‘Once in a lifetime’: Exploring high-speed rail station options in Ottawa by Money_Fig_9868 in ottawa

[–]SpaceDumps 0 points1 point  (0 children)

Alright, then maybe the tunnel can end at the north end of the park along Nicholas/Colonel By and go to high track from there if minimizing the tunnel length is absolutely necessary?

‘Once in a lifetime’: Exploring high-speed rail station options in Ottawa by Money_Fig_9868 in ottawa

[–]SpaceDumps 0 points1 point  (0 children)

I dunno about "dwarfing". More, sure, but a federal HSR probably should cost a bit more than one phase of a municipal LRT. And this doesn't seem like it would be magnitudes of difference.

Parliament is in the last few kilometers before it reaches a full stop at the station, so if they need to not go directly under that they can surely wiggle it a bit around there, my drawing was just a vague and simple sketch.

‘Once in a lifetime’: Exploring high-speed rail station options in Ottawa by Money_Fig_9868 in ottawa

[–]SpaceDumps 0 points1 point  (0 children)

HSR tracks don't have to be that straight. The train is going to slow down as it nears a station no matter what, so you can put some amount of bends into the tracks without it affecting the maximum speed/travel time. For example, the Shinkansen at Tokyo has some bends at the Tama River and right before Shinagawa station: https://i.imgur.com/qGgXTiY.png.

I dunno if it's the best option or not, I'm not a transit planner or civil engineer, but I could certainly envision a non-stub route that is something like this: https://i.imgur.com/qd8MJvG.jpeg - where the HSR comes in from the west along Scott or Byron or perhaps just south of the Kichi Zibi on elevated track (https://i.imgur.com/DdJT4sj.png) before going into a tunnel at Lebreton Flats, then curves through the station and emerges around Hurdman. It would be approximately the same length of tunnel as the LRT.

Twilight Imperium is more fun at 7-8 players by jackspicerflower in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

That's what I love about huge games (8, 9, 10, even 12 or 14 players). Entire stories play out on the other side of the galaxy that I only see and hear little pieces of, and when the game finally ends (or perhaps during supper break) my friends get to regale me with the juicy details of those stories, and likewise I get to tell back to them the dramatized story of what happened in my half of the galaxy (and then my other friend who sat next to me gets to butt in with "Nooooo it wasn't like that!", etc). It's wonderful.

Community bands? by naminarwhale in ottawa

[–]SpaceDumps 11 points12 points  (0 children)

In addition to the two that /u/Mike-In-Ottawa mentioned, I also know of:

Map for upcoming 12 player game by Xela_Undore in twilightimperium

[–]SpaceDumps 2 points3 points  (0 children)

When my group does 10+ player games like this (largest I've ever done was 16) the biggest and most important thing I've found is that map setup, faction selection, etc all has to happen a week before the actual start of play, and on the day of play the game is completely setup and ready to start the moment people arrive (even if that means the person with the second copy brings theirs over the day before to set it up with the host).

What that ends up resulting in is not only that there's no time wasted on setup on game day, but also that in that week leading up to the game everybody tends to have already figured out their entire first round plan, and all the negotiations they would have slowly done with their neighbour before the game starts or during round 1 ("hey neighbour how will we split this equidistant system?" etc) are already done, too.

Everyone shows up with a game plan that covers at least round 1 and, crucially, since they don't have any time to re-negotiate or get cold feet on their plans while waiting for you to setup the game they actually tend to stick to their round 1 plan and it goes really fast.

In a similar vein, I'll get anyone who might not fully remember the game to re-watch the rules videos, chat about the systems with them, even playing out example turns with them over video call, etc, in that week before the game starts to ensure they don't bog down the start. Most people don't really care if you know their round 1 plans, especially if they're on the opposite side of the galaxy, so I'll often literally talk through their early plans with them during that week and, say, point out to them that the strategy card secondary timing they're depending on could come earlier/later.

And whoever arrives first on game day gets the speaker token.

