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boards:invention:invention [2014/10/07 23:29] Ozyman [Advanced Tips] |
boards:invention:invention [2020/12/02 22:16] Great Red Hype [Other Rules] |
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===== Rules ===== | ===== Rules ===== | ||
- | Their are four ' | + | There are four ' |
* Britain | * Britain | ||
* USA | * USA | ||
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===Science (BLUE)=== | ===Science (BLUE)=== | ||
^Tech^Benefit^ | ^Tech^Benefit^ | ||
- | |Radar|view territories within super continent| | + | |Radar|view territories within super continent |
|// | |// | ||
|Computers|+3 tech points each turn| | |Computers|+3 tech points each turn| | ||
- | |// | + | |// |
|Advanced Flight|fortify anywhere in the entire world| | |Advanced Flight|fortify anywhere in the entire world| | ||
|// | |// | ||
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|9|45| | |9|45| | ||
|10|55| | |10|55| | ||
+ | |||
+ | ===Controlling Opponents Technologies=== | ||
+ | When you use Espionage to take an enemy technology, you can reap some of it's benefits for yourself, but they don't always work the same. This section explains the differences. | ||
+ | |||
+ | Green Technologies - Take an enemy green tech, and it works for you. You still need to have territory that the factory bonus would get applied to. For example, take the final green tech from China and any territories you own in Asia will get +2 at the beginning of your turn. | ||
+ | |||
+ | Radar & Satellite - These work just the same. Take them to expand your vision. | ||
+ | |||
+ | Computers & Internet - These do nothing for you, unless you also take the enemy capital, because they only put bonuses into the flask associated with that civilization. | ||
+ | |||
+ | Flight & Advanced Flight - You can attack from these to the enemy plane/ | ||
+ | |||
+ | Red Technologies - If you have units in an enemy red tech, you can use them to attack just as if they were your own. | ||
+ | |||
====Other Rules==== | ====Other Rules==== | ||
* 6 fortifies to any bordering | * 6 fortifies to any bordering | ||
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* At the top of the map, under the title are ' | * At the top of the map, under the title are ' | ||
* You may hold up to 50 units in reserve. | * You may hold up to 50 units in reserve. | ||
- | * Hold unlimited cards. | + | * Hold unlimited cards. |
- | * Receive | + | * Receive |
* Because of a 50 unit reserve & unlimited cards, you will not usually go back to the placement phase after elimination. | * Because of a 50 unit reserve & unlimited cards, you will not usually go back to the placement phase after elimination. | ||
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* Green techs do not require possession of the capital to earn their bonus. | * Green techs do not require possession of the capital to earn their bonus. | ||
- | * Because you get a 30 unit elimination bonus, but can hold up to 50 reserves. You'll need to not place 21 units on an elimination | + | * Because you get a 20 unit elimination bonus, but can hold up to 50 reserves. You'll need to have 31 units already in reserve before |
* The plane & jet provide a one-time route to convert tech points to world units. | * The plane & jet provide a one-time route to convert tech points to world units. | ||
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- | =====QUICK START GUIDE===== | + | ===== QUICK START GUIDE ===== |
- | ===Standard Scenario=== | + | ==== Standard Scenario ==== |
- | Review vocabulary section (just below). | + | |
- | Focus on expanding near your capital first. | ||
- | ===Barbarians Scenario=== | + | Review vocabulary section (just below). On your first turn, place your units in your Homeland, use your tech points in your big Flask to take Artillery (1st red tech) & clear out your Nation, then use your units in your homeland to take and secure your Nation. If you start with 3+ territories next to a Lab, try to take it on your first/ |
- | Work on territories in the main world as if it was a typical big world map. Once you have a few continents secured, try to take a capital. | + | |
+ | Focus on expanding near your capital first. Hold your nation and get laboratories in your super continent. Try to get the first 2-3 green techs and Computers (3rd Blue Tech) first, then work on more advanced techs. | ||
+ | |||
+ | ==== Barbarians Scenario ==== | ||
+ | |||
+ | Work on territories in the main world as if it was a typical big world map. Once you have a few continents secured, try to take a capital. Once you have a capital focus on getting laboratories and the first 2-3 green techs. Then try to get computers, and then go for ICBM, and other advanced techs. | ||
===== Vocabulary ===== | ===== Vocabulary ===== | ||
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* Technologies - Territories that give you new capabilities. | * Technologies - Territories that give you new capabilities. | ||
* World Units - As opposed to Tech Points, the units on the main world map. | * World Units - As opposed to Tech Points, the units on the main world map. | ||
+ | |||
+ | |||
+ | ===== Changes from 1st Edition ===== | ||
+ | (possibly incomplete, please add) | ||
+ | * 6 techs in each branch instead of 5. (please see sections above for details) | ||
+ | * Changes to neutrals in techs | ||
+ | * Laboratories are fogged from radar/ | ||
+ | * Hold as many cards as you want. Card values increase slowly. | ||
+ | * 10 unit elimination bonus | ||
+ | * Nation/ | ||
+ | * 50 unit reserve | ||
+ | * Border to jet/plane is now attack-only (i.e. you can only transfer units to the plane/jet from tech tree when you capture it, not on subsequent turns) | ||
+ | * 6 fortifies instead of 5 | ||
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===== Relevant Discussions ===== | ===== Relevant Discussions ===== | ||
Discuss strategy and tactics, report bugs, see what has changed in the most recent release of this map, and more in the forums: | Discuss strategy and tactics, report bugs, see what has changed in the most recent release of this map, and more in the forums: | ||
- | http:// | ||
+ | * http:// | ||
+ | * http:// | ||
===== Acknowledgements ===== | ===== Acknowledgements ===== | ||
Special thanks to CK66, Cona Chris, Livia, and Mongo for all the help with dev games. | Special thanks to CK66, Cona Chris, Livia, and Mongo for all the help with dev games. |