Failed Retreat - any thoughts

Indeed.
What we need is a new state: Packing up
Follows a successful retreat, Faction's influence is frozen, lasts 1 day and upon ending the faction disappears from the system ;)
 
Indeed.
What we need is a new state: Packing up
Follows a successful retreat, Faction's influence is frozen, lasts 1 day and upon ending the faction disappears from the system ;)
1 day ? I cant pack in 1 day. Make it 10 days, and then, in the spirit of the marvellous 3.3, instead of giving the factions 1% influence back, take it with them so their Home System has a total of 101%, and the retreating system only has 99% to play with. Working as Expected !
 

Jane Turner

Volunteer Moderator
it must remain under for the entire time. Any time it goes above, retreat is cancelled.

I'm certain we have forced retreats that have been >2.5 in their midst, so I am glad Ian has seen them too. However in the past it was frequently the penultimate day that mattered. We squared that using a tick sequence argument. That's not going to cut it here though [the sequence effect]
 
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