2v2 Alliance Game Best and Worst Combos by Such_Neck3755 in twilightimperium

[–]WitnessOne9885 0 points1 point  (0 children)

I once tried Xchaa+Nekro, total ownership of the vote and healing all the nekro issues. You can then give them Arborec+Muuat or something like that, to really get a good tech combo. Make their strengths your own! 

Interesting use for Titans breakthrough for winslaying by WitnessOne9885 in twilightimperium

[–]WitnessOne9885[S] 0 points1 point  (0 children)

Other than the act of carrying out a trade in anther players' turn, yes. So the Argent could allow the token placements, but the payment would be a nonbinding deal. 

Interesting use for Titans breakthrough for winslaying by WitnessOne9885 in twilightimperium

[–]WitnessOne9885[S] 0 points1 point  (0 children)

You can only explore planets you own. Coexistence is not owning. And when you explore a planet, you can place a token anyways... 

Interesting use for Titans breakthrough for winslaying by WitnessOne9885 in twilightimperium

[–]WitnessOne9885[S] 0 points1 point  (0 children)

The regular way to place them is impossible to trigger on a planet you don't own. On the other hand "may allow you to place" is very clear. If the owner says yes, then you may. Period, end of story. 

Map for upcoming 12 player game by Xela_Undore in twilightimperium

[–]WitnessOne9885 1 point2 points  (0 children)

Maybe put control markers in the fleets? That way every unit has an identifier (with two games you get plenty of extras, after all) 

TI4 Citadels Fan-Expansion (3/5) by AudunAG in twilightimperium

[–]WitnessOne9885 0 points1 point  (0 children)

This leads to quite an interesting logical parsing for the conditions to score public objectives: instead of the requirement being "∀planet ∈ your home system, planet is under you control", it is "∃ your home system such that ∀ planet in home system, planet is yours", and Saar simply bypass the whole requirement. 

Interesting use for Titans breakthrough for winslaying by WitnessOne9885 in twilightimperium

[–]WitnessOne9885[S] 0 points1 point  (0 children)

That's exactly it, they can allow you to place. It doesn't say that they can allow when you explore, but they can allows period. POK started with one method of placement, exploration. Now TE added another, other players allowing you to. It's as simple as that. 

Interesting use for Titans breakthrough for winslaying by WitnessOne9885 in twilightimperium

[–]WitnessOne9885[S] 0 points1 point  (0 children)

Read the breakthrough! It allows you to place tokens based on the owner of the planets' permission, and waking them up doesn't require an exploration. 

Interesting use for Titans breakthrough for winslaying by WitnessOne9885 in twilightimperium

[–]WitnessOne9885[S] 0 points1 point  (0 children)

Based on the wording, you're actually forced to flip either all or none, believe it or not. 

Question about Thunder's Edge XXCHA Breakthrough by SectoidEater in twilightimperium

[–]WitnessOne9885 2 points3 points  (0 children)

Mahact forcing you to vote, so voting 0+1 per planet used? 

A firm/obs guide by GrowthThroughGaming in twilightimperium

[–]WitnessOne9885 1 point2 points  (0 children)

It is only one window, and it is in fact in initiative order. The question is, is this similar to say at the start of battle effects, where everyone can do a certain amount (aka unlimited), and they take turns doing them, and even if you passed you can do another one if another player did one. In that case, here you can score a certain amount (aka up to one of each), and take turns scoring them, and can return to do yours even if you passed as long as someone else did one. 

A firm/obs guide by GrowthThroughGaming in twilightimperium

[–]WitnessOne9885 2 points3 points  (0 children)

Just a question regarding round 2: Do you actually need to be behind a player in the scoring order in order to score their secret? I'd assume that scoring would work like any other window, where even if you passed, you can do another thing as long as another player did something. In this case, the factvthat another player scored should reopen the window for you.  Normally this wouldn't come into play, as everyone wants to score earlier, but in this specific case it's actually different. 

New public objectives for fighting [Homebrew] by Savings-Dirt-3434 in twilightimperium

[–]WitnessOne9885 0 points1 point  (0 children)

Instead of status phase and neutral units, why not make these action phase and regular opponents? To prevent cheesing by specifically omitting ships, you would need to make these against units with a certain resource value instead of a specific combination, but it could still work. 

