First TI4 game... which TI3 rule/feature will you just HAVE to include?

By Evernoob, in Twilight Imperium

For our first TI4 game we will keep it as RAW as possible. But some things are just really really hard to let go.

For me it's the Transfert Action, and the Wormhole Nexus. Both are really easy to integrate anyway.

Which rules/features/tweaks are the ones you just can't let go?

Exact same two for me, actually! Also, artifacts (but not Voice of the Council). That's really about it for "must haves" that I can think of. I liked Shock Troops too but they weren't vital.

It's almost painful to stick to, but I've sworn to play TI4 100% RAW for at least the first few games of it before adding or changing anything. Otherwise I won't have any way to judge it on its own merits. (First game is tomorrow!)

How many players her use simulated first turns?

We never use them, I actually like the first few turns. Especially now without any agenda's to waste time on this could go pretty quickly.

12 hours ago, Archangelion said:

How many players her use simulated first turns?

Not past playtesting for Shattered Empire. Not my cup of tea. Even less helpful in 4th edition, too, I'm guessing. Based on my experience playing the first two rounds of the game in TI4, it seems like you can get your empire up and running a little faster in the new edition, plus you don't have political phases until Mecatol Rex is taken. The early turns are where some of the most interesting tactics happen. Example: Grabbing a system that would usually be taken by another player due to its location. You take it out from under them (or maybe even FROM them), and negotiate from a position of power, using that as leverage. A lot of that is completely lost with S.E.T.

The later turns are the ones that are time-consuming anyway. If you were Sardakk N'orr or Xxcha in TI3, their early-game expansion ability was so poor that Simulated Early Turns was just about the only way to have a decent early game if your opponents were any good. These races are much better off in the new edition, though I suspect both of them will still be on the lower end of the power curve.

Considering that I'm not going to spend $500 from ebay to get the out of print editions, I won't be playing with any of the IT3 rules. I've seen transfer actions mentioned a few times, but I only saw them once or twice used in a game so I don't think they will be missed that much. Everything else will probably be reworked and reintroduced in a new expansion.

I kind of expected Xxcha to start with Hyper Metabolism as a starting technology. (Like they did under Aweberman's Alternate Tech Tree). This change alone almost fixed them.

Now they start with a decent starting fleet and the exclusive access to Planet Annexation, on top of a planet refresh secondary. I really don't expect the Xxcha to have any more trouble than any other race on the board.

However look at Jolnar, with their 2 carriers, 1DN (with stasis)... and only 2 infantry. Same goes for Winnu but at least they know where they're heading.

On 8/29/2017 at 8:44 AM, Evernoob said:

However look at Jolnar, with their 2 carriers, 1DN (with stasis)... and only 2 infantry. Same goes for Winnu but at least they know where they're heading.

Yea, but with 4 starting tech's and a potential turn 2 warsun - I think Jolnar will be doing just fine even with the -1 to dice rolls...

On 29/08/2017 at 8:38 AM, IndyBart said:

Considering that I'm not going to spend $500 from ebay to get the out of print editions, I won't be playing with any of the IT3 rules. I've seen transfer actions mentioned a few times, but I only saw them once or twice used in a game so I don't think they will be missed that much. Everything else will probably be reworked and reintroduced in a new expansion.

If you want TI3 over TI4 buy TI4 and I'll trade you even for it, I have the base game plus both expansions and iv e kept the game in excellent condition.

The first time I'll play it as written, but I always add a house rule that I've stolen from Fief 1429. On your turn, as an action, you can spend a Strategy command counter to leave the room with 1 other player and have a private, 90 second conversation.

Oooooh, I like that idea!

I think the hero tokens for me. Granted they were not used that often and I find a planet and put them on that one but they did add some personality to the game. I know 4x and big name don't go hand in hand but if you look at history there is always some name attached to all of it.

On 9/7/2017 at 6:36 AM, Fnoffen said:

Oooooh, I like that idea!

It has... really turned up the duplicity.

Thing is too, while those others are out having a private conversation, everyone else could be plotting their demise around the game board.

In all the games I played private conversations happened all the time (even before the game start) and all were plotting against all.

Edited by Pretorian

For us it's simple, people are allowed to plot.... But you can be sure while they do it the other 4 are planning their demise.

Another tweak we must play with its star by star. We hate the standard map shapes. Usually the host creates a somewhat balanced preset map and we then auction hs locations

On 8/28/2017 at 7:35 PM, Archangelion said:

How many players her use simulated first turns?

They broke the game .

All I ask is where are the Trench Runs?

In Star Wars, where they belong. :D