I know I haven’t posted on this in a long while but I’m
super excited about the news: Twilight Imperium 4th edition is coming out for pre-order.
Now while I am excited about more Twilight Imperium I am on
the fence about buying a new edition. My initial excitement was a little dulled
when I noticed what was missing: Distant suns, Frontier tokens, Leaders, Mercs,
politicians, and various other optional rules. Personally I think losing the
Distant Suns and frontier tokens do take away the eXploration element of 4X
gaming. BUT I’ve had a couple of days to think about this. Everything stripped
out of the new edition were optional rules. Begrudgingly I must admit that this
makes both game play and business sense. Without all those other tokens the price
point can be kept down. New players should be able to learn the basic rules and
enjoy the game without over-complicating it, and without the optional rules
debate. And I have to say optional rules belong in expansions as an optional
purchase option. Have I said option enough yet?
The skin of the game doesn’t look to have evolved much. The
units are functionally the same, the planets have a cosmetic upgrade but I don’t
see much functional difference. So on the surface I have to ask: Did the game
change enough to warrant the new edition?
My answer is to dig deeper. The strategy cards do
effectively change the fundamentals of the game significantly.
First up is Trade. I always found that the TI3 mechanic of
trading with the guy across the table then never interacting again was
thematically lacking. Also having the ability to just end all trade deals doesn’t
make sense. A real world equivalent would be North Korea deciding they don’t
like the west having economic deals and unilaterally announcing that NAFTA and
the EU both end… with the rest of the world going along with it “because the
rules say so.” The new system will require players to set up trade routes because
you can only trade with people you border. Expanding to open yourself to trade
will be a must. Wormholes will be more like DS9 where they can be used for commerce
or war. Having a local wormhole might become a huge boon for a trade alliance
(as opposed to TI3 where it was just another invasion route.) Making or
breaking trade blocs will require thoughtful expansion and work. Also gone will
be the days of people refusing trade because you only have 1TG deals. A trade
deficit can be offset simply by a matter proximity.
Next is politics. The TI3 politics strategy was suboptimal.
Even if the political deck is thinned it lacks a certain punch. The new method
requires Mecatol Rex to be claimed before politics starts. Thematically it
means a player has reclaimed the seat of the empire and restarted the council.
When it does start TWO laws will come up for vote every turn. So taking Mecatol
Rex becomes a big turning point in the game. Doing so starts politics, adds
more influence for politics, and grants access to more victory points. Oh and
did I mention, planets reset BEFORE politics start. So all players will always
have access to their complete influence. I think with this version politics
will become a more integral part of the game.
It seems like the designers focused on increasing player
interaction and streamlining rules to keep players focused on game play. I
really think that I will be looking into grabbing this game but I may be
waiting to see how well it plays first. I will definitely be waiting to see the Shut Up and Sit down making of documentary first.
Until Next time, I'm hoping to have some more posts preordered for you.