The slim facade of a review of TI4
Posted: Mon Jan 25, 2021 4:02 am
So talking about Twlight Imperium 4th edition and people on the internet loosely associated with it made me want to talk about some other things, less related to that specific rule, or the rules in general.
And mostly I want to complain about a few things. And complain about some people "doing it wrong" (in less of a getting rules wrong and more of a sitting on a toilet backwards kinda way).
But, doing that touches on enough things I can pretend it's a review.
Twilight Imperium 4th Edition : This Imperium Keeps Having Twilights
There have been four editions of this game now. I own and have played 2nd edition, its expansion, third edition, its two expansions and 4th edition and it's one expansion.
Oh no wait, I've played the new expansion, but I don't OWN it yet because FFG never does big enough print runs and for some reason only SOME australian wholesalers (and therefore retailers) actually make orders in a timely enough manner to get ANY stock and AAAAAH, I ordered this fucking thing at announcement that it was going to exist I do that with nothing else, and other people in this country have been lucky enough to impulse buy the limited stocks of other retailers MONTHS AGO. I mean I'm not alone a lot of others have been screwed to varying degrees but I'm increasingly thinking it's going to be at least production run three or later before I see anything. Last time I'm ordering anything through these god damn...
ANYWAY back on track. There have been many editions. 2nd edition is torture, 3rd edition is great, 4th edition is 3rd edition with some minor but good tweaks and higher production value (and pricing).
It's a slim thing, but 4th edition is probably best edition. However, if you like stuff on the cheap, and with a bunch of modular optional rules 3rd edition is your go to. It has all the modular alternative rules and I imagine by now about half the price. 4th edition is expensive, constantly out of stock, and just plain doesn't DO optional rules any more man.
Whut do this game does?
It's THE big space strategy game. You play as various diverse factions with their own little star empires trying to take over the remains of the failed prior BIG star empire.
You invade places, you explore planets, you build ships, you have wars, you research technologies, you have factional super powers, you engage in diplomacy, economy, trade and even a horrific space united nations thing where do a wide variety of things like electing people as poopy heads for -1 points and then right after that the guy with any votes left just elects himself space pope for +1 points and a bullet proof space destroyer.
It's very competitive
So you win by points right. And you get points mostly from objectives.
You lose by going to war. It's just way too expensive. But then again, a lot of objectives will require you to go to war, and the biggest reliable objective, is a big planet in the middle of the map that paints a giant target on your back if you own it. And once you start to win, you better believe people will go to war with you.
So you need to be READY to go to war (which means you need to pay MOST of the cost of that) but you mostly try not to, or keep wars brief before returning to stalemates. Then someone starts to win, everyone jumps on them and the guy coming second almost always wins while "helping out" with that.
Also before that if you have not got all the space ships, your nieghbours, who do, will pick off whatever they want from your tiny empire to meet all the objectives and you wont meet objectives, and your empire will shrink and you wont be able to build all the space ships.
The game goes out of it's way to encourage conflicts with objectives, map layouts, limited resources, etc...
BUT the game also goes out of it's way to encourage trade and "diplomacy". It deliberately gives you a bunch of things that are of no value to you personally, but ARE of value to other people at the table, and you can give them those things, in return for their versions of those things, and all sorts of other stuff like, hey, sorry about invading that one planet I wanted for an objective, can we maybe not go to war if I BRIBE YOU with this card I have that lets you take my money later on or something.
A Grievance I have with negotiations rules
This is not a disagreement I have with people over how the rules work. This is a disagreement I have with the rules over how people work.
OK. So you can trade... stuff of hard mechanical value, cards and currency mostly. There are rules about how often and who with. You basically need shared borders and its one "Transaction" of game mechanical stuff per turn per pair of players and one has to be the player whose turn it is. There's more but we mostly don't care for this.
What we care about is BINDING deals and NON-BINDING deals. A deal is NOT a transaction. But a binding deal usually includes a transaction. A binding deal/transaction can ONLY exist WITHIN ONE TIMING WINDOW.
This is, insane. Partly because such things are poorly defined, but also because if you got anything from the other thread where I had a rules beef with people... timing windows are kinda tiny and restrictive.
Someone activates your system. You don't want them to invade you. You say "I will give you 4 trade goods not to invade my system". That was a NON-BINDING DEAL and you just paid 4 trade goods and use your only "Transaction" with that guy for the whole turn in return for a NON-BINDING promise of him not invading.
No you needed to wait until the NEXT phase of the turn and the "Move Ships" timing window and THEN the same deal would be "Binding" for both players!
This is just dumb. The rule "It's not binding if it happens in the future" is nice. It does help in a lot of ways. Some one paying me to "never ever attack them" and that being binding is dumb, especially in a game where I can give them cards that... aren't that but are a binding game mechanic to make it hard for me to attack them.
