Personally I really like the lore of these guys - a republic of freedom fighting systems. On a side not they remind me of the “Woodland Alliance” from Leder games’ “Root: A woodland game of might and right” Personally I would like to try to win on these guys for the challenge. Can’t wait for your next faction video!
I think your missing how easy it is to produce with this faction to fix your start, and totally ignore your trash home system for maybe 2 if not 3 turns. you can sell the promissory note to a faction who has a bad start with capcity, or a faction that wants to explore or trade to get ships out, use the trade good to deploy mechs, have a more expansive turn 2, and a pretty rich turn 1 for essetially free. You can get out alot of plastic turn 1, especially if you benefit from secondary warefare, take warefare, or maybe even leadership, and can follow warfare. Depending on what legendary planets are out, having 2 free infantry or a mech can help your 2nd turn expansions. With your increased amount of early plastic, if you can unlock your hero turn 2 or 3, you could agressively take someones best planet and then just DMZ it and keep it the rest of the game. I dont think you really win with these guys, but you can amass alot of early plastic and be really annoying spending all the best planets early on for free. I think past turn 3 you really struggle, as your free money is gone, and you have a trash home system of no value to protect. Still, i would definitely play this faction to be an early bully.
Thanks for your insight! I hadn’t considered that strategy, but I agree even then it would be extremely hard to win with them. When I’m playing it IRL there’s a taboo against eliminating other players early on in the game, so there’s a clear advantage for factions that get stronger each turn
@SuperPGaming yeah, eliminating someone is pretty bold and very negative...but you have every argument to invade neighboring slices when you consider how awful the home system is. With the early plastic you get though, you can help that same person do the same to thier neighbors though. I really like this faction as a chaos faction causing issues early on. I think leadership is definitely a play to fill out fleet to max the benefit of diplomats so you can be paid not to attack people with trash fleets of 5 or 6 destroyers/cruisers early on.
Personally I really like the lore of these guys - a republic of freedom fighting systems. On a side not they remind me of the “Woodland Alliance” from Leder games’ “Root: A woodland game of might and right” Personally I would like to try to win on these guys for the challenge.
Can’t wait for your next faction video!
Diplomats works for each action, not just your own.
Thanks for the clarification! That’s huge.
Still doesn’t change much in terms of their odds of winning, but it’s definitely better than how I read it
I think your missing how easy it is to produce with this faction to fix your start, and totally ignore your trash home system for maybe 2 if not 3 turns.
you can sell the promissory note to a faction who has a bad start with capcity, or a faction that wants to explore or trade to get ships out, use the trade good to deploy mechs, have a more expansive turn 2, and a pretty rich turn 1 for essetially free.
You can get out alot of plastic turn 1, especially if you benefit from secondary warefare, take warefare, or maybe even leadership, and can follow warfare.
Depending on what legendary planets are out, having 2 free infantry or a mech can help your 2nd turn expansions.
With your increased amount of early plastic, if you can unlock your hero turn 2 or 3, you could agressively take someones best planet and then just DMZ it and keep it the rest of the game.
I dont think you really win with these guys, but you can amass alot of early plastic and be really annoying spending all the best planets early on for free. I think past turn 3 you really struggle, as your free money is gone, and you have a trash home system of no value to protect. Still, i would definitely play this faction to be an early bully.
Thanks for your insight!
I hadn’t considered that strategy, but I agree even then it would be extremely hard to win with them.
When I’m playing it IRL there’s a taboo against eliminating other players early on in the game, so there’s a clear advantage for factions that get stronger each turn
@SuperPGaming yeah, eliminating someone is pretty bold and very negative...but you have every argument to invade neighboring slices when you consider how awful the home system is. With the early plastic you get though, you can help that same person do the same to thier neighbors though.
I really like this faction as a chaos faction causing issues early on. I think leadership is definitely a play to fill out fleet to max the benefit of diplomats so you can be paid not to attack people with trash fleets of 5 or 6 destroyers/cruisers early on.