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Thread: Eclipse:: Strategy:: Pure Science Strategy

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by chadisfred

So, I've played a few rounds on the board and on iOS. Now that I have a general understanding of game play and pace, I decided to try out a science-only strategy to see how that would play out.

Preface:
I did not win the 6v6 play, ended up in 4th. I played an all human match and did not go with an alien race more suited to research (We are still playing human only on Eclipse nights — Players are still learning just as I am, so i figured i'd stick with humans as I want to try in bring this strategy to the board)

Tiles:
I first expanded 2 inner tiles in front of my home tile, trying to set the warps to force opponents through the galactic centre to reach me. Of course, this was wishful thinking and only worked slightly. Worm hole generators ended up being a major hindrance.

I then expand the rest of the game with outer tiles to remain as far from battle as possible.

Economy:
ideally I was looking to maximize science. I realized early on that utilizing this science-only method could lead to a robust economy due to how quickly I'd reached advanced economic tiles. My economic priorities were science, money, then materials.

Researching:
The first thing I did was look to get advanced science economy, followed by orbitals, then look to other advanced economy tiles / artifact keys, and finally into monoliths.

I was fortunate to get advance labs quickly, which I followed up with orbitals as soon as possible. I then realized I'd required more resources, so I'd colonized as many material plants / researched advanced mining as soon as I could. From there I'd gone for the artifact key, advanced economy and good ol' advance robotics / quantum grid.

Rational / Results:
getting as much science / money in the beginning helped greatly. I'd been able to get orbitals quite quickly which allow me to immediately start getting VP / additional science / materials for building more orbitals and then more monoliths. By the 7th round I had the strongest economy and the lowest influence pay (due to quantum grid / robotics which were easily obtained). Artifact key was also beneficial in allowing me to quickly start my building phases as materials were the resource I lacked the most often in the beginning.

I felt very confident I was on my way to victory having made diplomatic relations with my 3 neighbouring races. SO HOW DID I MESS IT UP. Well, I didn't build any defence. I should have built star bases with maxed out plasma missiles and +2 role, but I didn't… One of the neighbouring races attacked me, going against our diplomacy, and stole two primary resource hexes. The final 2 rounds were spent spending / upgrading / and then building anti-plasma missile set-up dreds which allowed me to destroy the offending neighbouring races dreds. HOWEVER, I had neglected to research neutron bombs as I'd figured I would not have to take over any neighbour tiles… A critical error.

There you have it, just thought I'd present this on here, get some feed back for how I'd played it, recommendations for building a defensive colony.



Thread: Eclipse:: Strategy:: Chance of Success

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by Buggy

So for reasons of my own design, I wanted to know what would be the best of the lower cost improvements to put on a regular cruiser if you were to send it out solo against a single ancient ship.

So I wrote a simple simulator that ran that battle hundreds of thousands of times. Here's the results:

Base Cruiser vs. Ancient
Attacker wins 85355 out of 500000 (17.071000%)

Cruiser with extra Hull vs. Ancient
Attacker wins 171930 out of 500000 (34.386000%)

Cruiser with Improved Hull vs. Ancient
Attacker wins 257123 out of 500000 (51.424600%)

Cruiser with Gauss Shield vs. Ancient
Attacker wins 231125 out of 500000 (46.225000%)

Cruiser with Positron Computer vs. Ancient
Attacker wins 319263 out of 500000 (63.852600%)

Cruiser with extra Ion Cannon vs. Ancient
Attacker wins 273694 out of 500000 (54.738800%)

Cruiser with Plasma Cannon vs. Ancient
Attacker wins 255012 out of 500000 (51.002400%)

Well that would explain why the Positron Computer is more expensive than the rest. It was interesting to see that two Ion Cannons is slightly better than one Plasma Cannon, but it does make sense, really.

The next step is to make the simulator handle multiple ships on a side. Let me know if there are any battles you would like me to simulate. (Or if there is already a simulator out there and I've just reinvented the space-wheel).

