Silvertongue doesn't make your trade goods worth 3 votes. It makes each trade good you spend worth 2 votes just like the card says - the influence you spend to vote are 1:1 ratio - confirmed per BGG developer FAQ.
One thing that's awesome about the agent is that you can pick a player with 4 commodities, trade all your commodities for their commodities and their Trade Agreement promissory note, then immediately replenish their commodities. Essentially, you can trade 6 commodities for 8 trade goods, and do it in a way that actually benefits your trade partner!
I had a hidden objective that was "control a planet that is in the same sector as a planet controlled by another player". So I just sold one of my planets to someone using the mech ability.
If you are thinking of getting Space Dock II to combo with your Hero, then you might want to consider putting all three Space Docks in your home system. A) You would have the highest possible production capacity in the game of 15 (excluding Arborec). B) You can only place GF that you build on the planet (Rules Reference 59.3), so having three space docks will make it more convenient to defend your Home System on the ground. C) A massive fleet on your Home System will dissuade other players from trying to attack you. Alternatively, if you have Abyz and Fria nearby, then you could build two Space Dock II and produce 13 units. If you plan on eliminating one of your neighbors, then a forward production spot would be handy. However, that would also eliminate a potential trade partner, and the rest of the players might not want to trade with you.
The video asked for ways to use the mechs... what ended up being most interesting to me was that when I sell a planet, I can move the ground forces there to another planet I control. It’s like a transit diodes knockoff.
I envision you in a Forced-Faction Tournament, drawing the Space Lions, and then sweating it out in front of the bathroom mirror in the pre-game five minute break, not sure if you shall go Quantum Datahub Node or Biostemed Production Biomes, when this video landed and answered all your questions..
The potential to trade a planet mid-turn to a player then as part of the deal then conquer it back. A particular use of this is in the case of Tech skip planets, you can trade a tech skip planet to a player (before the Tech Strat is played) giving them a potentially excellent bonus, then after Tech take the planet (which should be undefended as you move you units out, the other player can't move anything in), this has interesting further application in relation to certain Alliance and other abilities which involve conquering planets. It is tricky to frame the value of this power but its utility in undoubtedly there. It also provides an interesting way to move your space docks and PDS's (including potentially seizing Mecatol Rex or a Legendary planet then trading a heavily fortified world, suddenly super-powering your new planet all as a single action). Honestly the sideways thinking moves you could make with the Hacan Mechs are amazing, it is (like a lot of Hacan powers) super table/situation dependant, sometimes you'll barely use it, other times it will be game turning. Loved this watch, really fired me up to investigate a race I'd overlooked in PoK.
The hero has the potential to be leveraged into a fantastic piece of value, but to get the most out of it you would want a 7 production dock (max Hacan can get) along with 7 fleet supply tokens and your war sun upgrade. That would allow you to produce 2 war suns, a flagship and 4 dreadnoughts, for a total value of 46 resources for free. Obviously that requires dedicating a bunch of counters to your fleet supply, researching space dock 2 and researching war suns (though I would think that doing the latter is now a bigger priority for Hacan in any case, because any use of the hero would at minimum involve producing two of those). Which may be too to ask in most games. But that's the best value you can get out of it. If there's a Muaat player, bribing them with untold riches for their faction promissory is probably the right call. If you're a Muaat player in a game with Hacan, just... don't give it to them.
In my most recent game I built my whole strategy around the hero. Picked a slice with a red skip and researched ai development to set up war sun. Put a space dock on atlas (3 resources), bought the Titans terraform pn to make it 4 resources, used ai development to get space dock 2, traded for the war machine action card to boost production by 4. So I got to build 12 units. I also had to be very disciplined with my command counters, so my fleet supply was 7. I ended up getting 2 war suns, the flagship, 3 dreadnoughts, etc etc.
@@SeattleCitizen51 Did you win? One issue I can see is missing the forest for the trees and just going for maximum hero effect to the exclusion of actually putting yourself in a position to win... this isn't the only faction I can see having that issue, especially on first playthrough. Although in the case of Ghosts, I endorse it. Win or lose, if you swap someone's home system across the board or steal Mecatol, you're a winner in my book.
