. e. put 4 QIC back to supply and take 2 knowledge.
The action the original QIC was used for must be finished. For example you can’t increase Navigation +2 with one QIC and use this QIC and another QIC from Ice-Store to increase Navigation by another +1 to get Nav+3. You can store as many QIC in the ice store as you want befor you use these QIC as knowledge or Nav+1.

Edit 2019.12.06.: Now you need to put two QIC to the general supply to move the Geyser Token one step!

2. put the two (!) used QIC back to general supply and move your "Geyser token" one step way to the federation icon. For the first time you use the two QIC this way, place the Geyser token on the first QIC icon on the bottom of your board. The next time you put two QIC to the genereal supply you can move the Geyser Token one step way to the Fed icon.
The eleventh step is the last step. You can´t use QIC no longer this way until you build a federation as free action. After you built a "Geyser fed" you can start again.
You can split used QIC, e. g. make 4 QIC action and Store 2 QIC in the ICE-Store and the put the other 2 QIC back to general supply to move the Geyser token one step way Fed symbol.

Starting research:
AI

Starting resources:
4o + 3k + 15c +1QIC

Starting Power (B1/B2/B3):
2/2/0 Edit 2019.12.06.: weakening to 2/2/0 instead of 4/2/0 before.

PI Ability:
QIC actions are cheaper. Replace one QIC with knowledge or ore.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1QIC

Other:
Left academy income 1 QIC + 1 Credit instead of 2 knowledge.

Comment:
-----------------------------------------------------------------
-----------------------------------------------------------------
2019.09.17. Five new Countries

Canada

Home Planet:
White

Idea:
Big country, able to live in peace with all other countries. Successfully in many ways.

Basic ability:
Getting one knowledge every time when building a mine, no matter on what type of planet.


Starting research:
Navigation

Starting resources:
2k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/5/0

PI Ability:
Every time when passing, getting as many points as Canada has occupied sectors.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:
Left academy action 5 credits instead of income 2 knowledge.
Edit 2019.12.06.: 5th mine income power instead of ore. Little weakening.


Comment:
I tried to show the largeness and cleverness of Canada in their ability to spread easily (Navigation) an gain knowledgee and points when spreading wide. The left Academy could be a good opening. Starting with 7 power enables Canada to Gaiaform from 1st round on.


Mexico

Home Planet:
Yellow

Idea:
Country with very interesting history, especially the Maya, leads to a "time-manipulation" faction.
The Mexico PI can go "back in time".
This time issues are consistend with Mexico because of the famous Maya history and the Mayas talend to look in the future.

Basic ability:
Mexico has 2 actions as basic ability.
a) put one of the satellites on any power or QIC action. This "reserve" this action until the end of the round. Use the reserved action later in this round with a discount of 2 power (power action) or 1 QIC (QIC action). To use a reserved action is not a free action.
b) put one of the satellites on one of the three not used boosters this round and reserve this booster for the next round. Mexico has to use the reserved booster and can´t use another booster. This action does not make sense in the last round.


Starting research:
None

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
1/2/3

PI Ability:
Mexico can go "back in time" with this one-time-action. This one-time-action can used only in round 4-6!
Grab one of the first three round scoring tiles and ad one of them additonel to round six. So Mexico can score twice round scoring tiles in last round.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:


Comment:
The Mexico faction is build on time-manipulation. The two basic actions leading to high interaction with other players. Nice! PI ability can lead to strong final scoring rounds and enables Mexico to better stratetic planning for last round.


South Korea

Home Planet:
Grey

Idea:
South Korea was founded in 1948 together with North Korea. Prospering since the 1960s many South Korea familys suffers due to the seperation. So all about this faction is based on the number "2", surrendering and prospering.

Basic ability:
Starting in 2 different research technologies of your choice. The other 4 player tokens are currently not in the game.


Starting research:
2 of your choice.

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
3/0/3

PI Ability:
South Korea has 2 additionell advanced tech tiles (AT) exclusive. When the player token is on level 4 or 5 in one of the choosen tech tracks, South Korea can decide to grab the AT on this tech track or get one of the AT pictured on the PI. The requirement (level 4/5 and open Fed) is still alive! But grabbing the PI AT does not require a standard tech tile to cover. South Korea can still get the AT on the choosen tech tree in later game so they can get 2 AT with one player token.
When South Korea want to get the second pictured PI AT, they has to get another player token on level 4/5 on another tech tree (plus open Fed)

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:
Left academy income 2K+1O plus unlock one of the 4 player tokens that are currently not in the game. This player token can be placed on any of the left not choosen tech trees on the bottom. It is possible to choose the tech tree and then step up to level 1 because of getting a tech tile with academy.