(edited to change the results to 500000 battles)

Thread: Eclipse:: Strategy:: Nice House rules?

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by Ablomis

Anyone has nice house rules (which have stood the test of time)?

We were thinking about following:
1) No ships building in attacked hex (Forces you to have an army rather than resources)
2) No going tactical bunkrupt (except in reaction phase). Should smooth out the last turn and remove "screw everything -> attack tactics"

Thread: Eclipse:: Strategy:: Strategies for Orion Hegemony or Terran?

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by GamePlayaTim

Hey guys, I was just looking for some strategies for the Hegemony and the Terrans. Thanks!

Thread: Eclipse:: Strategy:: mechana start

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by drakeavril

Anyone try hunting ancients t1 with mechana?

t1 explore hex 1
t2 building cruiser
t3 put positron computer on interceptor and free slot in cruiser should win (maybe lose an interceptor)
t4 move both and kill ancient then influence?

good or bad?

Thread: Eclipse:: Strategy:: Draco, a pushover race?

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by damong

I see many people rate Draco very high and some even consider it the best race in the game. However in the 50+ games I've played, Draco really hasn't done that well, usually getting their sectors taken over in mid game by expanding neighbors. What I think really hurts them is the lack of those early ancient fights, denying them of useful ancient techs, resource boosts, 4 VP victory tiles etc. They also seem slow to pick up the pace, making them an easy target by mid game. I usually go for an aggressive race/strategy so I really don't play Draco that much, so I'd like to ask those who do how you see the race, what kind of strategies you use and how do you manage to win with Draco?

Thread: Eclipse:: Strategy:: blocked from center. ..correct?

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by elmsley4

4 player game.

Friend built a 1 tile blocking me from the GCDC? Is this legal?

Thread: Eclipse:: Strategy:: How to win against Ancients in an efficient manner (race: humans only)

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by Paravastha

When my group has played Eclipse, we tend to go for cruisers or dreadnoughts to deal with ancients. We haven't really figured out any ways to get good use out of interceptors. Some build a cruiser in turn 2, others find one during discovery/exploration.

I have waited to turn 3 for my first build action so far, to good effect. It's usually a dreadnought that has gotten 1-2 nice techs. Either IH or PC, or a -1 shield. The dreadnought get's the job done but often need Turn 3 to come into play.

Some people try to rush ancients on turn 2 but the gambles haven't payed off so far. Too many actions: build-upgrade-move that could have been better spent on exploration/research.


I didn't have a chance to try it, but I'm thinking that 3 interceptors on turn 2 could deal with a single ancient if there is no good tech.

A early Plasma Cannon would make me want to try:
PM, +1 computer, default drive/source. 3 ships hitting on 5+ and one-hitting ancients. That's 1 upgrade action, 1 research action to a cost of 5 (-1 tech cost due to star base tech) and 6 resources.
It is similar to the Turn 2 cruiser but the upgrade action benefits all 3 interceptor, instead of moving in with an default interceptor and an upgraded cruiser.

A Improved Hull would probably work too, and if all tech sucks, I guess ion cannons +1 computer could try to "get it done". I identify this early 3-interceptors to be a weak tactic against double-ancient-tiles.


So to my questions:
What is the most efficient way to deal with ancients early game?
What tech do you look for, and if no tech available - what upgrades?
What ships do you build and on what turn do you move on ancients?


Thread: Eclipse:: Strategy:: best ancient ship upgrade tile?

Thread: Eclipse:: Strategy:: antimatter cannon

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by Hathorian

Do these get researched/used in your games? Their power requirement cost seems prohibitive (not to mention a high research cost). Does anyone use a house rule to help them (e.g. 3 power requirement instead of 4). I really want to use them but seems like it would be hard to justify in a game with 2-4 players....

Thread: Eclipse:: Strategy:: Advanced Eclipse Strategy

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by vandevrande

First of all, I love Eclipse. I think this game has interesting mechanics and dynamics that fit a special niche within my play group. My intent with writing this is to open the dialogue to explore advanced tactics and strategies for this great game. This is not meant to be a formula for do exactly this to win, but rather an exploration of the key things to think about to elevate your gameplay. Much of my strategic thinking has developed from reading strategy forums, so many of ideas captured here are summaries of strategic discussions on this forum. I am open to feedback, critique, or new ideas.