@@njorquerasoto yes, I did win. I had to get lucky if I;m being honest. I had maybe a 10% chance to hold my home system in a decisive battle, which ended with all ships being destroyed in the final combat round (I would not have won the ground combat). my strategy meant NOT going for quantum data hub node or production biomes... just grab drive, ai dev, war sun, sd 2... then after the hero I got dread 2, lightwave, fleet logistics, destroyer 2... this was a 14 point game...
this may have already been suggested but if not, I would like to see you do some videos on your top 5 Agents, Commanders, Heroes, and Mechs (considering all the races, not just POK) - do a video for each one, for example what are your top 5 Agents in TI4 + POK and why - with maybe some examples of how they can be special
I also wanted to comment that to use the Hero ability of the Hacan you need to consider the size of your Fleet Pool - using your Hero to build just, say 3 ships, may not be that devastating . . . then again 2 War Suns + ?
Definitely. Stack those Space Docks in your home system and you might be able to produce a lot, but your Fleet Pool is the most important aspect of it. That's why I suggest not just blowing it on the mighty combat ships.
Using hero ability: I get the max fleet size, production cap of the space dock, the capacity limit of the ships for fighters, however how come no-one is talking about having unlimited troops? Couldn't you theoretically build 100 infantry and place them on your planet? Yes you will be limited to how many troops you can carry but I have not found anywhere where it states there is a limit to how many ground forces you can have on any 1 planet? Is there?
No, because, as you already mentioned, production cap is one of the deciding factors here. infantry units do count towards your production capacity. assuming you can produce 5 units for free in a system with a spacedock that has production 5, you could only build 5 infantry units which is at best a total waste of the ability, considering they are one of the cheapest units to build and you could just as well build a flagship and 4 dreadnoughts with that production capacity.
Reduce to 0??? So if you get war suns you can just build all your war suns at once for free haha omg. Not sure if this is balanced...but a lot of the heroes are op so idk. Also, you could trade a home system planet to another player as a way to transport your units there to a more important system. Like if you had mecatol rex, and 6 ground units on your home planet, you can trade that planet to move all those troops to mecatol rex instantly. Kinda crazy
Yeah, but you can't score objectives anymore, as you don't control all planets in your home system. Honestly I think this is one of the weakest mech abilities.
@@christianringlstetter6814 probably true haha I'm just trying to think of the possibilities. I'm doing master's outside the US for the next 7 months and can't wait to play this with my brothers and friends when i get back
@@christianringlstetter6814 Yes was not that impressed by the hero. Ok good, but not really at the level of destroy-the-system-and-all-that-is-in-it-level. But the geist is to balance the race, not the heroes, so it is perhaps all well.
Hey I got an offtopic question: Can anyone here give me the measurements for the new additional playersheet in POK where the leaders and mech cards go?
The Heros ability is good, no question. But i find there are many stronger heros abilites, since hacan normally has no problems building stuff. But its ok, since all the other stuff they have is already strong.
Just a thought: Since you as the Hacan player should be filthy rich most of the game, while the others usually don't have that luxury, Alliance might not be that bad. Other players would be less inclined to use their precious points-scoring trade goods for just 2 extra votes, but if they decide to do it anyway, you should be able to outbid them anyway, AND they lost their trade goods. I feel like Hacan might have enough market control to still use it to their advantage. But I'm in no way a "great" player, just thinking out loud!
Silvertongue doesn't make your trade goods worth 3 votes. It makes each trade good you spend worth 2 votes just like the card says - the influence you spend to vote are 1:1 ratio - confirmed per BGG developer FAQ.
One thing that's awesome about the agent is that you can pick a player with 4 commodities, trade all your commodities for their commodities and their Trade Agreement promissory note, then immediately replenish their commodities. Essentially, you can trade 6 commodities for 8 trade goods, and do it in a way that actually benefits your trade partner!
I had a hidden objective that was "control a planet that is in the same sector as a planet controlled by another player". So I just sold one of my planets to someone using the mech ability.
Thanks for this! This is one of my options for my first game so you are helping me with valuable research. Love the TI4 videos!
