EMIRATES OF HACAN
DESCRIPTION
The only thing scarier than a hungry lion is a hungry space-lion with an entourage of guards armed with jewel-clad laser rifles. In TI4, the Hacan fill this particular niche, much as they did in TI3. However, the application is slightly different due to changes in how trade functions in TI4.
As TI4 has introduced the concept of Commodities, which can be converted to Trade Goods by trading with neighbors, the old-fashioned Trade Agreements have been done away. While more dynamic, and allowing more trade to occur overall, the new system generally requires adjacency. The Hacan, however, with their sassy Guild Ships, are allowed to trade with any player. They also have a higher Commodities capacity than other races as well, allowing them to accrue a greater fortune. If that weren't enough, their Masters of Trade ability means they don't need to worry about stingy or antagonistic Trade Masters using the Trade Strategy, as they can always fill their commodities when Trade is played without spending a token. And, unlike other races, they may include Action Cards as an item of trade.
As TI4 has introduced the concept of Commodities, which can be converted to Trade Goods by trading with neighbors, the old-fashioned Trade Agreements have been done away. While more dynamic, and allowing more trade to occur overall, the new system generally requires adjacency. The Hacan, however, with their sassy Guild Ships, are allowed to trade with any player. They also have a higher Commodities capacity than other races as well, allowing them to accrue a greater fortune. If that weren't enough, their Masters of Trade ability means they don't need to worry about stingy or antagonistic Trade Masters using the Trade Strategy, as they can always fill their commodities when Trade is played without spending a token. And, unlike other races, they may include Action Cards as an item of trade.
STARTING TECHNOLOGYAntimass Deflectors
Sarween Tools Of course the hippest, richest cats in the galaxy can afford a bit of starting tech. Gives you a blue and a yellow, just a step away from a few key unit upgrades. If you can get the Tech card right away, and a bit of cash, you could potentially have Carrier II in Round 1! (Other races can also do this, of course, but cats have a better chance of affording that second tech). |
RACIAL TECHNOLOGY |
ANTHEM |
Quantum Datahub Node: At the end of the Strategy Phase you may spend 1 token from your Strategy Pool and give another player 3 of your Trade Goods. If you do, give 1 of you Strategy Cards to that player and take 1 of his Strategy Cards.
Production Biomes: ACTION: Exhaust this card and spend 1 token to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods. |
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As we all know, cats are cute but evil. TI4 cats are slightly less evil, however, than in TI3. Quantum Datahub Node used to be a one-way benefit to the cats, screwing over a friend, but at least now they have to pay for it. And Production Biomes got a bit of a nerf, but its status as an ACTION can make it a nice turn burner if you need to outlast those pesky Yssaril Tribes.
AGENTExpand the reach of your Trade Partnerships! Or just be nice to someone else for once.
HEROWow. A free build. Not that they need it, but hey! keep all your loose change to swim in, Scrooge McDuck style.
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COMMANDERI don't know how often this will be useful. I think you'd have to be Speaker (ie. final voter) before spending money on votes. But perhaps clutch in specific situations.
MECHCool unique ability to trade planets. Make sure you fetch a good price!
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FLAGSHIP

Wrath of Kenara:
Sustain Damage
Cost 8: Battle 2 dice at 7: Move 1: Capacity 3
After you roll a die during a space combat in this system, you may spend 1 Trade Good to apply +1 to the result.
Sustain Damage
Cost 8: Battle 2 dice at 7: Move 1: Capacity 3
After you roll a die during a space combat in this system, you may spend 1 Trade Good to apply +1 to the result.
HOME SYSTEMIf you only own the base game, this is the only triple-planet Home System! Argent Flight ruined your monopoly in the expansion. Each plant is pretty weak, but does give you the opportunity to triple-dock, if you aren't interested in saving a space dock for forward production. Also you can load this place up with PDS units.
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PROMISSORY NOTEI would find this useful in the early game.
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