Third mine gain one ore. Fourth mine unlock another player token. Place this player token on any of the not choosen tech trees on the bottom.


Comment:
South Korea can only get up on four tech trees. This handycap is equalized with 2 research steps at the beginning of the game and 2 exclusive, strong AT and a strong left Academy.

Singapore

Home Planet:
Brown

Idea:
Small but wealthy country, famous for new and high architecture.
The high buildings "overshadow" the other buildings.


Basic ability:
When building PI or Academy gain one research step of your choice.


Starting research:
None

Starting resources:
2k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
3/1/0

PI Ability:
Two actions: Nav+3 and 2dig. You can choose one of the action per round, not both.

PI income:
5 charge + 4 credit

Basic income:
+1o, +1k

Other:
Left academy income 3K+2C.
Right academy action 1QIC+2ore
Trading stations are weaker with 2/2/3/3 1-2-3-4
New: First RL gain 1 power instead of 1K
Second RL gain 2power instead of 1K.
2nd Mine gain 1power instead of 1 ore.
3rd Mine gain 1ore instead of nothing.
6th Mine gain 1power instead of 1 ore.


Comment:
The Academies and PI are very strong, but mines, trading stations and research labs gaining less ressources as usual. The PI offers Singapore strong actions. Starting ressources are weak, so it´s tuff to start with academy, but possible.
I want to show with this mechanic that Singapore is a "high" and wealthy country.

Edit 2019.10.02.: More weakening TS and RL income.

Poland


Home Planet:
Blue

Idea:
Poland was a country that had to make some changes in their history. And Poland fought for their independency all time. Now it´s a prospering country. I wanted to show this through the ability to gain profit after switching a Fed token on the backside. When the PI Gleen token was turned, Poland has a Navigation rage +2. This should show that Poland ist free now.

Basic ability:
When turning a Fed token from green to red Poland can get either the points or the ressources. Since the 12VP Fed token can´t be turned, it can´t be used with this ability.


Starting research:
Terraforming

Starting resources:
3k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
Edit 2019.12.06. 2/1/0 instead of 5/1/0 --> little weakening

PI Ability:
When building PI Poland get the Gleen Fed token including the ressources (2C, 1O, 1K) immediately. When turning this Fed token, Poland get the ressorces again (basic ability) and from now on Poland has Navigation +2 range.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:

Comment:
I wanted to create a faction based on the idea to get benefit when turning fed tokens and using the Gleen Fed tile. If Poland can get one of the two AT depending on Fed´s (passing 3 points ore one-time 5points), Poland can score a lot of points. Poland can easily get the Fed token on Terraforming track because there is no need to build a Federation to get to Level 5 with Gleen Fed tile. In test sessions Poland was the faction with the widest spread of victory points (138 - 223).

————————————————————————————————————————————————————————————————————————
————————————————————————————————————————————————————————————————————————
The two last missing countries:


Egypt



Home Planet:
Red

Idea:
Country with fascinating history.

Basic ability:
Egypt can build mines on planets colonized by an opponent (including the lost planet). Place your mine next to the opponent’s structure. You do not have to pay for terraforming, but you must still pay the mine’s cost + 1 QIC.
This mine counts as a normal mine in all ways and can be upgraded normally. This mine is for Egypt a home planet, meaning the mine does not count for any effects that relate to how many planet types or Gaia planets you have colonized.

Egypt can get up to 4 "Double base tech tile tokens", called Egypt token. Egypt get one token when building 3rd Research Lab (but only one time in the game). Further Egypt get additional 3 Egypt tokens when building PI.
The RL Egypt token must immediately placed on a base tech tile. This tech tile count double from now on. If this is a one-time base tech tile, get the bonus one time twice. If this is an income tech tile or Gaia3 tile, Egypt get the double income or 6 points from now on. The base tech PI/Ac 4 counts as PI/Ac 5.

When building PI, Egypt get 3 Egypt tokens. These 3 tokens can be placed on a base tech tile whenever the player want.