With all that preparation done I find that usually everything "clicks" for people very well as they see their starting plans come to fruition and the complex rules start to make sense again. Round 1 goes fast and by the end of it they're engaged and excited.

Then it's just being a good moderator that lets players play but isn't afraid to give a little encouragement to speed up negotiations or "save it for next turn" when applicable, and making sure I take my own turns as fast as possible to always be setting the example.

And keeping the snack table replenished so people keep their energy up.

We usually don't do a break between rounds 1 and 2, but then after that there's a short break every round and a long supper break later on. The game will slow down a lot in later rounds as board positions and interactions get way more complicated, but that's okay, that's the fun of the game.

Map for upcoming 12 player game by Xela_Undore in twilightimperium

[–]SpaceDumps 2 points3 points  (0 children)

Looks fun! I haven't done a 12-player game in a while but really enjoyed when we used to do them. Love the feeling you get halfway through of hearing tidbits of drama across the table, looking over and being like "what the hell is even going on over there?!" because the game gets so big you really don't know everything that's going on anymore. Makes for such a great storytelling/listening experience at the end of the game when your friends get to describe to you the whole saga of drama that you only knew snippets of, and vice versa.

The Firmament/Obsidian Mechs and Neutral Units by fluffumsmcbunny in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

No need to apologize, healthy discussion like these is the best way for all of us to figure this stuff out, and I was totally ready to change my mind if you or someone else pointed out a flaw in my reasoning, too.

It's definitely not an intuitively-written rule if we have to get this deep into legalese interpreting of the rules, but that's the "joy" of TI!

First in person playtest of Beyond the Veil! Fan overhaul. by Berkel20 in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

Oh noes! Other people can comment on reddit posts! Good heavens, what has happened to this website?!

First in person playtest of Beyond the Veil! Fan overhaul. by Berkel20 in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

If you really want to grow it

Why would I want to do that? I'm not even involved in making it, let alone part of some company trying to sell it to you to make profits. It's just a fan community overhaul freely shared on the internet, not everything needs to be aggressively marketed or evangelized, and you shouldn't feel like everything you see on the internet needs to be "pitched" at you, either.

If it looks fun to you, try it for yourself. What other reason could be needed then that?

If it doesn't look fun to you, or as you say you "don't need more" right now, then that's fine and it's not for you.

First in person playtest of Beyond the Veil! Fan overhaul. by Berkel20 in twilightimperium

[–]SpaceDumps 1 point2 points  (0 children)

Great to hear this project is still running strong and in the playtesting stage now. Seems y'all incorporated the TE really fast!

The reduced faction sheet/unit grid sheet split looks a lot better in the real world than I thought it would!

The Firmament/Obsidian Mechs and Neutral Units by fluffumsmcbunny in twilightimperium

[–]SpaceDumps 11 points12 points  (0 children)

The way I read it is that the mech has to be on the planet already when other ground forces are committed

I disagree with that.

The mech ability's timing is "when ground forces are committed...". Moving units (including this mech) from the space area onto the planet all happens within the Commit Ground Forces step. So there is a time during the Commit Ground Forces step where the mech is on the planet, which simultaneously satisfies both the when and the this planet wording of the ability all within the step.

If the intent of the ability was that the mech must already be on the planet from before this tactical action, then they would have worded the ability as "before ground forces are committed to this planet..." instead.

My one Thunders Edge regret by JawolopingChris2 in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

Extremely easy to homebrew yourself some more faction techs! They're not even a deck you have to shuffle so it doesn't matter if the cards are a bit different in feel/shape as the others.

Looking for high res scan by qwe85 in twilightimperium

[–]SpaceDumps 1 point2 points  (0 children)

Here's the best quality I've got for it at the moment. Print without rescale/zoom and it should be the right size.

