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The scripted turns in this workshop make it harder to play with the variant since turns and actions are handled differently. I have a lot of the original code still dormant to support the variant, I just have it disabled until I find time to integrate and update it. I have been busy with a newer version that integrates fan Mini-Expansions. I'm trying to finish them before the new Breen and Dominion expansions come out, because, of course, i'll be busy adding those.
Here's the original thread for Bleached Lizard Variant.
https://boardgamegeek.com/thread/1686248
As always, I can't express how grateful I am - and probably many more - for you putting so much energy into this mod.
Setup 1) Agree
Setup 2) Agree. We didn't use it either
Setup 3) Agree with Andorian points. With Ferengi we have been playing 2 for 5 culture and it's seemed balanced so far since it costs 7 now. Hasn't been an issue with the vulcan so far. They actually have a pretty high win rate among our games.
Setup Extras) Everyone starts with an extra command as well. With Cardassians having 2 extra.
Initiative) Agree
Execution) Agree on all points but note the following
Execution 4) Yes players can spend an extra command to add a token, up to the max
Execution 5) Agree, we play Andorians must spend 1 command
Execution 8) For the vulcans, when this was attempted, we let them draw 2 random research from another player and choose one. Seemed to work well.
These are just my thoughts and how we have been playing. If you have any questions, please let me know. Thanks again for doing all of this!