Starting research:
None

Starting resources:
2k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/4/0

PI Ability:
Get 3 Egypt tokens. When placing an Egypt token on an one-time base tech you already used, gain this one-time bonus again (7 VP, 1QIC+1o, knowledge according to the planet types you have right now).

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:
3rd RL gain immediately one Egypt token.

Comment:

Brazil


Home Planet:
Orange

Idea:
Famous for Carneval in Rio. Everything is moving...

Basic ability:
"Dancing actions" meaning Brazil has 3 free exclusive power actions for three power each.


Starting research:
None

Starting resources:
2k, 4o, 15c, 1QIC

Starting Power (B1/B2/B3):
2/0/2

PI Ability:
Two power actions 7 power each.
Left action: move 7 power and pay 2 knowledge to step up two tech steps in one technology or one step in two technologies.
Right action: move 7 power and pay 1 QIC to gain a base or advanced tech tile.

PI income:
4 charge + 1 gain

Basic income:
+1o, +1k

Other:
First Trading station gain immediately 3 power when build (more times possible).

Comment:

THE END.

Hope you enjoy these factions. There are many test sessions, discussions and changes until the presentation right now. Looking forward to your comments and thougts.
Time and experience can show that here and there has to do adjustments.
Thank you.
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Bobrov Alexander
Russia
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thumbsup
I already printed it! We will test on the weekend
Some questions
1. China. When build Pi get Gaiasplitting2 +Gaiasplitting3. Or Gaiasplitting3 replaced Gaiasplitting2?
2. Vatican. 3rd mine place always clear? Or when mine upgraded to Ts 3rd place may be covered?
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Bobrov Alexander
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New Japan looks weak ... and boring.
Just some power and some coins. Without a niche and an idea. It's sad..
The simplest thing you can do is give them one research step. I think one AI step will be a good idea for balance and themes.

New Russia looks strong. What are the test results with them?

 
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bobral wrote:
thumbsup
I already printed it! We will test on the weekend
Some questions
1. China. When build Pi get Gaiasplitting2 +Gaiasplitting3. Or Gaiasplitting3 replaced Gaiasplitting2?
2. Vatican. 3rd mine place always clear? Or when mine upgraded to Ts 3rd place may be covered?
Thank you for your interest. Can’t wait to your thoughts after playing.

1. China PI replace Gaiasplitting2.
2. Vatican Ship Start at beginning of the game, meaning the place of 3rd mine is empty at the start of the game.
 
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bobral wrote:
New Japan looks weak ... and boring.
Just some power and some coins. Without a niche and an idea. It's sad..
The simplest thing you can do is give them one research step. I think one AI step will be a good idea for balance and themes.

New Russia looks strong. What are the test results with them?

Japan is not the coolest faction in the game, but strong. Maybe you saw the first version in the old thread with AI start and ability from Great Britain. That was too strong. Now Japan is balanced. It’s the perfect faction for weaker players who don’t want it too complicated.

You are right, Russia is strong but not overpowered.

Balancing wise my intention was that all factions should be compete with basic factions. This means some of them are as strong as Taklons, Ambas, Itars and Ivits and the weaker factions should be better then Lantids. Depending on setting, every faction can compete with the other Countries factions and with the basic factions.
 
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Gaertner3031 wrote:

Japan is not the coolest faction in the game, but strong. Maybe you saw the first version in the old thread with AI start and ability from Great Britain. That was too strong. Now Japan is balanced. It’s the perfect faction for weaker players who don’t want it too complicated.
New version Japan just boring and weak.

+2pw per round.. kidding? what is it?
ok, also some coins.. maybe 10-15 per game.. Ougghh..

HH have 18 and 1Eco step. Just better.
Pi? Average and also boring..
 
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New Japan can start with additional 6 power cycle first round. This enables Start Academy right plus 2 Mine. A friend of mine called Japan as „most satisfying faction“.

I made a Countries faction tier list with Japan in the middle.
 
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Played two games.

1. 4 players. Map - standart, 10sectors
Russia 170, Australia 163, Sweden 138, Switzerland 137
FS Planet types and count building in Feds.
Rounds: Ts3, Pi / Ac5, Fed5, step2, Pi / Ac5, Ts4.

