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About Duskwalker

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  1. It is also nearly impossible. There are 25 standard technologies in the game, the Jol-Nar usually can only get 2 a rounds and the game ends after the 9th round.
  2. If you have a wormhole on your starting hand you will probably still be fine since other players tend to dump there's next to MR. If that doesn't work, you will have to rush Gate Folding.
  3. Considering there ability is basically "you can easily get victory points", They should be weaker in most other aspects. There main problem is that they are very much a "feast or famine" race. If you can take MR by turn 2 and if you are able to hold it, you can realistically expect it to net you 2-3 VP over the course of a game and between this and your home world, you will likely dominate the agenda phase. In addition, you can turn MR in a great production-planet with your race tech. All of these should makes up for there other shortcomings. Your problems really start if you can't get or hold MR, since now pretty much all your ability are useless. I think they can be strong, if you play them right, but I fear they might be a bit boring to play.
  4. Okay, I fixed it.
  5. Okay, the list should be complete now.
  6. There is an unboxing video up, that spoils most of the stuff in the box: https://www.youtube.com/watch?v=rMQz538ictE
  7. Look, I'm not saying the ability to buy an additional destroyer or a couple of extra fighters far away from your space docs now and then isn't neat, but if I have to chose between this and self-repairing War Suns or the ability to win every invasion combat automatically, I know where my science-money goes.
  8. Because, unless you are Jol Nar, every planet on the board will be taken by the time you get to it, especially those with high resource vale. Nano-Technology in TI3 gave you planets exhausted, and that one was always consider situational, and most of thous situations where about making your dreadnoughts immune against direct hits. In addition, two of the races can basically already do this by other means, making this tech mostly worthless to them (or at lest for the Saar, Aborek might get some mileage out of it). I just don't think occasionally being able to get a few extra fighters on the front line for there normal price justifies several round of research to get it.
  9. pretty sure it is, otherwise it would be fairly underwhelming for a lvl 4 technology
  10. Okay, I added all the sheet's information. Now we only need someone to scan the race-techs and home-world tiles and we are golden.
  11. And than you try to fight the other races and remember that you are still just fish-nerds.
  12. It really is just advanced fighters and there race tech, without cybernetics. Advanced fighters was so powerful because you could stack it on cybernetic, bringing you to a 7+ combat roll (6+ for Naalu). Now Naalu fighters have the same combat value they would have on turn 2 of TI3, but without any increase in the late game.
  13. With this, the new custodians, and how the agenda phase works, it seems like they are trying to make influence significantly more important than it was in TI3.
  14. OK, I added some updates.
  15. I assume it is turn, so you can't bypass it with something like Fleet Logistics.