Episode 8 - New Neighbors

Print

This game is included in the additional "Global Campaign" Distant Galaxy (9 stages).

Episode 8 - New Neighbors.

Historical background.

180 year after creation of the UC.

Civilizations did not have time to enjoy the opportunities that opened up, as it happened again something unpleasant, because everything is good does not last long! It was quite logical to assume that in the new galaxy, the owners do not live in splendid isolation. What happened - the next contenders for supremacy in the galaxy appeared. The mysterious Civilization living in oceans has become a serious competitor to relaxed guests. 

Now you have to get acquainted with the new Civilization of the galaxy "X" and even fully play for it. 

One player, representing the Union of the Oceans (an aquatic Civilization), opposes all other Civilizations in an attempt to establish influence in a particular sector of the galaxy. Competition can be expressed in parallel development (who is ahead of whom for their own purposes), as well as in creating obstacles for each other. 

Some differences from the basic rules of the game. 

Goals and their achievement

This scenario is intended for a maximum of 4 players, one of them must play for the Union of the Oceans, the rest can represent any Civilization. 

Possible goals of the Union of the Oceans to achieve victory: 

Possible goals of other Civilizations to achieve victory: 

Notes regarding colonization

For ordinary Civilizations, the usual rules of colonization apply, except for the colonization of a 4th level planet - they can be mastered as a 3rd level planet. You can remind yourself of the description of the planet 4 (types: blue, green, red - 4 episode level, purple type - 6 episode). 

Green type planet 4th level instead of +2 points per turn gives +1 logistics to the owner every turn. 

Planetary colonization by the Union of the Oceans. 

Union of the Oceans colonizes only water planets - 3 and 4 levels (type green and purple), 2 ships in orbit regardless of the planet, success 5-6, no risk (also attacking foreign colonies, but if it is not a water planet, the colony chip is not is set). With a total of 4 players - colonization success 4-6.

The Union of the Oceans has 2 headquarters planets at once, they are located in the area of ​​red portals in the upper left corner (3 or 4 level of the water planet). Each headquarters planet can only start 1 ship per turn. Also, this Civilization has 7 docks for build, dock chips are placed immediately after successful colonization. Union ships can move between docks like portals, but without risk (no more than 1 ship in one separate dock per turn). You can withdraw new ships from the reserve only near the headquarters planet. 

Movement and fleet

Normal Civilizations follow the normal movement and fleet building rules,

In the Union of Oceans, from the very beginning of the game, there are 8 ships that cannot be shot down, but can be temporarily deactivated. At the start of the game, the Soyuz launches 2 ships into the orbits of the headquarters planets (1 + 1). 

Logistics of Union ships (number of ships moved):

The normal speed of ships is 4 squares per turn in any direction. However, the Union has the technology of jumping in space - moving straight (only straight) horizontally / vertically up to 10 cells and diagonally up to 5 cells (no risk), also through voids (empty cells).

The union does not use portals for movement. 

Conflicts

Conflicts with Union ships. 

Union ships do not attack individually, but can move the enemy 1 square away from themselves and destroy them by throwing them horizontally/vertically or diagonally to another ship (not to the Union ship). Together, ships are guaranteed to shoot down enemy ships (surround the ship with 2 of your own), cruisers - success with numbers 4-6. If the attacked Civilization has a bonus to defense (from the base or technology of the Monarchy), attack success with numbers 2-6, cruiser - with numbers 5-6. 

The Union fleet cannot be knocked out, only deactivated by being surrounded by 2 ships - success with numbers 4-6, one ship number 6 (ships of Chaos +1 number to success). Deactivation occurs in this way - the ship chip is removed from the field and a translucent "freeze" chip is put in its place (these chips are stored on top of the field). 

Unfreeze - come close with one of your active ships, success on numbers 4-6 (With a total of 4 players on numbers 3-6), the activated ship is inactive this turn. 

In the starting area of the red portals, the Union ship is more vulnerable to freezing +1 to the normal probability of the event.