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(Last Updated 1/1/08) |
The Ultimate Guide to TBG was last updated on 1/1/08, superceeding the 11/11/07 version. Thanks go to Infinity, Reasonable Man, ScAvenger and Tagnik'Zur for their assistance with various aspects of the 1/1/08 updates. Changes to the 11/11/07 version include:
1. Getting Started - Updated the language for The Hostile and (Fierce) Chosen link, and updated the link itself.
3. My Kingdom For A Warp - Updated President/e-mail listing from Scoop's Voyage to Wanderer.
6. Other Early Tips - Clarified that mining asteroids and harvesting Chocolate is first come, first served.
8. Trading (Trade Goods) - Corrected a very old error in the Pure Trading subsection (copied from one of the old Guides) regarding how often a 95% module will break (on average) in 40 turns.
20. Politics - Updated President/e-mail listing from Scoop's Voyage to Wanderer; removed references to the old Tribune power allowing them to disqualify ministers, and clarified their existing powers.
22. Footnotes - Deleted second sentence that read "At one time Obfuscator made available an unofficial/reformatted version of the rules, but he has since left the game and at this writing the page is unavailable."
The Ultimate Guide to TBG was last updated on 11/11/07, superceeding the 11/4/07 version. Thanks go to ScAvenger for his assistance with various aspects of the 11/11/07 updates. Changes to the 11/4/07 version include:
Minor text editing throughout.
1. Getting Started - Added rule link for the SST.
6. Other Early Tips - Added map links for asteroids, comet clouds, homeworlds, oceans and stellar coronas.
8. Trading (Trade Goods) - Added map and/or rule links as appropriate for factories, Lists, comet clouds, Chocolate-buying colonies, scrap-buying colonies, homeworlds, contrband, Dilithium, New Tricks, Old Songs, Quad Trees, warps, pods, weapons, crew, officers and schools.
9. Adventuring - Added rule links for life supports and sickbays.
11. Combat Generally - Added map links for arsenals and minefields.
12. Alien Combat - Added rule links for weapons, aliens, cloaks, impulse drives, sensors, adventures, demo modules, shields and favour.
13. Player Combat - Added rule link for spells.
14. Modules - Added rule links for modules, shops, adventures, aliens, warps, impulse drives and sensors.
15. Officers / Crew / Gaining Skills - Added map and/or rule links as appropriate for officers, hiring halls, schools and academies.
16. Religion & Favour - Added rule links for spells, crew, adventures, weapons, pods and aliens.
17. Popcorn & Dybuk - Added rule links for sensors, impulse drives, shields, pods, crew, the Old Ones and the SST; noted that releasing Dybuk is a science spell and that the release cuts all your favour levels in half (paragraph 3).
18. Magic Rings - Added rule links for skills, aliens, crew, officers, spells and favour.
19. Criminals, Medicine & Mercenaries - Added rule links for asteroid belts, colonies, factories, hiring halls, homeworlds (plus a map link), moons and oceans (Criminals section); oceans, aliens, homeworlds, crew, officers, sickbays and warps (Medicine section); demo modules and pods (Mercenaries section).
20. Politics - Added rule links for aliens, homeworlds, skills, factors and modules.
22. Footnotes - Deleted FN 27 which was mistakenly left in from the 11/4/07 update, and properly renumbered the last two FN's.
The Ultimate Guide to TBG was last updated on 11/4/07, superceeding the 6/1/07 version. Thanks go to Apercu, Eurus, Odinjar Dreki, SS Morgorok, ScAvenger and USS Jestter for their assistance with various aspects of the 11/4/07 updates. Changes to the 6/1/07 version include:
Minor text editing throughout.
INTRODUCTION Introduction - Added links to my Update History and Recent rule changes pages.
1. Getting Started - Updated links for Corby's SST archive and Turnulator; added a link to my list of active player pages.
3. My Kingdom For A Warp - Updated name of/e-mail to the President; added reference and link to the Low Tech Shop Modules page (paragraph 3); added a new last paragragh about setting jump orders when all your warps are broken.
4. A Quick Trade Run? - Updated Presidential website name/link.
5. Communications - Expanded and clarified the module trading process (paragraph 5 expanded to include bullet points); noted near the end of the "Need Help?" section that the help and posting features of Ask Spock are not working.
