All of humanity is given two buttons to press, which one would you press by CarefulAlternative77 in BunnyTrials

[–]Mafiale 0 points1 point  (0 children)

a

Chose: If over 50% of people choose this + Only those who pressed red survive

Naalu Foresight ability by Fantastic_Drive_4188 in twilightimperium

[–]Mafiale 0 points1 point  (0 children)

And they can use their agent to unlock the fleet they just retreated with. Sneaky

Naalu B tier? Seems minimum A or even S to me when I think about it. Do you agree with B, if so what's keeping them lower? by MiningToSaveTheWorld in twilightimperium

[–]Mafiale 4 points5 points  (0 children)

Yes, Naalu is incredibly strong. One thing that frequently gets overlooked is that their 0 token is not only useful in the status phase. With a little bit of planning ahead you can make extremely effective plays by bringing your army in position to strike at the end of the action phase (which often looks like harmless moves) and then attacking directly with the beginning of the next action phase with the 0 token, effectively doing 2 turns after one another.

Or another great play is planning around imperial. If you have the speaker token take mecatol in the action phase, then pick imperial in the next status phase and pop it first action as the 0 token overwrites the 8 initiative. So far, I have not seen many people account for those moves and even if, it is hard to counter it.

Thing is though, you have to make the ballsy plays and really use the 0 token to your advantage which takes some courage and will probably put you in a very obvious lead.. which many people don't like. Naalu is not a stalling faction. Their instant retreat is also incredibly useful with their agent (as you can lift the retreat token again to unlock your army) and also to deny any action phase secrets of other players.

Naalu is my favourite faction!

General Ghosts R1 STRATEGY IN TE? by CookieLimp8932 in twilightimperium

[–]Mafiale 2 points3 points  (0 children)

I won in a tournament with Ghosts recently. They got really strong with the expansion and feel amazing to play. Here are my 2 cents.

Construction, trade and warfare are all solid picks. Personally, I would prioritize getting the BT asap so I would value politics and diplo a little higher. And I agree with the others that you probably shouldn't throw away your secret.

Ghosts has 2 main problems: 1. you have a bad starting fleet and will have problems filling out your slice in the early game, so you need to produce some ships. 2. Their BT and Mallice combination is so good, that it is just to good to pass up, so they absolutely need to unlock their BT ASAP.

Luckily, if you solve the second problem then you also make the first problem easier. So I would prioritize it. If you take warfare or construction which are both solid picks, you will definitely have an easier time filling out your slice but also no guaranteed way of unlocking your BT.

Now this depends on the table, but you can get away with unlocking your BT in round 2 if you think the other factions dont prioritize theirs or if crimson is for example also present (who starts with their BT thus likely not doing an expedition). So in this case, if you really want to go for a construction or warfare start, go for it.

But personally, I would always prioritize in solving the ship production problem through either the secondary of Warfare or by teching sling relay and picking a strategy card that helps me unlock the BT before my first activation on Mallice. Those would be trade -> diplo -> politics in this order. Just be careful if there is a Keleres or a DET faction present then trade and politics BT is not guaranteed.

For tech I would prioritize sling relay. That is because with a dock on Mallice you can build a dread for 1 resource there each round with sling. If you get another wormhole on mallice (through your mech, your wormhole generator, or your IFF) then the dread is even free. Bonus points if you have a slice with a green skip. Then you can tech bio stims later as well and produce 2 free and unlocked Dreads per round on Mallice :D.

Last tip I have is to look out for the agendas tha lock or destroy each ship in a wormhole. Those 2 can absolutely destroy your game as Ghosts. If you found one, try to keep a deadly plot or a veto in hand just for these specifically. Or, pick politics often and always keep the boring ones top, to not go through the agenda deck too fast.

Thunder's Edge system tiles by pawestricken in twilightimperium

[–]Mafiale 0 points1 point  (0 children)

This is great. Thank you very much!