Switzerland. Was covered Qic track and in the 4th round it took the Atech 2vp per Res step. Then also climbed the Sci track. Everyone assumed that the result would be very high, but at the last rounds something went wrong. For FS 0 points and 4th place.
The faction looks good, we will test more.
Sweden. The Pi was built in the 1st round and all rounds increased the FS types of planets. Pleasant ability to burn power. (Sweden can quickly take power actions and can easily win FS the number of satellites) Gaiaformed a little. The player did not work out well. But the impressions of the faction are good.
Australia. Had a very powerful economy due to their ability. The Pi was built in round 2. They took the both FS. The flight was used on home distant planets in mid game. The faction looks good.
Russia. The faction won, despite being sandwiched between two colors and hit several times by other players (especially Australia). If you remove the conversion ability (2vp->1k), then the faction is similar to Burlathi with same niche. With conversion ability, the faction is very strong. For the game received about 20 knowledge, the exact number we not considered.
Perhaps you should somehow limit this ability. For example, once per turn.
We liked all the factions.




2. 3 players. Map standart, 10sectors.
China 198, Germany 170, India 155
FS count sectors and count building in Feds.
Rounds: Res step2, Pi / Ac5, Gaia4, Mine2, Fed5, Ts3.
India. Strong race. Atech in Sci - 2vp per Res step. But they took only in the 5th round. In the last round, one satellite was not enough to formed a federation. Because of this, they could not enter the Sci top and lost ~ 15vp
Germany. Very strong. Although they took only second place, the faction is clearly very strong. The settings were average for getting VP - Germany received Vp about 25-30 times. These are 50-60 free coins. The whole game did not need money and at the end of the game they converted 30 coins into 20VP. The Pi was built in the 2nd round. Victory points have always been enough for both a power charge, and for action 3ore.
Lost both FS. They took 2nd place, but it seemed that the faction was too strong. It may be worth loosening the conversion ability to 1 coin per getting VP.
We also all agreed that you need to remove all the extra coins for scoring at the end of the game. It is not necessary. Receives each track separately or together, receives each Fs separately or together..
Confused, illogical and not necessary.
China. Without competition in gaiaformers. Atech top GF - 2vp per sector. They took both FS, 20vp for Atech, a lot for Gaia. The faction is strong and interesting. Perhaps it requires a small nerf. The Pi allows you to receive an additional 6pw per gaiaformer, which gives a large amount of resources.
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Questions and thoughts.
1. If Switzerland enters the top of own track, does it block the top of the standard track for other players?
2. Once again about the Vatican. First action: rebuild 2nd Mine into a TS, then the Mine closes the empty third space, right?
All Vatican bonuses - is it a free conversion? Even spade and research step?
3. It is not clear why both brown races are made so similar. Both in science and 6 basic knowledge. The Pi strength is also approximately equal. The only difference is that India has a Qic income, Austria has coins. It seems to me that they have the same niche and are very close in strength.
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Gaertner3031 wrote:
New Japan can start with additional 6 power cycle first round. This enables Start Academy right plus 2 Mine. A friend of mine called Japan as „most satisfying faction“.

I made a Countries faction tier list with Japan in the middle.
New Japan can start with additional 0 power
2pw get after building RL,
2pw maybe get after building Ac much later
2pw maybe get if building right Ac much later

it does not play a big role and just looks like a good start when you are given a power charge.

We all agreed that they are not interested in gameplay. They have no niche, boring and weak. The reasons I wrote above. It seems that the author’s imagination ended before the creation of Japan . Just criticism .
I suggest giving them an interesting unique ability related to technology. For example, when they take technology, they can take two technologies. Or maybe two research steps. Maybe only for Pi/Ac (If you want to focus Japan on large buildings)
Something like this..
Сoins and a power charge - not what we expect from high technology in Japan
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Bobral,
thank you so much for your thoughts and questions. I will answer tomorrow detailed.
This gives me motivation still improving Countries.
 
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Played one more game 3pl.
Map standart, 10sectors.
Sweden 202, Vatican 156, China 152
The results were distributed according to the strength of the players (Sweden played the strongest in our group).

FS count of sectors, count of sats.
Rounds Gaia4, Fed5, Gaia3, Mine2, К step2, TS4.

I did not play this game, therefore, I transmit player reviews.
China. Strong, but very tied to GF. If they cannot gaiaform, then their the game ruined.
Vatican. Good and interesting. Still have questions on the rules written above. There is a suggestion. What if the Vatican at the beginning of each round chooses a player with whom it will be associated?
Sweden. Interesting and good. Pi was built in round 6, just to form a federation and +1 FS sectors. Took both FS and a lot of VP from Gaia.
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bobral wrote:
Questions and thoughts.

