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Best Round One as Mahact Gene-Sorcerers - Twilight Imperium: 4th Edition Strategy Guide
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Very clear and easy to follow! Keep up the good work!
Not sure if getting Hyper is worth it.
In PoK games are 5 rounds. Getting Hyper round 1 with a green skip might be the only way (even then, it nets you only +1 CC from round 3, since round 2 you're just getting back the CC spent for the tech), but in total, it's only 3 CCs more.
Genetic Combination looks ok, but I would go that route only in smaller player counts (less than 6).
Nice detailed guide! I appreciated that you laid out some of the problems they have. Question for you, which faction would you say is your strongest? And which do you enjoy playing the most?
Oh man, that's a difficult question. I feel as if I would need some more PoK games in before answering that. I might be able to answer it for the base game only if people still care about that? I imagine there's a large difference between what factions I enjoy the most and which I think are the strongest.
I still care about base game but only because thats all I own lol
@@andus4389 Might be for the best, the first print run has some coloring problems.
If I may throw something in: Statistically (yes, there is a statistic about this, counting over 5400 played games) Snake-Ladies, Sol and Jol-Nar win the most games in base game. Sardakk N'orr and Muat the least. I would count Winnu to the losers, but they are played only rarely. (500 games compared to at least 1000 Games) docs.google.com/spreadsheets/d/1c2fGqedk13kS8PR2XF1Olo7kWrjUu5LwZFLSRUKaKdo/edit#gid=0
I will definitely do the deathmmatch strategy. The group of people i play with are cutthroat haha it's expected
Let me know how it works out. I've never actually tried it, I just noticed the potential in several games.
Ok I just powered through 5 back-to-back first-round-only games thanks to TTS and some patient friends. I like a lot of your points, but none of us can figure out how you keep coming up with that many resources round 1. Out of all 5 games, I never came anywhere close to the scenarios you elucidate here. The closest I could manage wasn’t anywhere near your “2 cruisers on Mecatol” play. I managed to limp to Mecatol with a single cruiser, and that only because my map offered up the “free mech” legendary planet.
Can you elaborate?
Check out my playthrough for an example. In that instance I got from trade strategy, 3 TG 3 Commodities, I think 4 from the table. Then I sold my agent to unlock another players ships.
It doesn't always workout.
In my opinion the Mahact do not need Hypermetabolism. Their homeworld almost pays 2 CC a round, their Agent saves another CC per round and their Fleetpool fills up via faction ability. So is your this second research worth 3 Influence per round? I would say no and grab Infantry II instead.
Of course, I saw from your Reports that you like to have huge stacks off CCs laying around. So its a question of play style I assume :D
As the faction that can abuse cc the most, there's no reason for them not to, especially with a green tech skip.
Also, with a good slice, psychoarcheology becomes very good.
Without diplomacy, how would you use the tech skips on turn 1 if you need to exhaust the planets to use them?
Mahact start with the tech Bio Stims which lets you ready an exhausted planet that has a tech skip. So you would use that.
@@BeyondtheBoard Figured I missed something. Thanks!
At 6:20 you mentioned reaching 10 resources on turn one by getting 4 from tech. Which tech would *give* me 4 resources?!
I mean, by taking tech you don't need to spend 4 for the secondary. So you need less than 10.
@@BeyondtheBoard oh, that makes a lot of sense, I got confused by the terminology 😅
Thanks for the clarification!
@@itamaramith Np
How are you getting 10 resources easily turn one?
For tech round 1 unless you have Winnu in the game, getting their faction tech is basically a waste
Even with Winnu its a waste. They need to get Grav Drive or Flank Speed + Warfare Primary to get to Mecatol. Thats a lot of stones to drop in right places.