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boards:invention:invention [2014/10/07 23:27]
Ozyman [Each civilization has different advantages]
boards:invention:invention [2020/12/02 22:16] (current)
Great Red Hype [Other Rules]
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 ===== Rules ===== ===== Rules =====
-Their are four 'civilizations' that are assigned to players randomly.+There are four 'civilizations' that are assigned to players randomly.
   * 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 except capital cities & laboratories|
 |//Flight//|fortify within the super continent| |//Flight//|fortify within the super continent|
 |Computers|+3 tech points each turn| |Computers|+3 tech points each turn|
-|//Satellite//|view entire map except capital cities|+|//Satellite//|view entire map except capital cities & laboratories|
 |Advanced Flight|fortify anywhere in the entire world| |Advanced Flight|fortify anywhere in the entire world|
 |//Internet//|+5 tech points each turn| |//Internet//|+5 tech points each turn|
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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.  You can also get into this situation when a capital is captured, but an elimination doesn't occur (i.e. when the original owner of the capital had two capitals).
 +
 +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.  You are just denying the bonus to your enemy by taking them.
 +
 +Flight & Advanced Flight -  You can attack from these to the enemy plane/jet.  Then once you control those, you can use them to fortify your troops.  As the borders between the tech and the planes are attack only on the second edition of Invention, using espionage to take an enemies flight or advanced flight is the only way to get your tech points onto the board as usable troops on the second edition board.
 +
 +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 'possession indicators', which show who controls each civilization.  When a player is eliminated, possession indicators may change to the color of the eliminator immediately, but they may also go neutral immediately and change to the color of the player with possession of the territory at the beginning of the next turn.    * At the top of the map, under the title are 'possession indicators', which show who controls each civilization.  When a player is eliminated, possession indicators may change to the color of the eliminator immediately, but they may also go neutral immediately and change to the color of the player with possession of the territory at the beginning of the next turn. 
   * You may hold up to 50 units in reserve.   * You may hold up to 50 units in reserve.
-  * Hold unlimited cards.  Trade in values: 8,8,8,8,9,9,9,9,10,10,10,10,11,.. +  * Hold unlimited cards.  Trade in values: 5,5,5,5,6,6,6,6,7,7,7,7,.. 
-  * Receive 30 units to place and 60% of their remaining troops when you eliminate an opponent.+  * Receive 10 units to place and 60% of their remaining troops when you eliminate an opponent.
     * Because of a 50 unit reserve & unlimited cards, you will not usually go back to the placement phase after elimination.  However, you can force yourself back to elimination if you have kept 21 units in reserve.     * Because of a 50 unit reserve & unlimited cards, you will not usually go back to the placement phase after elimination.  However, you can force yourself back to elimination if you have kept 21 units in reserve.
  
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   * You cannot eliminate someone with just Assasination becaues it is an artillery border, you still need some ground forces to actually occupy the capital   * You cannot eliminate someone with just Assasination becaues it is an artillery border, you still need some ground forces to actually occupy the capital
  
-  * If an opponent has Satellite they can see everything except your capital & your plane/jet.  You can hide units there so they don't see them.+  * If an opponent has Satellite they can see everything except your laboratories, capital & your plane/jet.  You can hide units there (or in your reserve) so they don't see them.
  
   * Plane/Jet start empty, so you just need to attack with 1 to take them.   * Plane/Jet start empty, so you just need to attack with 1 to take them.
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   * Using Espionage to take an enemy plane/jet?  You can't just take the tech, you must then attack from the tech to the aircraft. If you want to protect your plane/jet from enemy Espionage, leave several units in the aircraft, and it will be much harder to take.   * Using Espionage to take an enemy plane/jet?  You can't just take the tech, you must then attack from the tech to the aircraft. If you want to protect your plane/jet from enemy Espionage, leave several units in the aircraft, and it will be much harder to take.
  
-  * If you have a lot of green bonuses, your capital may fill up and waste your bonus.  If you have all green techs, you get +9/turn on your capital, but it can only hold 35 units.+  * If you have a lot of green bonuses, your capital may fill up and waste your bonus.  If you have all green techs, you get +9/turn on your capital, but it can only hold 35 units, so move some out if you have a spare fortify.
  
-  * If someone is destroying your world units with their war techs, consolidate your units in laboratories where they get a bonus to defense against war techs.+  * If someone is destroying your world units with their war techs, consolidate your units in laboratories where they get a bonus to defend against war techs.
  
   * If you plan on attacking with more than 30 ICBM, it is worth using those 30 to first take Nuclear ICBM.  You only need 26 if you are USA to reach the break even point.   * If you plan on attacking with more than 30 ICBM, it is worth using those 30 to first take Nuclear ICBM.  You only need 26 if you are USA to reach the break even point.
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   * Green techs do not require possession of the capital to earn their bonus.  If you take an enemy's green tech with your espionage, you can use it to earn bonuses in enemy territory.   * Green techs do not require possession of the capital to earn their bonus.  If you take an enemy's green tech with your espionage, you can use it to earn bonuses in enemy territory.
  
-  * Because you get a 25 unit elimination bonus, but can hold up to 50 reserves. You'll need to not place 25 units on an elimination round if you want to force yourself back to the placement phase.+  * 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 an elimination if you want to force yourself back to the placement phase.
  
   * The plane & jet provide a one-time route to convert tech points to world units.  The first time you capture them, you will be able to move as many units as you want on to them.  Usually tech points are more beneficial the world units, but in some occasions in might be worth the conversion.   * The plane & jet provide a one-time route to convert tech points to world units.  The first time you capture them, you will be able to move as many units as you want on to them.  Usually tech points are more beneficial the world units, but in some occasions in might be worth the conversion.
  
-  * Satellites won't let you see unit counts in Capitals directly, but sometimes you may guess that a stack of units that appears from "nowhere" was fortified in from the Capital via a Jet, and so it may be a good time to strike.+  * Satellites won't let you see unit counts in Capitals directly, but sometimes you may guess that a stack of units that appears from "nowhere" was fortified in from the Capital via a Jet, and so it may be a good time to strike for an elimination.
  
   * Although Satellites cannot see Laboratory unit counts, a single attack by any red tech will reveal the number.   * Although Satellites cannot see Laboratory unit counts, a single attack by any red tech will reveal the number.
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-=====QUICK START GUIDE=====+===== QUICK START GUIDE =====
  
-===Standard Scenario=== +==== Standard 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/second turn.  Go for Australia or South America if you start with a strong presence there.+
  
-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=== +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/second turn. Go for Australia or South America if you start with a strong presence there. 
-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.+ 
 +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.  Divided into Red, Green, and Blue, they are 'researched' by attacking them with tech points.   * Technologies - Territories that give you new capabilities.  Divided into Red, Green, and Blue, they are 'researched' by attacking them with tech points.
   * 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/satellite
 +  * Hold as many cards as you want.  Card values increase slowly.
 +  * 10 unit elimination bonus 
 +  * Nation/Supercontinent worth more tech points 
 +  * 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://www.wargear.net/forum/showthread/2387/Invention_discussion 
  
 +  * http://www.wargear.net/forum/showthread/2387/Invention_discussion
 +  * http://www.wargear.net/forum/showthread/4816/Invention_Poll
 ===== 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.
boards/invention/invention.1412738831.txt.gz · Last modified: 2014/10/07 23:27 by Ozyman