HF4A Module 4 Initial Thoughts 0 ▲ The Tao of Gaming 47 minutes ago · Gaming · hide · 0 comments Now that I’ve done a (Solo) High Frontier for All game with Modules 0+1+2+4, some quick thoughts. The contracts and augmentations really do make the game feel different. Getting an boost lets you take off much faster, and an early ability/augmentation can be game changing. Literally. Getting a colonist who adds a hydration, or is an ISRU1 raygun opens up the board. I haven’t gone for a “Bernal First” strategy often, but you could easily see that to get that first augmentation on the board fast. Needing four augmentations to promote a GW thruster to a TW thruster is a big deal. Normally when I get the GW thruster it’s promoted in a few turns. (One turn if it’s the D-D type) but in my game it took over 20 turns to line everything up. Having the first isotope produced double FINAO costs from 4 Aq to 8 Aq is huge. (I’m playing the Exodus.2022 variant). I misunderstood the timing and if I’d played it correctly I would have probably hosed myself out of the game. But this solves some of the… No comments yet. Log in to reply on the Fediverse. Comments will appear here.