Star Trek Ascendancy (recruitment)

Yeah, fleets are per the card; only the Klingons get ten-ship fleets.

Delwayne, I agree that you don’t go into the system if there’s a ship already there, but if you explore the system and then get an exploration card that puts a ship there I think you do end up co-located. Consider for example the way the “X Confrontation” cards leave you with two ships in the same system (appendices, XV.1).

You are correct… it was based off an Exploration card… thus in same system.

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BUT, there is a difference between RIVAL and HOSTILE ships…
(also note rule 8.5)
(and a System is a Sector. Just as a Hazard is a Sector)

In this case I don’t think it matters, since the Sector is Controlled by the Romulans, and all ships are Rivals (ergo “Hostile” and “Peaceful” Rivals are both contained within the statement “You may always move through Systems you Control, regardless of any Rival presence.”).

I suspect 8.5 doesn’t apply because you can’t Control a Transwarp Hub, and therefore the presence of Rival ships may/will stop movement.

Anyway. All good. If I get hoisted by this petard, so be it.

If you don’t have a trade agreement… you are considered “Hostile”

I get that. But it doesn’t matter in this case (it is why I returned the Romulan trade agreement a turn ago, though, to prevent them from moving through my ships).

But Hostile ships always stop movement.
It was part of the unrestricted trade route thingee… thus the UCR incorporated and changed it.

Where does it say Hostile ships always stop movement? 8.5 doesn’t apply, because it is a rule specifically for Transwarp Hubs that (like any hazard) can’t be Controlled.

I don’t mean to come across as aggressive, for the record, just trying to be clear on the rules. 8.3 clearly states that hostile Rivals do not stop movement through systems you Control (it states specifically that Rivals, and therefore all Rivals, do not stop movement).

8.5 states that in a system that is not Controlled (and can’t be controlled), Hostile Ships stop movement like everywhere else that is not Controlled.

But since you no longer have the Klingon trade agreement, you are Hostile to each other… and thus, their ships stop your movement… because you are a HOSTILE rival…

The reference that all RIVALs do not stop movement in your controlled systems is correct… except, does not apply to “Hostile” ships… Hostile ships in your controlled system will still stop ships trying to warp through them.

@RogerBW You should probably pop these last 4 or 5 messages over to the “Discussion” thread.

@Delwayne Where does it say that Hostile Rival Ships stop movement? The only specific reference to it is 8.3, where it says they don’t, and 8.5 where it says in uncontrolled systems they do stop movement.

Hostile Rival ships are still Rival ships. Ergo, if 8.3 says that no Rival ship stops movement, whether you are hostile or peaceful doesn’t matter. You are still Rival, and therefore you don’t stop movement.

At least, that’s how it reads to me! Could totally be wrong (have been before, will be again!).

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I think you are correct!.. interesting… I don’t think we have ever noticed that!..
As long as you control that sector, you can warp through it…

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Unlike the original rules the UCR is precise on terminology - and a Rival is any player faction other than yourself. (Plus the Borg.)

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Yeah, I hope it’s obvious that this isn’t what I wanted/intended. But it is what the rules say, and I think Assussani did a clever play to hopscotch past my fleet and capitalize on my mistake.

I think he/she/they doesn’t have enough commands to take the homeworld, which makes the mistake (hopefully!) irrelevant, but still. I have learned an interesting lesson.

I also learned that I should’ve left at least 1 ship back in Kronos, just to chew up at least 1 more Command… but again, I don’t think the Vulcans have enough Commands to get to Kronos and wreck my day.

But, again, I am wrong all the time, so who knows!?

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GODSDAMNIT

The Vulcans still hold one of my Trade Agreements. ARGH.

sigh

This has not been a glorious day.

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“O Dread Lord, you remember when the first thing we did was kill all the lawyers?”

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It would be nice, but right now it’s not automated or readily automable. (Basically, the primary source for how many nodes you have is the actual map board, which means I have to count them by hand, which is why I’ve been making errors.) So really I’d automate it for myself first, then build it into the status dump as lagniappe. :slight_smile:

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Wow, I’m good. :slight_smile: Unretouched output from findnodes, which looks only at the SVG:

C: 4P 2R 4C
F: 4P 6R 2C
Fe: 5P 2R 1C
K: 3P 7R 2C
R: 7P 4R 3C
V: 1P 5R 1C

The hard part is working out the actual coordinates of something, when it can be in translated or rotated from its “native” frame. Apart from that, it’s just find and recognise each node, then find the closest control node to each resource node and log it if it’s close enough.

I’ll look into adding this to the status dump too.

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Woah!.. you are good!!!

I’d be interested in what that code looks like!

Very nicely done.