If you are thinking of getting Space Dock II to combo with your Hero, then you might want to consider putting all three Space Docks in your home system. A) You would have the highest possible production capacity in the game of 15 (excluding Arborec). B) You can only place GF that you build on the planet (Rules Reference 59.3), so having three space docks will make it more convenient to defend your Home System on the ground. C) A massive fleet on your Home System will dissuade other players from trying to attack you.
Alternatively, if you have Abyz and Fria nearby, then you could build two Space Dock II and produce 13 units. If you plan on eliminating one of your neighbors, then a forward production spot would be handy. However, that would also eliminate a potential trade partner, and the rest of the players might not want to trade with you.
The video asked for ways to use the mechs... what ended up being most interesting to me was that when I sell a planet, I can move the ground forces there to another planet I control. It’s like a transit diodes knockoff.
Was just looking for this, nice timing
I envision you in a Forced-Faction Tournament, drawing the Space Lions, and then sweating it out in front of the bathroom mirror in the pre-game five minute break, not sure if you shall go Quantum Datahub Node or Biostemed Production Biomes, when this video landed and answered all your questions..
Your channel really deserves more subsribers
Thanks, Bryn. I'm just happy the people who found it are enjoying it.
The potential to trade a planet mid-turn to a player then as part of the deal then conquer it back. A particular use of this is in the case of Tech skip planets, you can trade a tech skip planet to a player (before the Tech Strat is played) giving them a potentially excellent bonus, then after Tech take the planet (which should be undefended as you move you units out, the other player can't move anything in), this has interesting further application in relation to certain Alliance and other abilities which involve conquering planets. It is tricky to frame the value of this power but its utility in undoubtedly there. It also provides an interesting way to move your space docks and PDS's (including potentially seizing Mecatol Rex or a Legendary planet then trading a heavily fortified world, suddenly super-powering your new planet all as a single action). Honestly the sideways thinking moves you could make with the Hacan Mechs are amazing, it is (like a lot of Hacan powers) super table/situation dependant, sometimes you'll barely use it, other times it will be game turning. Loved this watch, really fired me up to investigate a race I'd overlooked in PoK.
Oh man I miss playing so much.
Check out table top Sim, I know it's not the same, but there is a dedicated server and it's well programmed,
@@georgysivtsov2233 Ok, I will. Thank you.
Egads, man! These chumps just went champs! Can't wait to play them!
Hacan I was playing against used the hero to build 2 warsuns, a flagship and 2 dreads.
The hero has the potential to be leveraged into a fantastic piece of value, but to get the most out of it you would want a 7 production dock (max Hacan can get) along with 7 fleet supply tokens and your war sun upgrade. That would allow you to produce 2 war suns, a flagship and 4 dreadnoughts, for a total value of 46 resources for free.
Obviously that requires dedicating a bunch of counters to your fleet supply, researching space dock 2 and researching war suns (though I would think that doing the latter is now a bigger priority for Hacan in any case, because any use of the hero would at minimum involve producing two of those). Which may be too to ask in most games. But that's the best value you can get out of it.
If there's a Muaat player, bribing them with untold riches for their faction promissory is probably the right call. If you're a Muaat player in a game with Hacan, just... don't give it to them.
The Muaat should never give that thing away anyway. They're giving up their biggest strategic advantage in the game.
In my most recent game I built my whole strategy around the hero. Picked a slice with a red skip and researched ai development to set up war sun. Put a space dock on atlas (3 resources), bought the Titans terraform pn to make it 4 resources, used ai development to get space dock 2, traded for the war machine action card to boost production by 4. So I got to build 12 units.
I also had to be very disciplined with my command counters, so my fleet supply was 7.
I ended up getting 2 war suns, the flagship, 3 dreadnoughts, etc etc.
@@SeattleCitizen51 Did you win? One issue I can see is missing the forest for the trees and just going for maximum hero effect to the exclusion of actually putting yourself in a position to win... this isn't the only faction I can see having that issue, especially on first playthrough.
Although in the case of Ghosts, I endorse it. Win or lose, if you swap someone's home system across the board or steal Mecatol, you're a winner in my book.