1. If Switzerland enters the top of own track, does it block the top of the standard track for other players?
Yes, like the rules said: only one player can occupy level 5.

Quote:
2. Once again about the Vatican. First action: rebuild 2nd Mine into a TS, then the Mine closes the empty third space, right?
Yes

Quote:
All Vatican bonuses - is it a free conversion? Even spade and research step?
Yes, all free actions.

Quote:
3. It is not clear why both brown races are made so similar. Both in science and 6 basic knowledge. The Pi strength is also approximately equal. The only difference is that India has a Qic income, Austria has coins. It seems to me that they have the same niche and are very close in strength.
There are some higher-ranked thougts of mine why both brown factions are science oriented:
First of all my thinking is that if you choose a faction you can choose from Basic, MoO, Animal and Countries. If you want to play brown and map is advisable for expanding, choose Ambas, Taklons, Sakkra or Austria if you want to mix with science.
India and Austria are different enough. While India is a 100% science faction, Austria is more versatile. Austria rewards expanding because of building an upgrading in neighborhood. Start with 2 stepts in navigation can be a strong strategy for Austria. Getting ore from mines and credits from ability work very well.
India can avoid Navigation track a long time if they navigate with QIC.
The Austria PI is way stronger (especially with FS satellite) than India PI and can be a good way to start with in round 1.
Conclusion: I like that two brown factions dedicate to science but in different ways.
 
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Gaertner3031 wrote:

Quote:
All Vatican bonuses - is it a free conversion? Even spade and research step?
Yes, all free actions.
Do I understand correctly that the Vatican can:
1. Use together bonus spade and booster action +3range to build Mine?
2. Use together bonus research step and action -4k -> research step to make 2 steps in one action?
 
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bobral wrote:
Played two games.

Quote:
1. 4 players. Map - standart, 10sectors
Russia 170, Australia 163, Sweden 138, Switzerland 137
FS Planet types and count building in Feds.
Rounds: Ts3, Pi / Ac5, Fed5, step2, Pi / Ac5, Ts4.
The results are okay. Between 170 to 137 looks good.

Quote:
Switzerland. Was covered Qic track and in the 4th round it took the Atech 2vp per Res step. Then also climbed the Sci track. Everyone assumed that the result would be very high, but at the last rounds something went wrong. For FS 0 points and 4th place.
The faction looks good, we will test more.
On the picture I saw that Switzerland didn´t built left Academy and PI. I think the better choice is to start with left Ac and build PI in R3-4.

Quote:
Sweden. The Pi was built in the 1st round and all rounds increased the FS types of planets. Pleasant ability to burn power. (Sweden can quickly take power actions and can easily win FS the number of satellites) Gaiaformed a little. The player did not work out well. But the impressions of the faction are good.
Even I would rate Sweden as one of the weakest factions I like this faction a lot. Sweden can win every FS exept Planet types without PI, but Sweden PI is a menace for opponents.

Quote:
Australia. Had a very powerful economy due to their ability. The Pi was built in round 2. They took the both FS. The flight was used on home distant planets in mid game. The faction looks good.
Not sure what you mean with very powerful economy because Australia -1 power ability is weak. Do you mean the better free actions? Did Australia use it lot? Especially 3pt = 1QIC and 1ore = 2pt are strong. Australia "jump-abilities" are very nice, often used in first round, sometimes very good in later rounds to catch important planets.

Quote:
Russia. The faction won, despite being sandwiched between two colors and hit several times by other players (especially Australia). If you remove the conversion ability (2vp->1k), then the faction is similar to Burlathi with same niche. With conversion ability, the faction is very strong. For the game received about 20 knowledge, the exact number we not considered.
Perhaps you should somehow limit this ability. For example, once per turn.
I can´t understand why that did not occur to me: chance ability 2points = 1k into an action!blush Thank you, I will change it.
Did Russia manage to get 20 knowledge thrue ability? Meaning loosing 40 points?! Can´t believe this. I guess you mean the PI ability PLUS basic ability, right?
Russia is a mix between Bulrathi and Klakon. I wanted to create a faction that has strong economy but has to find ways getting knowledge. Iam sure Russia isn´t overpowered with the weakening I wrote above.