This is also not meant to explore the statistics of combat, as that is better covered elsewhere. The only thing I will mention here is that beginners tend to wait to attack until they are in an overkill position, where advanced players attack earlier with lower, yet still attractive odds, or they attack with less desirable odds to counter a player about to runaway with the game. Advanced players do need to understand the stats in order to know when it is better to, for example, add a computer rather than extra cannons, or other similar ship blueprint decisions.

I've separated this into sections based on tactical themes, and I follow each with a summary of how these themes impact certain species more drastically than others. This is based on the base game of Eclipse without expansions, but one day, it will be interesting to add the expansions into the discussion.

Feel free to jump to and read/comment on certain sections, if you don’t have time to read it all.

Politics: Eclipse is a game heavily influenced by politics. The nature of the game encourages table talk, informal alliances, and strategic verbal manipulation of your opponents. Often, you can influence your opponent’s actions by pointing out an advantageous maneuver for them or threat from another opponent, thus creating a distraction from what you are planning. However, be careful not to be labeled a “ringer” in your play group, or your opponents will gang up on you frequently, which can be difficult to overcome (spoken from personal experience).

Species tips: Hydrans want to be left alone in the early game until they build up their technological advantage, so watch for distractions created by them. Mechanema are the best race to play in order to respond to frequent ganging up by your play group, since they can switch their ship builds quickly to counter ship builds of different opponents.

Early Exploration: the early rounds of Eclipse are heavily devoted to exploring hexes, but it can be difficult to choose which rings to explore (1, 2 or 3), so there are a few things that every explorer should keep in mind:

1. In games with 4+ players, connecting to and forming alliances with neighbors (even if planning on breaking them later) is very beneficial for the extra production.
2. Never let someone else place your Ring 1 hex connected to the center as this can be a major disadvantage.
3. There are limited Ring 3 hexes, so don’t let everyone else snatch them up.
4. Control your boundaries with your neighbors. Most species should seek to have multiple connections to neighbors (not just through the center) to increase opportunities for end game maneuvers. Highly defensive races (Planta) should try to create walls with neighbors (not even half wormhole connections) and have only one or two choke points where ships need to travel through.
5. Aggressive species should consider moving inward as a priority to take the center.
6. Limit the “turtling” of defensive species (i.e. don’t let Planta create zero or one access point to the rest of the galaxy).
7. Don’t overextend yourself unnecessarily through exploration as actions become very expensive quickly. The final Ring 2 hexes can usually wait in smaller games if your borders are already well established.
8. Try to place hexes (especially Ring 3) in a manner to create more options for exploration, to avoid getting blocked by ancients.
9. Some options for Ring 3 hex placement are to explore in nearly a straight line away from the center (e.g. to protect far away hexes for later monolith placement) or to “curve around” and return to Ring 2. The first Ring 3 hex should try to connect a path to the Ring 2 hex adjacent to, but not accessible by, your homeworld hex.

Species tips: Orion, Eridani, and Mechanema are aggressive and should tend towards the center. Draco should snatch up as many Ring 1 hexes as possible due to the value of double ancient hexes. Planta are highly defensive and should avoid the center and even consider blocking off a path to the center. Hydran should be defensive early but leave options open for later aggression. Terrans are balanced and could play aggressive or defensive depending on neighbors.

Turtling: minimizing the entries into your territory though hex placement can seem like a safer proposition since those entries are easily defended, but those funnels are also easily defended by your opponents and leads to a boring game of stalemates. However, some species have an advantage with turtling (Planta), so they should seek to minimize access to their territory. Hydrans want to turtle early, but then explode out later once they have their technological advantage. For most races, multiple connections tend to lead to better point values in the end, though it may create nerves throughout the game.

