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RE: Which techs are critical?
Posted: Tue May 18, 2021 7:56 am
by Dampfnudel
I think critical are:
1. Solar Power
2. Anti-Tank Guns
3. Metal Soil Filtration
Everything else is not critical in my opinion.
I understand as critical = game over if technology is missing under circumstances that occur many times.
RE: Which techs are critical?
Posted: Thu May 20, 2021 3:15 pm
by Maerchen
ORIGINAL: Dampfnudel
I think critical are:
1. Solar Power
2. Anti-Tank Guns
3. Metal Soil Filtration
Everything else is not critical in my opinion.
I understand as critical = game over if technology is missing under circumstances that occur many times.
This.
RE: Which techs are critical?
Posted: Thu May 20, 2021 3:16 pm
by Maerchen
Internet hiccup made me delete this.
RE: Which techs are critical?
Posted: Thu May 20, 2021 3:54 pm
by zgrssd
Okay, decisions are a no-go after all.
Default decision does not mater. The Secretary can overwrite it, even if there are no Profile weights on anything. If those end up costing Fatepoints I can not accept that.
So, the next best thing would be Fate Stratagem Cards. But I would have to add those cards to the already overflowing "Nation" Tab.