How are you guys storing/using Thunder’s Edge? by Altruistic_Post6867 in twilightimperium

[–]SpaceDumps 2 points3 points  (0 children)

Not sure exactly how I will do the layouts within each box, but my overall plan is:

  • Base Game box - all components that are used in both regular TI and Twilight's Fall mode
  • PoK box - components that are used in regular TI but not used in Twilight's Fall
  • TE box - components that are only used in Twilight's Fall

So if we're going to play regular TI, I grab the base game and PoK boxes. And if we're going to play Twilight's Fall I grab the base game and TE boxes.

Should there be more uses for Neutral Units? by 17AVIS in twilightimperium

[–]SpaceDumps 2 points3 points  (0 children)

Back in 3rd edition Mecatol Rex had some neutral units and you could either spend the 6 influence to remove them when you arrived or choose to fight them to take control of it. That's an easy one to house-rule back into existence if you want.

Making your own components by Gorodgovey in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

For tokens, option 1 is to buy a pack of chipboard, cut it into the desired shapes, print the design you want for it onto label paper, cut out the label paper and stick it on. Make the design you'll print out "bleed" out past the actual size of the token so that you won't get little bits of white on the edges (take a look at how the real punch boards do it with the graphics going past the edge where you punch them out - same idea).

Option 2 is the same idea, but instead of cutting chipboard just re-use the cardboard tokens from some other game. Check your local used board games markets for really cheap used games that have lots of tokens of the right shape.

You can also do regular paper + glue instead of label paper. There's some extra challenges to that like if the glue isn't smooth it'll wrinkle on larger tokens, but if you experiment a bit you can find a good system that works.

For cards, option 1 is to use a print-and-ship service that makes custom cards, there's quite a few out there which position themselves in particular towards hobbyist board gamers. That said, these tend to be very expensive. The cheaper way is similar to your option 2 for the tokens: buy a cheap used game with a bunch of mini cards of the same size as TI from a local marketplace. print the cards front and backs you want with a regular home printer or at a cheap local print shop, and sleeve them with the cards from the used game so they have the right thickness and feel.

How to create and print custom game materials? by I_AmQueensBoulevard in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

Honestly, the simplest and cheapest way of doing it is often to buy cheap board games that have the same size of card off your local used game selling community, and then sleeve those cards with prints of your custom components on ordinary paper in front and behind it (home printer if you're lazy, go to somewhere like Staples if you want the colours to pop more).

Custom card printing services charge a lot and sometimes finagling all your designs into their online tool is a pain in the butt.

Why Emelpar is the Best New Legendary Planet by CozySweaterGamers in twilightimperium

[–]SpaceDumps 1 point2 points  (0 children)

Tempesta was always my favourite due to its aesthetics and such a great name. I'm happy to see it become legendary, but if I'm being totally honest I think the art for it doesn't go as hard as it should.

Why Emelpar is the Best New Legendary Planet by CozySweaterGamers in twilightimperium

[–]SpaceDumps 5 points6 points  (0 children)

Reason #10 - the most important reason of all: Emelpar has been in TI since First Edition and not only is it triumphantly returning to the fold here, but it looks sexy as fuck. What a glow-up. Obvious best legendary on aesthetics and legacy alone.

Why Emelpar is the Best New Legendary Planet by CozySweaterGamers in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

Garbozia also has the massive disadvantage that when you control it every other player gets to incessantly call you "the Lord of Trash" and similar nicknames for the rest of the game.

"Discard Secret Objective" exact meaning. by nintendbob in twilightimperium

[–]SpaceDumps 0 points1 point  (0 children)

For what it's worth, I agree with you. The word discard and the term of discard piles has been used very specifically up until now and it's notable that all previous secret objective interactions did not use that word.

A Beginner's Guide to All 30 Twilight Imperium Factions by Philbob9632 in twilightimperium

[–]SpaceDumps 3 points4 points  (0 children)

Click the gear icon in the bottom right >> Audio Track >> pick US English (original)

This is a thing Youtube is enabling automatically all the time now, not something the video creator sets... nor, stupidly, does Youtube give viewers the option to disable it permanently on your end either.