Quote:
We liked all the factions.
Thank you very much, makes me happy




2. 3 players. Map standart, 10sectors.
China 198, Germany 170, India 155
FS count sectors and count building in Feds.
Rounds: Res step2, Pi / Ac5, Gaia4, Mine2, Fed5, Ts3.
Quote:
India. Strong race. Atech in Sci - 2vp per Res step. But they took only in the 5th round. In the last round, one satellite was not enough to formed a federation. Because of this, they could not enter the Sci top and lost ~ 15vp
Tests showed that India seems to be the stronges faction together with China. Like to see, that India worked well but wasn´t overpowered.

Quote:
Germany. Very strong. Although they took only second place, the faction is clearly very strong. The settings were average for getting VP - Germany received Vp about 25-30 times. These are 50-60 free coins. The whole game did not need money and at the end of the game they converted 30 coins into 20VP. The Pi was built in the 2nd round. Victory points have always been enough for both a power charge, and for action 3ore.
Lost both FS. They took 2nd place, but it seemed that the faction was too strong. It may be worth loosening the conversion ability to 1 coin per getting VP.
As I wrote a few days ago, Germany is the most modified faction. 170 points are okay and does not look like overpowered. There were variants with getting points = 1 credit and differnt credit-vp-chance-rates tested. At the moment I would like to stay were it is.

Quote:
We also all agreed that you need to remove all the extra coins for scoring at the end of the game. It is not necessary. Receives each track separately or together, receives each Fs separately or together..
Confused, illogical and not necessary.
It´s simple at game end: If Germany score points with FS1, get 2 credit. Same with FS2. Count all tech-points and gain additionell 2 credit. Maximum 6 credits, with gains additional 2 points. Thats all.

Quote:
China. Without competition in gaiaformers. Atech top GF - 2vp per sector. They took both FS, 20vp for Atech, a lot for Gaia. The faction is strong and interesting. Perhaps it requires a small nerf. The Pi allows you to receive an additional 6pw per gaiaformer, which gives a large amount of resources.
China is very strong, but only if they get enough transdim-planets. Like every Gaiaforming faction China is strong when no one other compete for Gaiaforming.
I think on a very small nerf like cancel income 1 credit or PI income 1pt.
I don´t understand what you mean with PI allows to receive additinal 6pw? PI allows to save 3 power into Gaiabowl + get this power in bowl3. This is one additionel ore or 3 credits...
Thanky you for this great report I appreciate this so much. It helps a lot when such an experianced play group test my factions and reports.
 
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bobral wrote:
Gaertner3031 wrote:

Quote:
All Vatican bonuses - is it a free conversion? Even spade and research step?
Yes, all free actions.
Quote:
Do I understand correctly that the Vatican can:
1. Use together bonus spade and booster action +3range to build Mine?
2. Use together bonus research step and action -4k -> research step to make 2 steps in one action?
1+2 yes
 
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Played one more game 3pl.
Quote:
Map standart, 10sectors.
Sweden 202, Vatican 156, China 152
The results were distributed according to the strength of the players (Sweden played the strongest in our group).
202 points with Sweden is amazing. Yesterday I scored 190 points with Sweden but it was a perfect setup for yellow AND Gaiaforming.

Quote:
FS count of sectors, count of sats.
Rounds Gaia4, Fed5, Gaia3, Mine2, К step2, TS4.
A setup Sweden can compete for both FS without PI...

Quote:
I did not play this game, therefore, I transmit player reviews.
China. Strong, but very tied to GF. If they cannot gaiaform, then their the game ruined.
As I said bevore, China is very strong - but only if there is no other Gaiaforming faction in play like Terrans or Sweden. Then China has to fight!

Quote:
Vatican. Good and interesting. Still have questions on the rules written above. There is a suggestion. What if the Vatican at the beginning of each round chooses a player with whom it will be associated?
Sound interesting but too complicated. I haven´t got a clue how to depict this on the board!?
Vatican City is a faction for experienced players and this rule would make it another step heavier because you have to look which opponent is going to build RL/Ac which is the best for Vatican City. There is no reason for you to avoid your suggestion, but I wouldn´t do it.

Quote:
Sweden. Interesting and good. Pi was built in round 6, just to form a federation and +1 FS sectors. Took both FS and a lot of VP from Gaia.

