КОМЕНТАРІ •

  • @griffinhoffman6746
    @griffinhoffman6746 3 роки тому +2

    This is a fun list seeing it from a different perspective and how it differs from my own table. For example, at my table warfare is a must grab because it allows for fast openings and larger maneuvers. (Especially with lower player counts where there's more board space to cover.) While the extra 3 command tokens from leadership can go a long way.

  • @Yesnog05
    @Yesnog05 3 роки тому +1

    As a semi-new player in TI4, this helped out a lot! You should make some videos about strategy guides to the factions next!

  • @bluedevil3d104
    @bluedevil3d104 Рік тому

    I'll see how this goes tomorrow... I have a half baked thought that trade and tech are less valuable to pick the first round, but important to plan to play the secondary for.
    Trade- no one has any commodities to wash yet, few people are neighbors to make immediate deals with. Take the secondary (for free if you can get it), then 2nd/third round, start selling the free 2ndary.
    Similar with research the first round- you've only got your home system to spend on anything, and no trade goods yet.
    Now warfare and diplomacy- one lets you expand out further-maybe land on that tech skip, this will set you up better for round 2, and maybe make some neighbors. Diplomacy will let you refresh some newly acquired real-estate so that you can spend it on research.
    Leadership round 1 is good as you'll be ahead 3 command tokens. Maybe someone buys 1, but then they're tapped out of resources.

  • @Panamaniac3D
    @Panamaniac3D 2 роки тому +1

    Can I get an explanation on why Leadership is good after the first couple of rounds? Since at the end of the round during the Status phase you get two command tokens (3 if you have Hypermetablism and 4 if you are Sol) my group hasn’t really run into an issue where we actually need to get many more command tokens, and by the sixth round this card seems basically worthless. Don’t get me wrong, extra tokens are nice to have in the first couple turns, but nobody in my group has ever spent the influence to get more, we always just wait for them to come in each status phase. The usual thing that we see is Leadership just gaining tons of trade goods from not being taken and someone grabbing it after four or five rounds when they just need extra cash (other than being able to go first obviously). Are we playing this wrong or not understanding things well?

    • @jona813k
      @jona813k 2 роки тому

      Fleet size can come into play + if you want to prep for a big turn leadership can get you there. And like you say factions who are not likley to to green will only get two command tokens

  • @Intangible360
    @Intangible360 3 роки тому +6

    Doing a generalized tier list of strategy cards is nonsensical. The best strategy card changes depending on your faction, seat, game round, etc. I'd prefer a round 1 tier list per faction .

    • @andus4389
      @andus4389 3 роки тому +1

      He actually did this as well! ua-cam.com/video/0aXqFfz1IoU/v-deo.html

    • @Intangible360
      @Intangible360 3 роки тому

      @@andus4389 Anything less specific than faction & round 1 seems kinda silly to me.

    • @franz2027
      @franz2027 3 роки тому +1

      @@Intangible360 It's about having a platform to speak about general game ideas especially around strategy cards. The value of tier lists are always the reasoning around it.