Twillight Imperium Game 1: Is anybody out there?

Hmm, please tell me that we are using Shards tech tree and Micro Technology actually leads to Nano Technology?

If not, I kindly ask to change tech gained from Policial card to Neural Motivator. It has been probably years since I played with tech tree from base game.

I can understand that, and it is confusing, but we decided to play with the core rules, so we are using the core tree, so no Nanotech.

It is fine with me if you change techs. I can take care of that in my post.

This is the last reference that I can find to moving the Admiral (T’ro). He did not explicitly state that he was transferring the admiral to the DN in that system or landing him on a planet (and obviously left him on the carrier during the move, based on his position in the system).

Since this could affect an upcoming battle, you are within your rights to demand that the Admiral stay on the carrier. However, it seems fairly obvious that this is Ryan’s first time playing with Leaders and that he probably intended to move the Admiral to the DN. Maybe we should grant him one mistake? From other posts, I think Ryan may also be confusing which leaders are Generals and which are Admirals. (The little blue symbol on T’Ro denotes that he is an Admiral).

Sol CC-TAP: 1/6/5 - 2/7/0

Action: Transfer
Activate Tequ’Ran / Torkan and Bereg/Lirta
Move DN, CV w/2FF to Tequ’Ran / Torkan
Build Bereg 2 GF, 2 FF, 2 CA (1+1+4=5)
Lirta 2 DD, 2 GF (2+1=3)
Exhaust Jord (4), Vega Major (2), Vega Minor (1), Sarween (2)

Sol CC-TAP: 1/6/4 - 2/7/0

I am fine with Norr Admiral being on DN, if Ryan wants to have him here.

Forgot to fix 1X Tech and finish Political primary.

I must have been up too late doing my previous action. I also forgot to mention:

[size=200]N’Orr Up[/size]

Don’t I need a tech for him to be on the DN? checking the rules for admirals right now…

Yeah, I need stasis capsules which I don’t have.

Also, N’Orr is not using political secondary

Leaders are not GF, they follow the rules for GF as far as pick up and drop off, but they can ride on any ship (even fighters) and do not count toward capacity. Check the Leaders rule section again.

Hmm…that’s unfortunate.

N’ORR BEGIN TURN

CC-TAP:2/3/1-0/5/0

Action: Diplomacy
I choose L1ZIX Mindnet

CC-TAP:2/3/1-0/5/0

N’ORR END TURN

[size=200]HACAN UP[/size]

Hacan CC-TAP: 1/5/3 - 1/5/0

Diplomacy Secondary
Refresh Hope’s End, Perimiter

Hacan CC-TAP: 0/5/3 - 1/5/0

Action: Tactical
Activate Hope’s End
Carrier from Hope’s End moves into Rigel system to pick up scientist, then moves back
Move CA, DD from HS with Diplomat
Land Scientist, Diplomat on planet
Build SD (cost 2)
Exhaust Perimiter

Hacan CC-TAP: 0/5/2 - 1/5/0

Quota has been reached again, please delete old attachments

[size=150]L1z1x turn[/size]

Sol CC-TAP: 1/6/4 - 2/7/0

Execute Diplomacy Secondary (no CC cost - Initiative)
Refresh Bereg, Tequ’Ran

Sol CC-TAP: 1/6/4 - 2/7/0

[size=200]L1z1x Up[/size]

L1z1x

CC-TAP: 1/5/2 - 0/4/0

Use Diplomacy, tap Zohbat and Ashtroth.

CC-TAP: 0/5/2 - 0/4/0

Tactical action in Ashtroth sector.

CC-TAP: 0/5/1 - 0/4/0

[size=150]Sol turn[/size]

Sol CC-TAP: 1/6/4 - 2/7/0

Activate Mecatol Rex
Move DN from El’Nath

Sol CC-TAP: 1/6/3 - 2/7/0

[size=200]N’Orr Up[/size]

L1z1x will fire their new space cannons at usurper’s ships polluting the sky over sacred Mecatol Rex.

As soon as they figure out how to roll a dice…

Grrr… Forgot you could do that.

I will assign any hits to the 2 dreads (non-Admiral one first)

L1z1x encourage Norr to fire as well ;)

Both missed. L1z1x reinstalls space dock software.

[size=200]N’Orr Up[/size]