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boards:invention:invention [2014/11/04 12:10]
Ozyman [Changes from 1st Edition]
boards:invention:invention [2020/12/02 22:16] (current)
Great Red Hype [Other Rules]
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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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   * You may hold up to 50 units in reserve.   * You may hold up to 50 units in reserve.
   * Hold unlimited cards.  Trade in values: 5,5,5,5,6,6,6,6,7,7,7,7,..   * 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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-=====QUICK START GUIDE=====+===== QUICK START GUIDE ===== 
 + 
 +==== 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.
  
-===Standard Scenario=== +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 Techfirst, then work on more advanced techs.
-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 ====
  
-===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.
-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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 ===== Changes from 1st Edition ===== ===== Changes from 1st Edition =====
 (possibly incomplete, please add) (possibly incomplete, please add)
-  * 6 techs in each branch instead of 5.+  * 6 techs in each branch instead of 5.  (please see sections above for details)
   * Changes to neutrals in techs   * Changes to neutrals in techs
   * Laboratories are fogged from radar/satellite   * Laboratories are fogged from radar/satellite
   * Hold as many cards as you want.  Card values increase slowly.   * Hold as many cards as you want.  Card values increase slowly.
-  * 20 unit elimination bonus +  * 10 unit elimination bonus 
   * Nation/Supercontinent worth more tech points    * Nation/Supercontinent worth more tech points 
   * 50 unit reserve    * 50 unit reserve 
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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.1415121035.txt.gz · Last modified: 2014/11/04 12:10 by Ozyman