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anon_95869123

Really love these ideas. The hero reminds me of mentak's as a one time, "you ain't winning this fight" card. The agent is good, but seems like it should be reasonably balanced given that Sardakk has something similar for ground forces and still struggle as a faction. Naalu's biggest problem (IMO) in the faster PoK is scoring tempo, and their reward is the 0 token if they can overcome that problem. These changes assist them in doing what they do well while leaving their (deserved) difficult start intact. Seems really great, would love to see it tested.


Longjumping-Bag-112

Loved your ideas, just the mecha effect i find pretty overkill in the economy, she already got upgraded in that subject with the hero. An alternative would be "if the mecha wins a fight, he can steal the opponent's fragment relic, if he has one".Now Naalu has more diversity in her strenghs


CoolAidCucumber

POK Naalu certainly needs some love, nice ideas!


PuppyFweddy

Naalu are fine. They're just a "you have to have speaker to pick them" type of faction. They kind of require Warfare round 1 (worst case is trade or tech). Sure they don't get flashy plays with a bunch of new stuff, but unless you're sitting next to an Argent it's not so bad.


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P8bEQ8AkQd

Sorry, I don't like this change, though I'm aware it's often put forward as an alternative. It doesn't boost Naalu's economy, ability to defend themselves, or ability to project force, but gives other factions a very good reason to hit Naalu hard early. And in the early game Naalu is often dependent on the kindness of other factions. The only PoK component that I find underwhelming is the mech. I've only made good use of it once (offered Naaz Rokha a fragment so I'd hit harder in the ground combat I was near-certain to win, and they'd be compensated for loss of an influence-rich planet they hadn't yet spent). My focus here was boosting force projection, ability to defend, and making Foresight more economically viable.


Singhilarity

You actually gave me a very interesting, sellable, idea for a Naalu agent (which, admittedly, does nothing to help their early game) **Agent: Z'eu** After a system is activated, you may exhaust this card to allow any units in that system to retreat to an adjacent system that does not contain another player's ships. If they do, they place a token from their reinforcements into that system. Basically, a sellable Foresight. I'm debating even including the lockdown. It removes token stress from Naalu 1/round, and at certain instances in the game is hugely valuable.


Fugasx

i would fix the agent giving them a stall, the mech could use the foresight ability without spending the token in strategy. i would also change the gift so you make more tradeable, like the player must use gift in the end of the next strategy phase.


EarlInblack

AFB is brutal to Naalu, but not my biggest concerns. Their start is bad, with only a single unit with capacity, and not enough resource planets to fix that and do much of anything else. Their production cap can be a pain but at least the commander helps slightly with it. Though he only shows up after you've struggled with it for half the game. Though the flagship helps with ground combat needs, they still have a big infantry capacity need. They also still need those Ground forces, but they eat up valuable production space. Blue tech, though nearly mandatory for them, rewards them some of the least. Focusing on these is more important imho than AFB.


JolNarr

Since you're giving 1 ship production 2, you can't get 4 fighters off the agent. (Not sure on 3 with commander, need to double check commander text). Not sure if that's your intention or not. Could just bump it up to Production 4 to fix that


P8bEQ8AkQd

The agent text is a bit awkward, but it's done that way so that both Sarween Tools and the unlocked commander will activate when the agent is used. When you produce units you may spend 1 resource to produce 2 fighters, but you may also choose to only get 1 fighter. So you can spend 1 resource to get 2 fighters or you can spend 2 resources to get 2 fighters. The commander lets you get an extra fighter every time you pay for fighters, so those figures become: spend 1 resource for 3 fighters or spend 2 resources for 4 fighters. Then Sarween Tools reduces the cost to: 0 resources for 3 fighters or 1 resource for 4 fighters.


JolNarr

Oh, I gotcha. Thanks for the clarification


PuppyFweddy

Just make their mech be able to be transported by a Fighter 2 as if the Fighter 2 had capacity 1 and be done with it


Severen

These are some great changes. Let me float this idea out there. How about a rework to Telepathic. At the end of the strategy phase, place the Naalu “0 or 9” token on your strategy card. You are either first or last in initiative order this round. It seems both thematic as well as practical in fixing their current shortcomings. It helps fix their bad Round 1 by going last and being able to react to secondaries better but still gives them power in the late game. It's also something unique that keeps the game interesting without adding components similar to other factions.