But "the future" being the very next fundamental minimum formal time increment from right now is too restrictive. If "now" for these purposes was "this whole turn" you could negotiate much more varied and flexible binding deals without having to worry that tiny technical timing errors will technically give one party an out to start and argument/fight at the table because YES technically he got paid not to move ships in, but you timed it very very slightly wrong and the game totally says its legal for him to screw you and take the money.
People don't actually do this, as far as I can tell, but the rules shouldn't be encouraging them to, as much for their own good as anyones. Basically, this is a rule I do not like.
Playing the game right
This isn't about rules. It's about STYLE man. Or perhaps emergent player dynamics within a rules set that has incentives for certain behaviors.
Everyone starts out with a land grab.
Players try to negotiate a peaceful border or two with immediate neighbors. They maybe get one safe border KINDA because no one will (or can) promise forever peace and it's stupid to do that anyway because if they get too much benefit from forever peace you WILL need to go to war with them and it will just make you look bad if you promised otherwise.
Minor dealings will occur. Occasionally someone will say "I want that planet that is sort of between us" and you'll be like narrowing your eyes and thinking "why do they want THAT planet?" while saying "No" or "What's in it for me?"
The most common dealings will be trade. I will get into that later. But mostly players will be limited in how much money trading gives them based on what borders they can form and whether they want to share profits to some negotiable degree with that specific neighbor at that specific time. If you are the guy who took the Trade card for the round you get some free cash, give out some free pseudo cash, the trade your pseudo cash for like, one other guys pseudo cash, you try not to make EVERYONE rich, you try and get a slightly better deal for yourself and the rest of the table does NOT mysteriously give you free extra money that exceeds that total by an additional 100% for no reason (Now WHY WOULD I SAY THAT I WONDER?).
Everyone is a bit cagey about everything, no one wants to give resources and points to other players unless they clearly get something out of it themselves or cannot stop them from doing it.
Then one day the incentives and cold war fleets get to big and everything explodes into conflict, some big objectives are met and the game ends with a victor.
Trade is the best edition change
Trade used to be different. I don't even remember how.
The big change is I think mostly that now there are Trade Goods (lovely cash you want and care about) and there are Commodities (useless cash you cannot spend that turns into trade goods the moment you give it to someone else).
When the guy with the Trade card uses the trade card he gets 3 Trade goods for nothing. He refills his commodities for nothing (each faction usually has a total commodities limit of between 2 to 4, so even if they already have some they will end up with that many total).
Then he goes around the table and decides whether to give each player a free commodity refill.
Now typically how this works out for groups I've played with in person is that no one really wants to give out free money, but if another player is doing badly, especially if they are far away you give them free commodities, for no fee or bribe, just so they can keep up the pressure on their neighbours for you and not king make by losing too hard. Otherwise you only refresh people who are then going to trade their commodities for your commodities.
If trade guy won't refresh your commodities for free you have to pay a different, very expensive currency to refresh them yourself. Players with 2 commodity limits do not, players with 4 very possibly do, and players with 3 will never be able to productively decide.
Because there might be limited trading opportunities you might be able to leverage a situation where you get a "favorable trade" and basically earn one more trade good than you pay out. If you are especially tricky. You do it twice. You probably walk out of being "The trade guy" with give or take 6 trade goods and that is TONS, you trade hard and walk out with 8 and everyone looks at you like "this guy is winning too hard" and starts planning to never let you do that again.
The Money Cats used to make all the money
There is a faction. They are "The Money Cats" ignore any text or crazy person to the contrary. That is their name. They are cats, and what they do is make money.
Their factional ability is to get all the money.
When trade goes off the trade guy does NOT get to decide if money cats get their commodities. Money cats just get their commodities.
And they get SIX of them.
Also money cats care not for borders, they can make transactions with ANYONE.
Also with the add on they can also refresh one other persons commodities once per turn for free independent of trade guy.
Basically. While most factions get enough stuff to trade with one or maybe two others and only have borders with like maybe 1-3 people, money cats have borders with everyone and can easily trade with 3-4 other people.
And first round maybe they are the ONLY people you can trade with so maybe they get lots of favourable deals.
In real games I've played this can mean first round (prior to the expansion and the extra commodity refresh) Money Cats might hold the trade card, get the 3 goods, make 3 favourable trades for +1 each and end up holding 12 trade goods. Then everyone at the table calls them OP and swears to never allow that to happen again AND it doesn't. But they still get lots of money.
With the expansion, maybe that perhaps +3 or so. But also. Anyone with an inkling of trade good value will be looking for ways to knee cap money cats on trades from round 0 and also, everyone says to money cats on every deal ever "you are rolling in cash, so money cats pay more cash, for everything, you give ME a favourable deal because you can do that and STILL end up with more cash than everyone".
