Re: 2nd Edition Playtest Report- Terran Commonwealth
Posted: Fri May 18, 2012 11:46 pm
Turns 4:
https://docs.google.com/document/d/1d8F ... h2ujg/edit
Turns 5:
https://docs.google.com/document/d/15KT ... qnLVg/edit
Turn 4- 2448.04
Establishing the first colony at Barnard’s Star (the first system generated above), plan to try to build up max cap fairly quickly since it is a small system. I’ll also colonize and build a trade route in Lalande (second system) to bring home that Trade resource as soon as I can!
Exploration Checks:
1st Exploration Constellation: 15 Scout total, +3 Bonus
Roll = 10 + 3 = 13, Jump Lane Mapped!
2nd Exploration Constellation: 15 Scout total, +3 Bonus
Roll = 7 + 3 = 10, (+1 Next Turn)
Morale Checks:
Sol System:
Good Order, Roll = 5, no change
Piracy Checks:
Sol System:
5% (Trade Route) - 17% (17 ships or flights in system) = 1% (min)
Roll = 35, no Pirate attack
Emerging Empire Checks:
Turns since last successful exploration roll: 0%
No roll
New Star System Generation (Sirius A & B)
System Type Roll = 9, Binary Star System
Spectral Class Roll = 7, Class M Red Star
Luminosity Class Roll = 10, V Main Sequence
Carrying Capacity = 7, 4 CAP
Raw = 7, 2 RAW
Biosphere = 10, 3 BIO
Jump Lanes = 11, 4 Lanes (1 back to Barnard’s Star)
System Specials:
5 = +1 CAP
10 = +2 RAW
Native Species roll = 5 x 3 = 15% chance
Rolled 74, no native species
Turn 5- 2448.04
My good luck continues! Sirius is two jumps from Earth but some good special roles saved an otherwise mediocre system. Definitely will want to get another colony up and running there soon, even though it will cost 50 EP. Getting a colony set up in Lalande so I can snarf up that trade resource and get the first colonists and economic infrastructure to Barnard’s Star as well. The Commonwealth looks to be in a good position.
Exploration Checks:
1st Exploration Constellation: 15 Scout total, +3 Bonus
Roll = 5 + 3 = 8, No Progress
2nd Exploration Constellation: 15 Scout total, +3 Bonus
Roll = 2 + 3 + 1 = 6, Task force in Peril!
Peril Roll = 8, Out of Supply, all units take 1 Damage
Morale Checks:
Sol System:
Good Order, Roll = 5, no change
Piracy Checks:
Sol System:
5% (Trade Route) - 17% (17 ships or flights in system) = 1% (min)
Roll = 59, no Pirate attack
Emerging Empire Checks:
Turns since last successful exploration roll: 1%
Roll = 69, no Emerging Empire
Lucky streak finally ends with the 2nd Exploration Constellation taking some damage, but Sirius, is a sweet find.
I also just realized that I think I am doing the emerging empires rule wrong. I had read it was the modifier accrued since the last successful exploration check, but then I realized in a 3-4 player exploration game that mean the chance would remain only a few % at best. So I think it should be the modifier accrued since last successul EMERGING EMPIRE check, but the modifier only goes up during a turn that no one explores a jump lane. So is it a or b or have I totally misunderstood?
a) Player A spends 3 turns with no successful exploration checks. The Emerging Empire chance is 3%. On the fourth turn Player A makes a successful exploration check. The Emerging Empire chance is now 0%.
b) Player A spends 3 turns with no successful exploration checks. The Emerging Empire chance is 3%. On the fourth turn Player A makes a successful exploration check. The Emerging Empire chance is still 3%. It will not drop down to 0% until a empire actually emerges.
-Will
https://docs.google.com/document/d/1d8F ... h2ujg/edit
Turns 5:
https://docs.google.com/document/d/15KT ... qnLVg/edit
Turn 4- 2448.04
Establishing the first colony at Barnard’s Star (the first system generated above), plan to try to build up max cap fairly quickly since it is a small system. I’ll also colonize and build a trade route in Lalande (second system) to bring home that Trade resource as soon as I can!
Exploration Checks:
1st Exploration Constellation: 15 Scout total, +3 Bonus
Roll = 10 + 3 = 13, Jump Lane Mapped!
2nd Exploration Constellation: 15 Scout total, +3 Bonus
Roll = 7 + 3 = 10, (+1 Next Turn)
Morale Checks:
Sol System:
Good Order, Roll = 5, no change
Piracy Checks:
Sol System:
5% (Trade Route) - 17% (17 ships or flights in system) = 1% (min)
Roll = 35, no Pirate attack
Emerging Empire Checks:
Turns since last successful exploration roll: 0%
No roll
New Star System Generation (Sirius A & B)
System Type Roll = 9, Binary Star System
Spectral Class Roll = 7, Class M Red Star
Luminosity Class Roll = 10, V Main Sequence
Carrying Capacity = 7, 4 CAP
Raw = 7, 2 RAW
Biosphere = 10, 3 BIO
Jump Lanes = 11, 4 Lanes (1 back to Barnard’s Star)
System Specials:
5 = +1 CAP
10 = +2 RAW
Native Species roll = 5 x 3 = 15% chance
Rolled 74, no native species
Turn 5- 2448.04
My good luck continues! Sirius is two jumps from Earth but some good special roles saved an otherwise mediocre system. Definitely will want to get another colony up and running there soon, even though it will cost 50 EP. Getting a colony set up in Lalande so I can snarf up that trade resource and get the first colonists and economic infrastructure to Barnard’s Star as well. The Commonwealth looks to be in a good position.
Exploration Checks:
1st Exploration Constellation: 15 Scout total, +3 Bonus
Roll = 5 + 3 = 8, No Progress
2nd Exploration Constellation: 15 Scout total, +3 Bonus
Roll = 2 + 3 + 1 = 6, Task force in Peril!
Peril Roll = 8, Out of Supply, all units take 1 Damage
Morale Checks:
Sol System:
Good Order, Roll = 5, no change
Piracy Checks:
Sol System:
5% (Trade Route) - 17% (17 ships or flights in system) = 1% (min)
Roll = 59, no Pirate attack
Emerging Empire Checks:
Turns since last successful exploration roll: 1%
Roll = 69, no Emerging Empire
Lucky streak finally ends with the 2nd Exploration Constellation taking some damage, but Sirius, is a sweet find.
I also just realized that I think I am doing the emerging empires rule wrong. I had read it was the modifier accrued since the last successful exploration check, but then I realized in a 3-4 player exploration game that mean the chance would remain only a few % at best. So I think it should be the modifier accrued since last successul EMERGING EMPIRE check, but the modifier only goes up during a turn that no one explores a jump lane. So is it a or b or have I totally misunderstood?
a) Player A spends 3 turns with no successful exploration checks. The Emerging Empire chance is 3%. On the fourth turn Player A makes a successful exploration check. The Emerging Empire chance is now 0%.
b) Player A spends 3 turns with no successful exploration checks. The Emerging Empire chance is 3%. On the fourth turn Player A makes a successful exploration check. The Emerging Empire chance is still 3%. It will not drop down to 0% until a empire actually emerges.
-Will