6. Other Early Tips - Noted that demo mods cannot be scrapped and have no value when sold; updated Asteroid mining, Criminal, Medical, and Star skimming $$ per rule changes (and expanded Star skimming details).
8. Trading (Trade Goods) - Added tip about Lists (paragraph 3); added that alien enemies earn you 1 point of weaponry favour per turn (paragraph 4); noted that selling happens before buying (paragraph 5).
9. Adventuring - Added a sentence about adventures being single-use (paragraph 1); completely rewrote and expanded the primary description of how adventures work to be more accurate, removing eroneous information about crew never being needed for level 0 & 1 adventures (paragraphs 4 & 5), as well as rewriting the related FN 11; added new FN 12 regarding misleading information in the Adventure Risk Calculators about crew not being needed for level 0 & 1 adventures.
10. Aliens Generally - Added "gift modules" to what Aliens can't do, and "self-destruct at their homeworld" to what they can do.
11. Combat Generally - Added "Critical Qualifier" subsection regarding firepower being reduced by 50% as each module in the round is removed; updated the paragraph on torpedoes to reflect the increase in damage amounts.
12. Alien Combat - Added a new sentence at the end of paragraph 1 in factor 3, that pods, cargo and artifacts do not do any damage when they explode; added a sentence to factor 3, paragraph 4, that friendly and neutral aliens that are not your enemy and not at their homeworld try to fight at the longest range possible, regardless of the weapons they have, and generally edited the paragraph; in the Targeting modules subsection, paragraph 3, added the formula for module damage during combat, and noted that mods reduced to less than 1% reliability are destroyed; added two new paragraphs on fleeing to the "But what if I can't win the fight?" subsection, and clarified the last sentence of the last paragraph regarding some chaotic aliens.
13. Player Combat - Clarified that players must leave their officers on Stand By to hunt (last paragraph).
14. Modules - Clarified that modules must be working to earn their energy yield.
16. Religion & Favour - Updated paragraph 4 with respect to the new rules governing heretic status, and removed the warning about the rules as the error mentioned has been fixed; added current information for the Mighty Prophet.
19. Criminals, Medicine & Mercenaries - Noted that with capturing criminals the chance that crew may be killed in combat depends on the officer's total skill, and added ScAvenger's prison map (Criminals paragraph 1); updated criminal payouts (Criminals paragraph 2); updated medicine payouts, added ScAvenger's ocean map, and noted that only one can be carried at a time with the old medicine being discarded if a new one is found (Medicine paragraph 1).
20. Politics - Updated the name of/e-mail to the President, and basically re-wrote large portions of this section to account for the turn 1569 rule changes; re-wrote FN 26 and deleted FN 27.
22. Footnotes - Rewrote FN 11, removing eroneous information about crew never being needed for level 0 & 1 adventures while adding details about crew/adventure oddities; added new FN 12 (and renumbered subsequent FN's) regarding misleading information in the Adventure Risk Calculators about crew not being needed for level 0 & 1 adventures; added Dragonblade tutorial error and fleeing rules notation to FN 19; re-wrote FN 26 to reflect the new Presidential rules; deleted FN 27, "A more recent addition to TBG, the Tribune has not yet been incorporated into the rules", now that the Tribune is referenced in the rules (initially this change was not fully made; this has since been corrected).
The Adventure Check List and Quick Lookup Table was last updated on 10/30/07 to correct an error regarding the need for crew on level 0 and 1 adventures.
The Ultimate Guide to TBG was last updated on 6/1/07, superceeding the 4/23/07 version. Thanks go to Argo and ScAvenger for their assistance with various aspects of the 6/1/07 updates. Changes to the 4/23/07 version include:
3. My Kingdom For A Warp - Updated name of/e-mail to the President.
4. A Quick Trade Run? - Updated Presidential website name/link and Menudo link.
14. Modules - Corrected the "Lucky Module" spell favour cost (10, not 25).
20. Politics - Updated name of/e-mail to the President.
21. Player Groups - Updated Menudo links.
The Ultimate Guide to TBG was updated on 4/23/07, superceeding the 12/23/06 version. Thanks go to Cookstar, Dolphinia, ScAvenger, SleepWalker and USS Challenger for their assistance with various aspects of the 4/23/07 updates. Changes to the 12/23/06 version include:
Minor text editing throughout.