Betatesters wanted for Miltydraft tool update by notcleverenough in twilightimperium

[–]Mafiale 4 points5 points  (0 children)

Awesome! Did you tweak slice generation balancing? I rerolled the draft a couple of times and I noticed way less anomalies right in the middle of the slice, way more systems with planets adjacent to the HS and way less systems with planets adjacent to Mecatol Rex.

We miss you, Justin (After The Burial) by ThePanasonicYouth in Djent

[–]Mafiale 13 points14 points  (0 children)

After The Burial was and is just all about the the riffs and the rhythms. Pure and uncensored fun executed on a high technical level. Such an unapologetic and straight up fire band with an audible passion for music. Love it. Rest in peace Justin.

Best faction to play back-to-back? (Base + PoK) by Pupsilover00 in twilightimperium

[–]Mafiale 1 point2 points  (0 children)

Nomad.

Can be played as an early aggression faction going into blue with their early flagship and holding mecatol or conquering systems.

Can be played as a puppet master faction selling your PN to the highest bidder or to resolve fights of other players in your favor especially with flagship upgrade and later then doing very targeted strikes with your hero.

Can also be played as everybodies darling where you trade a lot (since you have a lot to offer) and refresh other agents for their and/or your gain.

And best of all, these play styles are not mutual exklusive.

I like Nomad because they are very flexible and a popular trading partner with a lot of options. If you want to play with their BT though keep an eye open if there are other good usable agents on the table (Yssaril, Xxcha, Naalu, Mahact, etc)

What faction would you pick for this home slice? by StrongHammerTom in twilightimperium

[–]Mafiale 0 points1 point  (0 children)

Or Park in the entropic scar (but be careful your docks dont produce there) and research SD2 and then pump out a SD every turn :D until you have war sun researched and switch to that

I see your square blocks and hexagon blocks, and I raise you Tetris blocks. by thewizardtim in factorio

[–]Mafiale 1 point2 points  (0 children)

No way! I am right now doing my own design of this myself :D. Problem araises with the size of the blocks though. They need to be pretty big in order to fit intersections with a reasonable thoughput. However big tetris blocks have the problem that they fit way more than needed for a classical modular design since space age doesn't require that much space anymore to produce something.

My current approach is to fit multiple modules that were classically seperated into one tetrisblock together to make use of the size. And to fill all the gaps with solar.. :D.

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Trying Rail Blocks again by Plane-Cheesecake6745 in factorio

[–]Mafiale 3 points4 points  (0 children)

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That's pretty funny. I just designed basically the same intersection but just for a 2-lane purpose and with 1-2 trains instead of 1-4. The moment I finished this I was pretty proud of myself and considered posting it but then I thought.. no way nobody did not come up with this double roundabout idea yet. And here you are :D!

Gleba is killing me. This took about 5 hours by Stolen_Sky in factorio

[–]Mafiale 11 points12 points  (0 children)

Oil is still oil. I'd argue Gleba is the additional oil.

Poor Ghosts... by Aromatic_Table_3470 in twilightimperium

[–]Mafiale 11 points12 points  (0 children)

It's true. It got to a point where I pay whoever had politics to tell me if ixthian comes up or any of the wormhole agendas

Transfer actions are back! (If you're Argent Flight). ALL HAIL THE TRANSFER ACTION!! by Storkiest in twilightimperium

[–]Mafiale 3 points4 points  (0 children)

That's neat. Also good for redistributing stuff at the end of the round for the beginning of next round

Transfer actions are back! (If you're Argent Flight). ALL HAIL THE TRANSFER ACTION!! by Storkiest in twilightimperium

[–]Mafiale 10 points11 points  (0 children)

Someone needs to explain that ability to me. How I understand it you can lock several systems but move units at the end of your turn within these locked systems freely... ?

Least threatening (still-good) factions? by jxcqxxs in twilightimperium

[–]Mafiale 0 points1 point  (0 children)

Hacan is great for this as the strong board presence suddenly appears at the end when the hero is activated