And then in the end Money Cats being at the table just means EVERYONE has more money, and everyone is very careful about ever giving a deal that is favourable towards Money Cats.
More later I have to go for now
That thing in the heading.
And mostly I want to complain about a few things. And complain about some people "doing it wrong" (in less of a getting rules wrong and more of a sitting on a toilet backwards kinda way).
But, doing that touches on enough things I can pretend it's a review.
Twilight Imperium 4th Edition : This Imperium Keeps Having Twilights
There have been four editions of this game now. I own and have played 2nd edition, its expansion, third edition, its two expansions and 4th edition and it's one expansion.
Oh no wait, I've played the new expansion, but I don't OWN it yet because FFG never does big enough print runs and for some reason only SOME australian wholesalers (and therefore retailers) actually make orders in a timely enough manner to get ANY stock and AAAAAH, I ordered this fucking thing at announcement that it was going to exist I do that with nothing else, and other people in this country have been lucky enough to impulse buy the limited stocks of other retailers MONTHS AGO. I mean I'm not alone a lot of others have been screwed to varying degrees but I'm increasingly thinking it's going to be at least production run three or later before I see anything. Last time I'm ordering anything through these god damn...
ANYWAY back on track. There have been many editions. 2nd edition is torture, 3rd edition is great, 4th edition is 3rd edition with some minor but good tweaks and higher production value (and pricing).
It's a slim thing, but 4th edition is probably best edition. However, if you like stuff on the cheap, and with a bunch of modular optional rules 3rd edition is your go to. It has all the modular alternative rules and I imagine by now about half the price. 4th edition is expensive, constantly out of stock, and just plain doesn't DO optional rules any more man.
Whut do this game does?
It's THE big space strategy game. You play as various diverse factions with their own little star empires trying to take over the remains of the failed prior BIG star empire.
You invade places, you explore planets, you build ships, you have wars, you research technologies, you have factional super powers, you engage in diplomacy, economy, trade and even a horrific space united nations thing where do a wide variety of things like electing people as poopy heads for -1 points and then right after that the guy with any votes left just elects himself space pope for +1 points and a bullet proof space destroyer.
It's very competitive
So you win by points right. And you get points mostly from objectives.
You lose by going to war. It's just way too expensive. But then again, a lot of objectives will require you to go to war, and the biggest reliable objective, is a big planet in the middle of the map that paints a giant target on your back if you own it. And once you start to win, you better believe people will go to war with you.
So you need to be READY to go to war (which means you need to pay MOST of the cost of that) but you mostly try not to, or keep wars brief before returning to stalemates. Then someone starts to win, everyone jumps on them and the guy coming second almost always wins while "helping out" with that.
Also before that if you have not got all the space ships, your nieghbours, who do, will pick off whatever they want from your tiny empire to meet all the objectives and you wont meet objectives, and your empire will shrink and you wont be able to build all the space ships.
The game goes out of it's way to encourage conflicts with objectives, map layouts, limited resources, etc...
BUT the game also goes out of it's way to encourage trade and "diplomacy". It deliberately gives you a bunch of things that are of no value to you personally, but ARE of value to other people at the table, and you can give them those things, in return for their versions of those things, and all sorts of other stuff like, hey, sorry about invading that one planet I wanted for an objective, can we maybe not go to war if I BRIBE YOU with this card I have that lets you take my money later on or something.
A Grievance I have with negotiations rules
This is not a disagreement I have with people over how the rules work. This is a disagreement I have with the rules over how people work.
OK. So you can trade... stuff of hard mechanical value, cards and currency mostly. There are rules about how often and who with. You basically need shared borders and its one "Transaction" of game mechanical stuff per turn per pair of players and one has to be the player whose turn it is. There's more but we mostly don't care for this.
What we care about is BINDING deals and NON-BINDING deals. A deal is NOT a transaction. But a binding deal usually includes a transaction. A binding deal/transaction can ONLY exist WITHIN ONE TIMING WINDOW.
This is, insane. Partly because such things are poorly defined, but also because if you got anything from the other thread where I had a rules beef with people... timing windows are kinda tiny and restrictive.
Someone activates your system. You don't want them to invade you. You say "I will give you 4 trade goods not to invade my system". That was a NON-BINDING DEAL and you just paid 4 trade goods and use your only "Transaction" with that guy for the whole turn in return for a NON-BINDING promise of him not invading.
No you needed to wait until the NEXT phase of the turn and the "Move Ships" timing window and THEN the same deal would be "Binding" for both players!
This is just dumb. The rule "It's not binding if it happens in the future" is nice. It does help in a lot of ways. Some one paying me to "never ever attack them" and that being binding is dumb, especially in a game where I can give them cards that... aren't that but are a binding game mechanic to make it hard for me to attack them.