As i wrote above, in most games Sweden don´t need the PI, but the PI menace the others. Like this.
Again: Thank you very much for this great reports. It is so helpfulthumbsup
 
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Gaertner3031 wrote:
Quote:
Switzerland. Was covered Qic track and in the 4th round it took the Atech 2vp per Res step. Then also climbed the Sci track. Everyone assumed that the result would be very high, but at the last rounds something went wrong. For FS 0 points and 4th place.
The faction looks good, we will test more.
On the picture I saw that Switzerland didn´t built left Academy and PI. I think the better choice is to start with left Ac and build PI in R3-4.
Pi is quite weak and does not provide any qualitative advantages. Therefore, Pi does not have to be built in every game. Both academies are weakened. The description does not say anything about this, it turned out to be an unpleasant surprise. It is not clear what the purpose of this nerf is. For this reason, the player did not build an academy. And also I do not agree with your opinion that should start from the left Ac because of the nerf.


Gaertner3031 wrote:
Quote:
Australia. Had a very powerful economy due to their ability. The Pi was built in round 2. They took the both FS. The flight was used on home distant planets in mid game. The faction looks good.
Not sure what you mean with very powerful economy because Australia -1 power ability is weak. Do you mean the better free actions? Did Australia use it lot? Especially 3pt = 1QIC and 1ore = 2pt are strong. Australia "jump-abilities" are very nice, often used in first round, sometimes very good in later rounds to catch important planets.
Powerful economy after building Pi in the second round. Australia actively used power actions. About free convertations - this is a surprise and also not written in the description, so I found out about it just now. You definitely need to supplement the descriptions of the factions. Australia played without improved free actions and it looked good

Gaertner3031 wrote:
Quote:
Russia. The faction won, despite being sandwiched between two colors and hit several times by other players (especially Australia). If you remove the conversion ability (2vp->1k), then the faction is similar to Burlathi with same niche. With conversion ability, the faction is very strong. For the game received about 20 knowledge, the exact number we not considered.
Perhaps you should somehow limit this ability. For example, once per turn.
I can´t understand why that did not occur to me: chance ability 2points = 1k into an action!blush Thank you, I will change it.
Did Russia manage to get 20 knowledge thrue ability? Meaning loosing 40 points?! Can´t believe this. I guess you mean the PI ability PLUS basic ability, right?
Russia is a mix between Bulrathi and Klakon. I wanted to create a faction that has strong economy but has to find ways getting knowledge. Iam sure Russia isn´t overpowered with the weakening I wrote above.
Yes, -40vp to took 20k. Its good exchange.


Gaertner3031 wrote:
Quote:
Germany. Very strong. Although they took only second place, the faction is clearly very strong. The settings were average for getting VP - Germany received Vp about 25-30 times. These are 50-60 free coins. The whole game did not need money and at the end of the game they converted 30 coins into 20VP. The Pi was built in the 2nd round. Victory points have always been enough for both a power charge, and for action 3ore.
Lost both FS. They took 2nd place, but it seemed that the faction was too strong. It may be worth loosening the conversion ability to 1 coin per getting VP.
As I wrote a few days ago, Germany is the most modified faction. 170 points are okay and does not look like overpowered. There were variants with getting points = 1 credit and differnt credit-vp-chance-rates tested. At the moment I would like to stay were it is.
Germany did not play the strongest player and the settings were not the best for Germany. I think that in good settings Germany can steadily gain 200+ vp
I am sure that the ability vp->2c should be limited in some way. Since 50+ free coins in each game is too much.

Gaertner3031 wrote:
Quote:
We also all agreed that you need to remove all the extra coins for scoring at the end of the game. It is not necessary. Receives each track separately or together, receives each Fs separately or together..
Confused, illogical and not necessary.
It´s simple at game end: If Germany score points with FS1, get 2 credit. Same with FS2. Count all tech-points and gain additionell 2 credit. Maximum 6 credits, with gains additional 2 points. Thats all.
Why not for every track? Indeed, for each track points are awarded separately it is also written in the rules, get 1vp for every 3o, 1vp for every 3k, 1vp for every 3c. This is also charged separately
I think it's just not necessary. After the end of the game, only scoring is done. The triggered ability of the factions no longer work.


