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About Laurefindel

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  1. I'm away from the game presently, but I believe there is one or two in one of the rulebooks, or perhaps I'm confusing it with this document from the FFG site. Community-made preset maps are also easy to find on internet.
  2. In my experience, when someone has a really bad hand of systems, others have fairly good ones. So when you relentlessly put bad systems in other players' territories, they don't have a choice but to give you half-decent ones, especially toward the two or three last rounds of placement. From what I've seen, a player starting with a really bad hand often ends-up with a decent neighborhood, and is able to handicap other players enough to balance it out. Also, empty systems are easy to control, which is good for certain objectives. Sometimes it's good not to be threatening from the start. I've seen plenty of games where the most advanced players run out of steam after turn 5 and start fighting one another enough to lose their headstart. That being said, the galaxy generation is a game within a game that requires a certain amount of luck and strategy, and I know that people use preset maps exactly to avoid situations where animosity begins before the game even starts.
  3. I'm convinced that a AI deck could work, if you accept that the AI does not play by the same rules as other players. The game one would experience against an AI deck would be different from that of game against a human player(s), but it may be close enough to be a fulfilling and fun TI experience. Due to the complexity of the game, I could see a 2-player game set as a 3-player game with one AI (rather than enough AIs to make it up to a 6-player game). In this case, the point is not so much whether the AI is likely to win the game (one of the human player is going to win), but whether it can be competitive enough for the game to remain a 3-way war. So while it's too bad that it isn't included in the base game, I'm sure fans will come up with one (or a few) AI deck(s) before the end of next summer.
  4. I made a homebrewed 2-player variant for TI3, whereas you set-up like a 3-player game with a third virtual player like the Automa in Stonemaier games (like Sythe) It would need a bit of work to adapt it to 4th ed, but the core principles should work.
  5. Any new information in there, or mostly a nice compendium of the history we knew about? Also, any information about things like FTL travel or implications of technologies in society?
  6. Nice story. I read that a few months ago but never replied to voice my appreciation. Consider it done. As I was thinking about the core of my TI RPG, I considered making it primarily about the Mentak Coalition as it provides the most opportunities for multiculturalism - something desirable in a RPG but not in a faction-based board game like TI. In the end I decide to give the campaign a more neutral approach, but Mentak would definitely be the faction of choice if a more boradgame-like focus was required. I decided to set my RPG a few years before the present TI timeline and make the return of the L1Z1X the focal point of the campaign. I like the "renaissance" feel and the rediscovery or ancient technologies. I could see the interest in a Lazax Imperium game too; mid to late Age of Dusk when races don't hate each other too much yet but with going opportunities for trouble and "adventures". Played canonically, this would rule out the L1Z1X, the Ghost of Creuss, the Necro Virus and (i think) the Arborec; all of which make lousy PC races anyway (although it would open-up the Lazax themselves) . It would also rule out the Naalu and perhaps the Yin brothers as PC.
  7. True Even in TI3, it is stated that humans are the most diversified and populous in the galaxy, and that only a fraction of them feel any kinship with their Sol ancestors, and that yet a smaller portion are actual members of the Federation. But still, being (culturally) diversified is a strong human trait and one that doesn't appear to be shared with many of the galactic races. Most home systems are actually closed to foreigners, or else visitors are limited to a single station/city/quarter. I think we can expect major space stations and galactic hubs (like Mecatol) to be pretty cosmopolitan, but it feels like these are exceptions more than the norm. That being said, for the sake of making a RPG (as opposed to a faction-oriented board game), I'm willing to make the galaxy a bit more multicultural than what I read out of the "canon" TI-verse. To do it right, I would have to create several human cultures like they did in TOR. The Winnu could most likely need two as well (Mecatol Winnarans and Winnu Winnarans). Perhaps as a full published game that would be necessary, but I'm happy with my generic (if cliché) Human race for my basement RPG project.