But "the future" being the very next fundamental minimum formal time increment from right now is too restrictive. If "now" for these purposes was "this whole turn" you could negotiate much more varied and flexible binding deals without having to worry that tiny technical timing errors will technically give one party an out to start and argument/fight at the table because YES technically he got paid not to move ships in, but you timed it very very slightly wrong and the game totally says its legal for him to screw you and take the money.
People don't actually do this, as far as I can tell, but the rules shouldn't be encouraging them to, as much for their own good as anyones. Basically, this is a rule I do not like.
Playing the game right
This isn't about rules. It's about STYLE man. Or perhaps emergent player dynamics within a rules set that has incentives for certain behaviors.
Everyone starts out with a land grab.
Players try to negotiate a peaceful border or two with immediate neighbors. They maybe get one safe border KINDA because no one will (or can) promise forever peace and it's stupid to do that anyway because if they get too much benefit from forever peace you WILL need to go to war with them and it will just make you look bad if you promised otherwise.
Minor dealings will occur. Occasionally someone will say "I want that planet that is sort of between us" and you'll be like narrowing your eyes and thinking "why do they want THAT planet?" while saying "No" or "What's in it for me?"
The most common dealings will be trade. I will get into that later. But mostly players will be limited in how much money trading gives them based on what borders they can form and whether they want to share profits to some negotiable degree with that specific neighbor at that specific time. If you are the guy who took the Trade card for the round you get some free cash, give out some free pseudo cash, the trade your pseudo cash for like, one other guys pseudo cash, you try not to make EVERYONE rich, you try and get a slightly better deal for yourself and the rest of the table does NOT mysteriously give you free extra money that exceeds that total by an additional 100% for no reason (Now WHY WOULD I SAY THAT I WONDER?).
Everyone is a bit cagey about everything, no one wants to give resources and points to other players unless they clearly get something out of it themselves or cannot stop them from doing it.
Then one day the incentives and cold war fleets get to big and everything explodes into conflict, some big objectives are met and the game ends with a victor.
Trade is the best edition change
Trade used to be different. I don't even remember how.
The big change is I think mostly that now there are Trade Goods (lovely cash you want and care about) and there are Commodities (useless cash you cannot spend that turns into trade goods the moment you give it to someone else).
When the guy with the Trade card uses the trade card he gets 3 Trade goods for nothing. He refills his commodities for nothing (each faction usually has a total commodities limit of between 2 to 4, so even if they already have some they will end up with that many total).
Then he goes around the table and decides whether to give each player a free commodity refill.
Now typically how this works out for groups I've played with in person is that no one really wants to give out free money, but if another player is doing badly, especially if they are far away you give them free commodities, for no fee or bribe, just so they can keep up the pressure on their neighbours for you and not king make by losing too hard. Otherwise you only refresh people who are then going to trade their commodities for your commodities.
If trade guy won't refresh your commodities for free you have to pay a different, very expensive currency to refresh them yourself. Players with 2 commodity limits do not, players with 4 very possibly do, and players with 3 will never be able to productively decide.
Because there might be limited trading opportunities you might be able to leverage a situation where you get a "favorable trade" and basically earn one more trade good than you pay out. If you are especially tricky. You do it twice. You probably walk out of being "The trade guy" with give or take 6 trade goods and that is TONS, you trade hard and walk out with 8 and everyone looks at you like "this guy is winning too hard" and starts planning to never let you do that again.
The Money Cats used to make all the money
There is a faction. They are "The Money Cats" ignore any text or crazy person to the contrary. That is their name. They are cats, and what they do is make money.
Their factional ability is to get all the money.
When trade goes off the trade guy does NOT get to decide if money cats get their commodities. Money cats just get their commodities.
And they get SIX of them.
Also money cats care not for borders, they can make transactions with ANYONE.
Also with the add on they can also refresh one other persons commodities once per turn for free independent of trade guy.
Basically. While most factions get enough stuff to trade with one or maybe two others and only have borders with like maybe 1-3 people, money cats have borders with everyone and can easily trade with 3-4 other people.
And first round maybe they are the ONLY people you can trade with so maybe they get lots of favourable deals.
In real games I've played this can mean first round (prior to the expansion and the extra commodity refresh) Money Cats might hold the trade card, get the 3 goods, make 3 favourable trades for +1 each and end up holding 12 trade goods. Then everyone at the table calls them OP and swears to never allow that to happen again AND it doesn't. But they still get lots of money.
With the expansion, maybe that perhaps +3 or so. But also. Anyone with an inkling of trade good value will be looking for ways to knee cap money cats on trades from round 0 and also, everyone says to money cats on every deal ever "you are rolling in cash, so money cats pay more cash, for everything, you give ME a favourable deal because you can do that and STILL end up with more cash than everyone".
And then in the end Money Cats being at the table just means EVERYONE has more money, and everyone is very careful about ever giving a deal that is favourable towards Money Cats.
More later I have to go for now
That thing in the heading.