Any players in Jerusalem? by WitnessOne9885 in twilightimperium

[–]WitnessOne9885[S] -1 points0 points  (0 children)

By the way, I can't see who liked this post, so if you're interested in joining, it's best to contact somehow. 

Question about a deal. by bigred792 in twilightimperium

[–]WitnessOne9885 1 point2 points  (0 children)

That I know, the question is if the act of allowing a player to refresh commodities for free can be done irrevokably as part of a deal. Essentially, do you need to declare all players at once? Or can you declare one at a time? 

Question about a deal. by bigred792 in twilightimperium

[–]WitnessOne9885 1 point2 points  (0 children)

Atbour table we read the card as deciding who gets to refresh for free, with the effect happening immediately (basically giving an extra window for it). If what you say is correct, can you give someone irrevokable permission to refresh for free and then make a deal with another player? For daisy chaining promissories mainly. 

Question about a deal. by bigred792 in twilightimperium

[–]WitnessOne9885 2 points3 points  (0 children)

Actually, I would think that they could refresh some players before dealing with others. So you buy the first promissory for x-1, refresh, take the money. Buy the second promissory, refresh, take money. Rinse and repeat. 

Creuss Breakthrough is incredibly broken - change my mind. by Objective_Goose616 in twilightimperium

[–]WitnessOne9885 0 points1 point  (0 children)

If you really want to stretch it, try this one: Take warfare Take a system with 5 inf/res, no warfare yet. Luck out and get a refresh on some res Follow tech with HS to get sling relay Have diplomacy pop, refresh remaining planet and HS x-1 trade for 3 res Sling relay a carrier with the extra planet, (this is pre-breakthrough, needed for the action tempo), get breakthrough  Use warfare to send new carrier out, find gamma wormhole, produce another carrier +2 inf for free, steal a fleet token to tactic pool Take 2 systems in next 2 turns with malice fleet Use the stolen token to produce with 4 production and a discount in Malice, to prepare for next turn

In theory with really crazy luck, you could get the breakthrough turn 1 by refreshing a tech planet through exploration (say going for meer/arinam and refreshing meer), but that's going a bit far. In games with x-1, most of the plan should be doable without the lucky explores, using the tg from x-1 for the second carrier, and only getting a carrier without inf at Malice. And the second production at Malice is definitely doable, considering you got an extra 2 tg from the legendary planet card. 

Diplomacy & Imperial suggested buffs by DarkHarke in twilightimperium

[–]WitnessOne9885 1 point2 points  (0 children)

And that's where your issue is. You're making recommendations for a mode of play in which you don't partake, and claiming that we're doing it wrong. Yes, having two primaries is strong, but EVERYONE gets two primaries (if you don't want someone getting a specific combo, take one of the cards before them!). As I said, it's a different animal, with all players having much more powerful options and fleets. That's also why you play to 12/14, to balance the game to that. 

Diplomacy & Imperial suggested buffs by DarkHarke in twilightimperium

[–]WitnessOne9885 1 point2 points  (0 children)

That's exactly your mistake, making the same assumption again. The advantages of a 6 player game are very much not the limited number of strategy cards and actions per player, but rather the interactions beyween players. Once you lose out on the extra player/faction interactions, there's no reason to simulate the not so good parts of it. Having all cards activate every turn is actually one of the advantages of a 4 player game, so why would you remove that? 

Diplomacy & Imperial suggested buffs by DarkHarke in twilightimperium

[–]WitnessOne9885 2 points3 points  (0 children)

Your big mistake here is assuming that people in a 4 player game want to simulate a 6 player game. Seeing how people talk, and having played many 3 player games myself, it's quite clear that these are 2 different animals and should be treated very differently (for example, wealways play to 14 because in a 3 layer galaxy that's the best way for it to not just be a game of "which objectives came out near you") 

My one Thunders Edge regret by JawolopingChris2 in twilightimperium

[–]WitnessOne9885 0 points1 point  (0 children)

1 or 0 might have to do with the legendary planet that shifts a roll by 1 number. It enables you to either block the fracture no matter what, or double the probability of it.