Factions/Kjasjavikalimm Independent Nations

Kjasjavikalimm Independent Nations desperately need the other players’ help to do anything at all. They can’t directly use what they produce. Recommended for experienced players who can trade quickly and are comfortable trading at a loss if it means getting resources to move.

## Background

Faced with an alliance of eight species, the Kjasjavikalimm nations similarly allied against such a threat. The Directorate was founded to present a unified force to bring the aliens to heel..

And yet, old hatreds brewed. Many nations were excluded from the Directorate, and others feared the loss of their autonomy and refused to join.

## The Confluence

The Directorate is a greater threat to our way of life than the aliens could ever be. It concentrates power in the hands of the already powerful: Hadsja and Vagnleg. Some nations refused to join for ideological reasons; others were forced away by their more powerful neighbors, already members. For our nations to survive, we must seek another path. So, we will do the one thing the Directorate refuses: we will work with the aliens. Their technology, ideas, and people must be incorporated into our societies for us to have any chance of overcoming the Directorate.

And yet, we are defined by our independence. We may have the same goals, but we are no allies. Ancient grudges keep us disunited. Perhaps the aliens can help us overcome that as well.

## Gameplay Information

* Produce donation resources.
* Need others' donation resources.
* Upgrade using others' technology cards.

### Independent

All of the Independent Nations' starting converters produce donation resources. As with all donation resources, they must be traded away before the end of the next Trade Phase. If they are not, they will have to be given away.

The resources the Independent Nations start the game with are also donations. They will have to be traded away, or given away, by the end of the first Trade Phase.

New converters that enter play via technologies are not affected by these rules - they only produce donation goods as indicated by that card.

### Charity of Aliens

Two cards, Hoslonik Collective and Arjsend Commonwealth, require donation inputs. These can be any color of resource so long as they are the correct size and must be traded from another player's donations. The Independent Nations has an Incoming Donations card to track this: put resources from other players' donation on it. Those goods remain incoming donations across turn boundaries.

### Independent Colonies

Any colony the Independent Nations owns produces donation resources. This applies to additional Resources produced by alien special rules such as Caylion Plutocracy seedling tokens and Grand Fleet factory tokens.

### Alien Ideas

The Independent Nations' starting cards are upgraded by spending another player's technology card, not an Independent Nations technology card. The Independent Nations must have that player's permission to spend that card. Each starting card has three different ways it can be upgraded.

Independent Nation technology cards do not have this property: they are upgraded by spending their own technology cards per the usual rules.

### A Path Forward

The Independent Nations start with the research team Linguistic Analysts, which invents Universal Translator. However, it starts on their donation card: it must be traded away during the first turn. If it is not traded away by the end of the first Trade Phase, it will have to be given away.

### Zeth Stealing

Incoming donations are immune to theft from the Zeth Anocracy.

## Advice

Without trade, you can't do anything at all. Focus on the beginning of each Trade Phase. Try to get incoming donations as quickly as you can, as the other players will be looking to offload them swiftly. Wait too long and they will be traded to someone else and lose their status as a donation good.

Be willing to trade at a loss. If you lose a small cube to get five other small cubes out of your donation bin and into your economy, you're doing well. You can offer to pay a player to take all your donation goods and return them, but players will be unlikely to do this for many resources at once. Instead, aim for a series of quick mid-sized trades to get your resources to move as quickly as possible. Then, when there's only a few resources left that no one is interested in, pay someone to help you reclaim them.

Universal Translator is a powerful technology for you, especially if someone else invents it. It gives every player a converter that produces a large donation good and upgrades to produce two additional small donation goods. Help someone else get it into play quickly.

Exception: don't let the Society of Falling Light invent Universal Translator or it may be lost from the Confluence forever. If the Yengii Society invent it, make sure they license it to many players.