Gaia Project is now in beta!

Hot and crispy games just out of the oven
Forum rules
Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on: https://boardgamearena.com/#!bugs
backmorda
Posts: 8
Joined: 29 May 2014, 22:02

Re: Gaia Project is now in beta!

Post by backmorda »

Hello. When the action form a federation is taken, the satellite can be placed adjacent to another satellite, so you don't need navigation or QIK to do that. I think this is a mistake on the BGA implementation.


RULES :
To build a satellite, discard one power. Then take one of the
satellites near your faction board and place it in a space adjacent
to either one of your colonized planets or one of your satellites.

Planets and satellites of the newly formed federation cannot
be directly adjacent to planets or satellites from any of your
existing federations.
User avatar
Mogri
Posts: 346
Joined: 21 June 2017, 21:15

Re: Gaia Project is now in beta!

Post by Mogri »

It's right there in the exact rules excerpt you posted.
backmorda wrote: 06 December 2021, 17:04 Planets and satellites of the newly formed federation cannot
be directly adjacent to planets or satellites from any of your
existing federations.
backmorda
Posts: 8
Joined: 29 May 2014, 22:02

Re: Gaia Project is now in beta!

Post by backmorda »

Nevermind. ivits need Qik for satellite... forget about this sorry
User avatar
Songo
Posts: 54
Joined: 24 April 2016, 14:10

Re: Gaia Project is now in beta!

Post by Songo »

Is the rule about having to form federations with the minimum number of satelites (while using the same planets

in place? i'm forming a federation now, and it allowed me to go all the way to the part where you select which tokens to remove, even after i added a useless satelite (it matters for that end bonus condition

i could commit and check it out, but i dont want to cheat eheh, i'll do it next time that objective is not in play

ps: the rule about removing the tokens could also be automatic right? unless someone has taklons as they may have to decide between regular power on bowl 2/3 vs stone on lvl1
User avatar
Mogri
Posts: 346
Joined: 21 June 2017, 21:15

Re: Gaia Project is now in beta!

Post by Mogri »

Yes, the game checks after you submit, because the federation algorithm is too memory-intensive for older mobile devices.

We could have automated the power deduction, but I'm sure there's some edge case where you don't always want to dump your lowest power.
User avatar
Helloworldmy
Posts: 1
Joined: 29 June 2013, 14:22

Re: Gaia Project is now in beta!

Post by Helloworldmy »

An undo button would be helpful!
User avatar
Abscond
Posts: 4
Joined: 26 October 2016, 10:13

Re: Gaia Project is now in beta!

Post by Abscond »

Undo button or at least a turn restart option would be just amazing. I've made too many msitakes that I could easily have fixed by restarting my turn.
User avatar
Mogri
Posts: 346
Joined: 21 June 2017, 21:15

Re: Gaia Project is now in beta!

Post by Mogri »

Undo button is discussed at GEN2 here.
User avatar
Arkenz
Posts: 3
Joined: 05 October 2021, 08:10

Re: Gaia Project is now in beta!

Post by Arkenz »

Suggestion: Add a warning message if you're taking an action that will cause you to cap on resources. I should have known ore caps at 15 but I just had a game where I took the ore power action and wasted some ore which felt a bit bad. :lol:
Fvux
Posts: 1
Joined: 25 December 2021, 14:17

Re: Gaia Project is now in beta!

Post by Fvux »

A suggestion for future improvement:
Look for future balancing. There's multiple ways that could be done imo:

1. Give the option to ban certain factions (unfavorable)
2. Flexible starting points (just like in terra mystica). Should depend on the ammount of players at least.

For example, in many situations, I feel like Ivits are too strong in 1v1's. I always ban them when I play with friends in cases of 1v1
Post Reply

Return to “"Beta" games”