  8. If anyone is curious, I made a hack of Cubicle 7's the One Ring's system for my TI3 RPG. Going from Lord of the Ring to Twilight Imperium sounds counter-intuitive at first, but the two universes have a few points in common. Both share a very old history including a defunct Golden Age, a "Dark Age" of some sort in between and the story takes place a the dawn of a new age. Also, people in LotR, like in Twilight Imperium, tend to be very insular. Hobbits live amongst hobbits, elves only care about other elvish matters, dwarves only do business with few trusted "friends" etc. The settings have their differences, chief among those is the lack of a universal villain (or villainous culture) in TI3, but the L1Z1X or the Necro Virus could fill that role if the GM is inclined to do so. The way The One ring defines races as cultures (rather than diverse mechanical boni) fitted the state of the galaxy in TI in my opinion, and the system is made for exploration as much as social encounters and combat. With only 3 "stats" that don't have a big impact on play, the The One Ring system doesn't have many fiddly parts and could be easily adapted. Change medieval skills for sci-fi skills, and voilà! The One Ring is an asymmetrical exception-based system, meaning the rules are simple but player-characters get abilities allowing them to do more. Instead of listing abilities per culture (as per TOR), I made talent trees not unlike the way technologies work in TI3 (with entry talents, some needing prerequisites etc). Instead of the four different tech colours, I made five talent trees, each one after one of the five Leader roles in TI3 (Admiral, Agent, Diplomat, General, and Scientist). These roles also replace the callings in TOR. In addition, each race has three racial talent, echoing racial technologies. (I know TI only has two racial techs, but I'm hesitating going down to two racial talents). Many such abilities are inspired from TI3 mechanics. For example, Admiral have an ability allowing them to shoot twice with a ship, and a "Direct Hit" talent. Agents have a "In The Silence of Space" analogue, Scientist have a "Recheck" ability, etc. Oh yeah, and instead of spending Hope points, players get to spend Command Counters as the in-game ability currency. Characters gain two back at the beginning of a game session, except for humans who get three. Anyhow, chances are this RPG will never get to be played, but making this is a lot of fun!
  9. Yikes, it's a bit more than what I'm willing to commit. I'll look with my circle of gamer friends. Maybe someone knows someone... Sorry for the derail folks, back to your regular program.
  10. whoa, where did you get those? If you don't mind dropping by the TI3 forums and check my TI RPG thread, I'd take all the lore you can give me.
  11. anyone posted the basic (non-racial) technology advances yet?
  12. Ended-up adapting Cubicle 7's The One Ring's system to sci fi... which worked remarkably well. I was wondering about FTL travel in the Twilight Imperium universe Ships presumably use a warp-type engine to move form systems to systems. There are wormhole of course, but if we make abstraction of the Creuss they seem to be pretty immobile and impossible to recreate. Interestingly, wormholes seem to to have forks and junctions rather than a straight tunnel. Are Transit Diodes teleportation devices? The fact that you need to control the destination planet seems to suggest that you need both an "emitter" and a "receiver" The Jol-Nar Spatial conduits Network seems to be a slipstream network of some sort, again most likely with an entering and exit gate. Anything I'm forgetting?
  13. The transfer action can still be replicated by RaW with the Warfare SC, and still at a cost of 1 CC. If you were playing TI3 with the variant white-background SC from Shattered Empire, you needed transfer to swap systems. Now that TI4 goes back to the original (black-background) Warfare SC, you are more versatile with that effective +1 move.
  14. On a different yet relevant topic... How big are that capital ships? The cover art on the box shows a trio of dreadnoughts that seem quite big. What I assume is a War Sun is enormous. How about cruisers and destroyer? Cruisers ought to be large enough to carry a full battalion of cryogenized soldiers (and probably support vehicles). How much time does a "game turn" represents for the inhabitants of the galaxy? I estimate about 1 year per turn, but is that too much or not enough? How fast do ships travel. Based on a 1-year turn, it would be reasonable to assume that traveling trough one system to another takes months, but it could also represents the logistics of assembling, supplying and moving fleets. opinions?
  15. Yes, those are my primary source of inspiration, but the game has obscure bits of lore (which I'm sure were never developed) all over the place. For example, two political cards refer to Ixth, two more are named crown or some artifact of some sort. I'm sure I missed many. Good idea about maps however.