12. Alien Combat - Clarified factors 1 and 3 by adding "in combat" after the lines "unless there's no possible range at which they'd have an advantage" (regarding hostile and chaotic alien behavior); updated the last paragraph of factor 3 by noting that friendly aliens who are pacified and attacked in the same turn set their Combat Strategy to favour randomly instead of favouring fleeing, and clarified that the Combat Strategy of non-homeworld enemy aliens is set randomly even if there's no possible range at which they'd have an advantage in combat; added information about the Pacify spell in the "But what if I can't win the fight?" sub-section.
16. Religion & Favour - Clarified that "Players who have alien enemies or shoot modules off of alien or player ships gain weaponry favour" in bullet 4; added new skill bonus and demiblessing langauge to the 3rd to last paragraph, and moved old reliability bonus information to new FN 22 [now 23]; moved some information from the last paragraph into a new Prophet chart below the last paragraph.
21. Player Groups - Added a reference and link to Aquila.
22. Footnotes - Renumbered per addition noted above (new FN 22 [now 23]; effecting sections 16 and 19-21).
The Adventure Check List and Quick Lookup Table was last updated on 4/18/07 to correct an error regarding when crew is needed on level 2+ adventures (i.e., 75% of the time, not all the time), along with some minor text editing.
The Ultimate Guide to TBG was previously updated on 12/23/06, superceeding the 7/8/06 version. Thanks go to Borg Prime, Odinjar Dreki, Out of Context, SS Morgorok, ScAvenger and Vector of One for their assistance with various aspects of the 12/23/06 updates. Changes to the 7/8/06 version included:
Minor text editing throughout.
1. Getting Started - Changed "Hostile Registry" link to the current "Hostile, Peaceful and Chosen Ships" link.
2. What Not To Do (Common Mistakes) - For bullet 1, clarified that non-demo modules aren't maintained at the Holiday Planet and added new FN4 to further highlight the problems with putting demo-ships on holiday; added "Don't buy torpedoes" bullet.
3. My Kingdom For A Warp - Added a link to Galaxion's mapulator.
4. A Quick Trade Run? - Clarified that small jumps of the same total distance cost less than one long jump (2nd bullet point); added Menudo exception re: player groups (last paragraph).
8. Trading (Trade Goods) - Added other Chocolate-buying colonies to paragraph 3.
9. Adventuring - Clarified and expanded paragraphs 2 and 3 re: finding adventures; and clarified that having your Medical officer "Heal Crew" will keep most of them alive if you have a working sickbay (2nd to last paragraph); clarified when to consider re-doing adventures (last paragraph).
10. Aliens Generally - Added Spiders (homeworld: Caph) and Wasps (Homeworld: Kochab) to the list of low-tech aliens, specified their neutral status, etc... (3rd paragraph); and "a few tricky things that aliens can do" (last set of bullet points).
12. Alien Combat - Added new FN 13 [now 14] (factor 1); corrected/clarified when non-enemy aliens try to self-destruct, and Combat Strategies for non-homeworld aliens (factor 3).
14. Modules - Corrected that the "Lucky Module" spell is available if you have "one (and only one) module of a specific type (warp, impulse, sensor, etc...)" (4th to last paragraph); clarified that removing an artifact curse removes all curses of that type from all artifacts that you have (3rd to last paragraph).
15. Officers / Crew / Gaining Skills - Noted that attempts to hire rogues occasionally fail (2nd to last paragraph).
16. Religion & Favour - Added a 2nd paragraph to FN 22 [now 24] regarding combat, aliens and shops as Olympus.
17. Popcorn & Dybuk - Added that "Popcorn is stored inside the ship and does not take up pod space" (1st paragraph); that the Popcorn source moves when Dybuk is released or re-imprisoned (1st paragraph); and "Popcorn can also be sold from anywhere in the galaxy (just like modules)" (2nd paragraph).
19. Criminals, Medicine & Mercenaries - Clarified 2nd to last paragraph re: carrying around mercenaries for long periods of time.
21. Player Groups - Added a paragraph about Menudo; minor updates to GIN info and the 1st sentence of the "In summary" material.
22. Footnotes - Renumbered per additions noted above (new FN's 4 and 13).