Post by vladdswrath on Feb 12, 2007 11:47:39 GMT -5
Up next is the replacement for Logistics. (Which really wasn't replaced as a similiar effect is now part of the #1 Leadership card)
#4 Production
Primary Ability: Tight Deadlines
Immediately build units in one of your systems containing one or more friendly Space Docks, receiving 2 additional resources with which to build, even if you have activated this system already. Building units here does not activate the system.
Secondary Ability: Double Efforts
Spend 1 Command Counter from your Strategy Allocation Area to immediately build up to 3 units in one of your systems containing one or more friendly Space Docks, even if you have activated the system already. Building units here does not activate the system.
Original
#4 Logistics
Primary Ability: Comprehensive Operations
Recieve 4 Command Counters from your reinforcements.
Secondary Ability: Domestic Mandate
You may spend influence to recieve Command Counters from your reinforcements. You recieve 1 Command Counter for every 3 influence you spend.
Logistics has now been essentially replaced with the secondary ability of the original Imperial Card. The main difference is now everyone benefits, and they reap those benefits much sooner in the turn. I am certainly seeing much more agression with these cards as you will be able to buy Command Counters, refresh the planets you exausted to buy the Command counters and then build units with the same planets all before the warfare card is played. I don't think this necessarily benefits the warmonger races as defensive forces can be built just as quickly, but I bet you see more battling throught out the course of a game with these cards...This should result in a lot more player interaction which is good (and also makes table diplomacy huge), but more battles could also make the game a LOT longer (not so good )...
-Discuss
vladd
#4 Production
Primary Ability: Tight Deadlines
Immediately build units in one of your systems containing one or more friendly Space Docks, receiving 2 additional resources with which to build, even if you have activated this system already. Building units here does not activate the system.
Secondary Ability: Double Efforts
Spend 1 Command Counter from your Strategy Allocation Area to immediately build up to 3 units in one of your systems containing one or more friendly Space Docks, even if you have activated the system already. Building units here does not activate the system.
Original
#4 Logistics
Primary Ability: Comprehensive Operations
Recieve 4 Command Counters from your reinforcements.
Secondary Ability: Domestic Mandate
You may spend influence to recieve Command Counters from your reinforcements. You recieve 1 Command Counter for every 3 influence you spend.
Logistics has now been essentially replaced with the secondary ability of the original Imperial Card. The main difference is now everyone benefits, and they reap those benefits much sooner in the turn. I am certainly seeing much more agression with these cards as you will be able to buy Command Counters, refresh the planets you exausted to buy the Command counters and then build units with the same planets all before the warfare card is played. I don't think this necessarily benefits the warmonger races as defensive forces can be built just as quickly, but I bet you see more battling throught out the course of a game with these cards...This should result in a lot more player interaction which is good (and also makes table diplomacy huge), but more battles could also make the game a LOT longer (not so good )...
-Discuss
vladd