The Dead God
10. Capital Gains
"When solving problems, dig at the roots." -Anthony J. D'Angelo
- Strength: Each hex in this Major Faction's influence cloud is a Major Faction Capital Hex.
- Strength: Whenever this Major Faction declares an Invasion, this Major Faction may relocate the defending Major Faction's Capital Hex.
- Strength: Whenever this Major Faction succeeds in defending a Major Faction Capital Hex, it may nullify three non-Capital hexes of the invading Major Faction's influence cloud.
I was glancing through the Mandate List recently, and saw this mandate. Strength 1 and 3 seem interesting, and very defense orientated - but Strength 2 feels like it comes out of left field. It almost looks like it was meant to say the faction with the mandate can move their own capital when an invasion is declared against them - which would make sense, and play into the defensive nature of the other two.
But, if it isn't a typo and you can just move someone's capital wherever you please when you declare an invasion, means you could cloud break an entire faction with one invasion. Even if they could quickly change their capital, then they'd have a cooldown - and then it'd just take two.
Example:
Any faction, at this moment, could invade any other for 2 hexes regardless of distance, and move their capital where they see fit. The GA could be wiped out from moving their capital to Oyokal and invading Shihon. The Sith Order, by moving the capital to Torrential and invading Shiva IV. DE by moving their capital to Borosk and invading Carlac. Crusaders through Er'Kit, EOTL through Gala, TAC by Doan.
My question is, is this meant to be like this? Doesn't this Mandate make every single Offensive based mandate completely worthless, while also making it so you can't be invaded from a distance? It seems a little broken, atm.