Let me know if I missed anything!..
I’ll pass on warfare.
Also… current turn is @GabrielH
I think… on the off chance that he passes… (because his units are all locked up?)
Next player will be @Captbnut
so, you might want to make decisions for that as well…
What do the ‘fleet’ tokens do?
Second question, when building (like using the warfare strategy card), I’m assuming I can only use the building value of the planet I’m building on, rather than all the untapped planets I control?
While I’m at it, are there any strategy cards still to be used?
Determine how many ships you can have in one system.
I will, in fact, pass for the round.
There are two different elements at play here, and I’m not exactly sure what you’re asking so I’ll answer both.
Every spacedock can build a number of pieces of plastic equal to the Resource value of the planet it orbits +2 (upgraded docks and some techs let you do more than that, but as a functional rule it’s Resource Value +2). That means if your spacedock is on a Resource 3 world, you can build a maximum of 5 pieces of plastic, regardless of the total cost. So if I had 20 Resources (any combination of unexhausted planets + Trade Goods), I still couldn’t build 10 fighters on that spacedock, even though I only spent 5 Resources. I could build a Flagship, 2 destroyers, 1 infantry and 1 fighter (overpaying for both the infantry and the fighter… choosing to spend 1 Resource for 1, rather than 2).
However, whenever you build you can use the combined resources of your entire empire to build. Any unexhausted world (that then becomes exhausted, natch), and any Trade Goods (not Commodities) that you have available. And all your worlds become unexhausted at the start of the Law/Politics phase (after Mecatol Rex is colonized the first time), so you can build with everything on your turn and then go into Politics with all your Influence.
This, however, does not hold for the Objective Scoring, in which you exhaust X-number of Resources, Influence, or whatever. You have to save those through your entire turn before you can spend them to score points.
I hope that helps?
As COMaestro noted, your Fleet Tokens tell you the maximum number of capital ships (Carriers, Destroyers, Cruisers, Dreadnaughts, Flagships, and Warsuns) you can have in a system.
The maximum number of Fighters is determined by your “Capacity” in that system (Spacedocks and Carriers initially for most races, although there may be Cruisers and Dreadnaughts that allow that as well… maybe if upgraded…). Eventually you can research a Technology (Blue, I think?) that allows your Fighters to exist and move independently from Capacity limits, but yeah, you can have up to your Capacity of Fighters in a system.
If you are over your Fleet Limit at any time the excess ships are destroyed after the combat step (So if I had a Fleet Limit of 3, I could choose to move 2 Cruisers and 2 Destroyers into a system, but after any fighting occurs there I would then have to destroy ships down to 3 total). Ditto with Fighters: they survive until the end of the combat (if any) and then are destroyed down to Capacity Limits (so if your Carrier bites it, your Fighters bravely carry on until the end of the fight, and then they all ax-plode).
EDIT: just to fix a You’re/Your typo that was hurting my soul.
Thanks
For my turn/ actions
Use warfare secondary to build on my home planet. I’l build a carrier
Use technology secondary - I’ll get the dark energy tech card
For my turn I’ll active Everra and move my 2 cruisers there
That puts it back in @COMaestro’s turn, I believe?
I will use the Exploration Probe action card to explore the Frontier token in the supernova sector adjacent to me.
Alrighty… sorry for that long delay. I had to go into work today, but having to work the one day rather than the whole week, is a good thing! I don’t go back in till 8 days from now.
Okay. To clear up some errors and misconceptions…
Fleet Tokens. They govern how many ships (non-fighter) you can have in any system. If at any time you exceed what you have allocated to your fleet pool, you must immediately remove ships as necessary to meet the limit you’ve set. As mentioned incorrectly, if you have a fleet of 3, you cannot move two ships in from one area and another two into the same area and then only have to remove them at the end of combat. That is incorrect. You simply cannot move that 4th ship in or you have to eliminate one of them to meet your limit of 3.
What has been mentioned is “Ship Capacity” this can be exceeded in a combat situation. Thus if you have two carriers with 4 fighters each, and one of your carriers is destroyed, you do not have to remove Fighters because your “capacity” was exceeded. You only have to make right at the end of combat, thus all your fighters must have a “transport” that they are assigned to (or else they are eliminated).
(ref: 34, page 12. also 16 & 16.3 page 8)
@Captbnut will use up his two Strategy Tokens for both Warfare and Tech secondary.
He will tap all his planets and build one carrier. (along with getting that Dark Energy Tech)
@GabrielH does indeed pass, and so the turn goes to @Captbnut again… and he will Activate that system to send two of his Cruisers to Everra to protect it.
@COMaestro will use his Action card…
And this is what he finds!
And with that… it is @MIGHTYSploosh turn…
I will move my dreadnought, carrier, fighter, and infantry to the east tile. Land 1 infantry on each planet. (I see 1 infantry on Winnu, but I produced 2.)
EDIT: Change of plans.
Activate Sem-Lore and move one Cruiser and an Infantry from Rigel (take the Infantry from Rigel II). Explore and place a Sleeper Token on Sem-Lore.
Thanks!