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Twilight Imperium Tech Tree and optional rules

Posted: Mon Jul 23, 2007 7:17 am
by Count Zero
I was reorganizing Twilight Imperium last night after out game and started to look at the tech tree. I started to realize the tree is pretty simple over all once you realize what you need.

The three base technologies are: Hylar V Assault Laser, Anti-Mass Deflectors and Enviro Compensators. With those three technologies you have the building blocks of all the tech paths. To give an example, the Sardok Norr start with the Hylar V Assault Laser and Deep Space Cannon. In order to get War Suns, all the have to get is the Enviro Compensators, Saween Tools, and War Sun advances. You could have War Suns floating around the board in three turns. The higher end tech advances generally require two tech advances from the another tree.

I was also looking at the optional rules for the game. There are three that I think we should consider next time we play. One is the Age of Empire option where you set out the objective cards at the start of the game so you know what you have to do to win the game. This makes the game last between 7 and 9 turns. Another rule is the Advance Turn rules, where you get to claim two systems adjecent to your homeworld at the start of the game allowing you to expand faster. The last option I think I would want to do is the Special Objective rules where you have artifacts on the table which are worth victory points. This gives us more victory points to play with and can allow us to win the game faster.

Posted: Mon Jul 23, 2007 12:14 pm
by mrlost
Looking good. Artifacts = Neat.

Posted: Mon Jul 23, 2007 12:25 pm
by Count Zero

[quote="mrlost"]Looking good. Artifacts = Neat.[/quote]


They don't really do anything other than give victory points, but they give people points to fight over and push people into conflict.