@@njorquerasoto yes, I did win. I had to get lucky if I;m being honest. I had maybe a 10% chance to hold my home system in a decisive battle, which ended with all ships being destroyed in the final combat round (I would not have won the ground combat).
my strategy meant NOT going for quantum data hub node or production biomes... just grab drive, ai dev, war sun, sd 2... then after the hero I got dread 2, lightwave, fleet logistics, destroyer 2... this was a 14 point game...
also, there are tons of tech skip attachments in POK...
this may have already been suggested but if not, I would like to see you do some videos on your top 5 Agents, Commanders, Heroes, and Mechs (considering all the races, not just POK) - do a video for each one, for example what are your top 5 Agents in TI4 + POK and why - with maybe some examples of how they can be special
I also wanted to comment that to use the Hero ability of the Hacan you need to consider the size of your Fleet Pool - using your Hero to build just, say 3 ships, may not be that devastating . . . then again 2 War Suns + ?
Definitely. Stack those Space Docks in your home system and you might be able to produce a lot, but your Fleet Pool is the most important aspect of it. That's why I suggest not just blowing it on the mighty combat ships.
Quick correction...Argent flight also have a 3 planet home system so Haccan are not unique ;)
Hey, you're right. I'm spoiled by the years of Twilight Imperium 3rd Edition, forgive me!
Exploit the galactic economy! Why? Because Hacan! 😂
Thanks for these videos, loving them all! 🖖
Using hero ability: I get the max fleet size, production cap of the space dock, the capacity limit of the ships for fighters, however how come no-one is talking about having unlimited troops? Couldn't you theoretically build 100 infantry and place them on your planet? Yes you will be limited to how many troops you can carry but I have not found anywhere where it states there is a limit to how many ground forces you can have on any 1 planet? Is there?
No, because, as you already mentioned, production cap is one of the deciding factors here.
infantry units do count towards your production capacity.
assuming you can produce 5 units for free in a system with a spacedock that has production 5, you could only build 5 infantry units which is at best a total waste of the ability, considering they are one of the cheapest units to build and you could just as well build a flagship and 4 dreadnoughts with that production capacity.
This reply is correct!
You should do the xxchta next they are my favorite and have a unique play stile
Love ur vids👍
Thanks :) Xxcha is next. Saving the human scourge for last.
@@RulebreakerBoardgames nice can’t wait!
Reduce to 0??? So if you get war suns you can just build all your war suns at once for free haha omg. Not sure if this is balanced...but a lot of the heroes are op so idk. Also, you could trade a home system planet to another player as a way to transport your units there to a more important system. Like if you had mecatol rex, and 6 ground units on your home planet, you can trade that planet to move all those troops to mecatol rex instantly. Kinda crazy
Yeah, but you can't score objectives anymore, as you don't control all planets in your home system.
Honestly I think this is one of the weakest mech abilities.
@@christianringlstetter6814 probably true haha I'm just trying to think of the possibilities. I'm doing master's outside the US for the next 7 months and can't wait to play this with my brothers and friends when i get back
@@christianringlstetter6814 Yes was not that impressed by the hero. Ok good, but not really at the level of destroy-the-system-and-all-that-is-in-it-level. But the geist is to balance the race, not the heroes, so it is perhaps all well.
Hey I got an offtopic question:
Can anyone here give me the measurements for the new additional playersheet in POK where the leaders and mech cards go?
The Heros ability is good, no question. But i find there are many stronger heros abilites, since hacan normally has no problems building stuff. But its ok, since all the other stuff they have is already strong.
I just played a game as Hacan and produced $50 of units for free with the hero. That can’t normally happen.
Just a thought: Since you as the Hacan player should be filthy rich most of the game, while the others usually don't have that luxury, Alliance might not be that bad. Other players would be less inclined to use their precious points-scoring trade goods for just 2 extra votes, but if they decide to do it anyway, you should be able to outbid them anyway, AND they lost their trade goods.
I feel like Hacan might have enough market control to still use it to their advantage. But I'm in no way a "great" player, just thinking out loud!
One of the more vanilla races in my opinion.
In function, perhaps. At a table of savvy players, they have a lot of potential for scheming.
2 war suns for free?
Yep!