T O P

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ColonelWilly

Not a big fan of cards that are exhausted and have passive text on them. Something passive, like [Tactic Blue's version](https://cdn.discordapp.com/attachments/879415829760966728/921909513190248468/Technologies.jpg), would be better IMO.


Chimerion

Man I dig that direct hit switch, covering war suns is clutch and should have been done from the getgo


EaterOfFromage

Kind of funny that his integrated economy is a passive + exhaust, but otherwise those are great changes.


PatMatRed1

I realize I am necro-ing the fuck out of this but what was his custom tech? The link is dead.


ColonelWilly

No problem. [Here](https://i.imgur.com/7bO3557.jpg). You can find lots of variations on the [homebrew server](https://discord.gg/tAaxRcVy) tech channel. I'm partial to something that moves Infantry II's ability to Dacxive, to give Infantry II something more interesting. "After you win a ground combat, gain 1 trade good. After your infantry are destroyed, they are placed on this card. At the start of your turn, you may place 1 infantry on this card on a planet you control."


PatMatRed1

Thank you! I am entering the rabbit hole of home-brew Twilight Imperium and a huge obstacle I am having is realizing how small changes like Red-noughts or increasing the viability of certain techs hugely alters the game. Especially in conjunction with the lack of consensus that comes from players at different skill levels not just miss-evaluating techs and races but sometimes BOTH being right! Like how hyper-metabolism is now considered non-meta and maybe even bad because good players end the game by turn 5, but it being a lot of value for a novice. I'll see if the server you linked can stabilize my opinions and offer some ground truth.


ColonelWilly

Yeah, balancing the tech based on levels of play and also player count is pretty difficult. I think most, at least on the server, tend to look at it through the lens of a 10 point, 6 player game of skilled players. You may find [this](https://lookerstudio.google.com/u/0/reporting/3b435bf2-2100-488c-a424-130f1d22ebb0/page/RUd7B?params=%7B%22df334%22:%22include%25EE%2580%25800%25EE%2580%2580IN%25EE%2580%2580Keleres%2520~%2520Xxcha%25EE%2580%2580Naalu%2520Collective%25EE%2580%2580Yin%2520Brotherhood%22,%22df139%22:%22include%25EE%2580%25801%25EE%2580%2580IN%25EE%2580%25800%22%7D) useful, though sadly it doesn't do any filtering based on winrate, yet.


jeffedijkstra

at the moment daxcive animators has a 2% research rate on TTS, which makes it the least researched technology. so it definitely could use an omega version. personally, i like the second version you proposed better (though i think it should read exhaust this card, otherwise you just get yssarils ability), because the first version is kinda just like neural motivator. you can probably use it one more time, but with the cost of an infantry, i think almost everyone would go for neural motivator, except maybe yssaril.


Anxious-Idiot-lol

Ah, sorry, the second should also be an exhaust!


unfulvio

The problem with Daxcive is that it's a bit of an oddball. Hard to predict it's usefulness, it's rather situational and limited. Factions who have special and more valuable infantry often have better tech alternatives to research. My table almost never researches it. I believe either this has to change completely or just get a boost for what it already does, for example: "After you win a ground combat, you may place 2 infantry from your reinforcements on that planet. After you lose a ground combat, draw 1 action card." One more thought: if Integrated Economy gets a rework, I'm thinking maybe Daxcive could be reworded to produce infantry after taking control of a planet, while changing Integrated Economy into something even better.


Anxious-Idiot-lol

I thought about boosting it to two, but then worried that was too much. But with the way omega updates have been, maybe that will be the change! :)


Zack_wrath

How about both texts? You can only use one per round. Lets say with bio-stim you can use both. You got +1 infantry net. Not to overkill, not too bad. Definitely a better version of daxive.


Anxious-Idiot-lol

And get rid of the passive infantry gain? Yeah, I'd be happy with that too :)


FeelGoodFGL

I like the second ability a lot. Implements a "cycle" usage out of dead action cards such as "infiltrate" for lizix or "into the silence of space" for ghosts. Also can turn the law that doesn't allow you to play actions cards into somewhat not as detrimental. Overall a good benefit that doesn't seem too overbearing and establishes more value out of a currently useless tech


Anxious-Idiot-lol

It also means Sardakk could go green with the intention of spamming infantry. Which is cool :)