Gaertner3031 wrote:
Quote:
China. Without competition in gaiaformers. Atech top GF - 2vp per sector. They took both FS, 20vp for Atech, a lot for Gaia. The faction is strong and interesting. Perhaps it requires a small nerf. The Pi allows you to receive an additional 6pw per gaiaformer, which gives a large amount of resources.
China is very strong, but only if they get enough transdim-planets. Like every Gaiaforming faction China is strong when no one other compete for Gaiaforming.
I think on a very small nerf like cancel income 1 credit or PI income 1pt.
I don´t understand what you mean with PI allows to receive additinal 6pw? PI allows to save 3 power into Gaiabowl + get this power in bowl3. This is one additionel ore or 3 credits...
[After building Pi] get additional 6pw per gaiaformer [when starts GP]. 3pt from I bowl to III bowl it's like 6 power charge
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Switzerland Ac are both weak because of the very strong "Switzerland tech tree". Nevertheless both Academies are good togeter with Level 4 Switzerland-tech.

Australia economy - okay I understand what you mean. PI is strong, but not as strong as Nevla PI. Only 3power Actions are better.
The better free conversation Actions are mentioned in my presentation of Countries 2.0. They are helpful.

Russia -40 Points is heavy. I changed it into an Action. Now Russia is limited to 6 Actions. Very weak ability but Russia is so powerful, that this should work good.

Germany Credit issue:
I created a new Version with VP--> 1c and Action 10VP-->9 Points. Will test this evening.

China: okay I understand. PI is strong and very interesting. But it´s a niche. If one or more opponents playing Gaiaforming China isn´t good.

 
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Gaertner3031 wrote:

Australia.
The better free conversation Actions are mentioned in my presentation of Countries 2.0. They are helpful.
where is it?
 
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bobral wrote:
Gaertner3031 wrote:

Australia.
The better free conversation Actions are mentioned in my presentation of Countries 2.0. They are helpful.
where is it?
Sorry, I copied an older rules Version in my first 2 postings. Already mended it.
 
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Changed Germany and Russia including new boards.

Germany ability
Free action: VP->1credit instead of VP->2credit
Action: 10c -> 9 VP instead of free ability 10c->6VP

Russia ability
Action: 2VP->1knowledge instead of free ability.
 
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Gaertner3031 wrote:
Changed Germany and Russia including new boards.

Germany ability
Free action: VP->1credit instead of VP->2credit
Action: 10c -> 9 VP instead of free ability 10c->6VP
convert 1c to 1vp.. Oh-oh-oh.. isn't it too much?


Gaertner3031 wrote:

Russia ability
Action: 2VP->1knowledge instead of free ability.
We decided to test this option:
Action: convert 2X Vp to X knowledge
It's a little weaker and make player think carefully. Although probably still strong.

I also see the following options:
1. Action: convert 5 Vp to 2 knowledge
2. Action: pay 8 Vp, gain 1research step.

Your option do not like because of its insignificance. In addition, this does not even give 4k at the beginning of the game.
I think the 2vp->1k option will be good if we attach it to some event. For example, to build a mine
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Quote:
bobral wrote:
Gaertner3031 wrote:
Changed Germany and Russia including new boards.

Germany ability
Free action: VP->1credit instead of VP->2credit
Action: 10c -> 9 VP instead of free ability 10c->6VP
convert 1c to 1vp.. Oh-oh-oh.. isn't it too much?


Gaertner3031 wrote:

Russia ability
Action: 2VP->1knowledge instead of free ability.
Quote:
We decided to test this option:
Action: convert 2X Vp to X knowledge
It's a little weaker and make player think carefully. Although probably still strong.
I don´t understand this option. How many VP into how many knowledge??

I also see the following options:
1. Action: convert 5 Vp to 2 knowledge
2. Action: pay 8 Vp, gain 1research step.

Your option do not like because of its insignificance. In addition,
Quote:
this does not even give 4k at the beginning of the game.
--> like Bulrathi and Klackon
I think the 2vp->1k option will be good if we attach it to some event. For example, to build a mine
We played 3 player game yesterday. Germany 159, Terrans 148, Nevla 129.
Final scoring: structures (Terrans-Germany-Nevla) and planet types (Germany-Nevla-Terrans).
Best player choose Germany. He had 0 points in round 3 because he built PI in 1st round. Germany used conversation 10c-->9VP in the last three rounds (27 points). Lost 30 points due to PI ability. We dont´t think conversation is too good. Will try this version next games. Germany looks still strong enough though conversion rate weakend to VP-->1c.

I like the suggestions for Russia. Most of them I like conversion 5VP--> 2 knowledge. 2VP--> 1k when building mine is nice but does not fit for Russia. I want a "static" ability for Russia.
 
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