Species tips: Planta can win by completely cutting themselves off from the rest of the galaxy, so don’t let this happen.

Virtual Fleets: if you are in a defending position, it can be extremely valuable to maximize your action efficiency by waiting as long as possible to build your ships, or build them in response to an attacker invading your territory. As long as you have sufficient materials, you can exert a threat of your “virtual fleet” countering whatever your enemy does. This is especially helpful for starbases, since they cannot move, so you want to place them only where they are needed. Note: sometimes it is an important tactic to pin ships as a defense to minimize your losses, and virtual fleets do not help with pinning.

Species tips: aggressive races such as Orion, Draco, Eridani, and later in the game, Hydran, are less likely to have virtual fleets, but even they should consider keeping spare materials ready for a reactive build.

Attacker’s Actions: the attacker has a distinct disadvantage in actions. It takes a relatively high number of actions to build and move ships into enemy territory, especially when facing a defender with a virtual fleet, because they can just build ships in the hex that you invade without using a move action. Thus, it is extremely important to strike as late in the round as possible, ideally after the defender has passed. Keeping your plans secretive can help mitigate the attackers’ action disadvantage by making it action expensive for the defender to react (either they are bankrupt or doing less efficient reactive actions). However, sometimes waiting in the round to attack can allow the defender to create a better pinning position for themselves by either creating a choke point of less expensive ships, or more aggressively pinning your key ships in your own territory.

Species tips: Eridani are effectively crippled with their two action discs removed, thus their strategies are usually executed early enough into rounds for opponents to have plenty of time to react. This single-handedly makes Eridani extremely difficult to play with and are only recommended for advanced players.

Accumulating Actions: passing last in the later rounds of the game, once the “good” techs are snatched up, is a very powerful position by acting after your opponents plans are all laid out. Make sure you correctly value techs such as Advanced Robotics, Advanced Economy, and Quantum Grid, as well as managing your supply of money. It isn’t necessary to purchase all these techs to win, but be aware of where your actions supply is relative to your opponents and try to get more actions than them by the end of the game. Don’t hesitate to drop low production and/or low value hexes (via tactical bankruptcy) in order to have more actions available on following rounds. You can always influence them back up at the end of the game to get the points.

Species tips: actions are vital for any species, but perhaps only slightly less essential for Terrans due to their 3 Move capability, which counters part of the attackers’ action disadvantage.

Tactical Bankruptcy: to save unnecessary actions, it is very useful to intentionally execute more actions than you can “afford” based on your money income, in order to be forced to remove influence disks from low value hexes at the end of the round (discovery tile hexes with no production are prime candidates for this). This saves you an unnecessary influence action to remove those disks. Note: make sure that you are following the rules correctly when doing this at the end of the round: first move your money marker up the track according to your money income, then remove influence disks from hexes until you can afford the influence cost, returning any population cubes from those hexes to their respective tracks in the process, then pay the influence cost by moving your money marker, then finally collect your science and material incomes. Doing it this way is not explicitly stated in the rules, but I believe it is the correct way for this to be done based on automatic upkeep on the iPad version of Eclipse.

Species tips: Eridani not being able to tactically bankrupt in the early game due to their high starting money further makes it difficult for this action poor race.

Discovery Tiles, to Keep or Use: discovery tiles can seem like a strong benefit to use them for their bonus rather than keep them for 2 victory points, however, in almost all cases, keeping their bonus will not net you 2 or more victory points in the end, so it would have been better to keep them for points. For example, the shard hull may seem really nice, but it is better to have an even number of hulls since most advanced weaponry (plasma cannons, missiles, and anti-matter cannons) attack with even damage, so two plasma cannon attacks will kill a ship with one shard hull or one improved hull, but adding a second improved hull requires a third plasma cannon hit to kill. Many other ancient ship parts are too situational to be useful. I only consider using discovery tiles when they get me a bonus in science beyond what I accumulate in one round, or materials, if I need materials badly. Conformal drive interceptors with neutron bombs can be very fun, though, especially with a wormhole generator.

Species tips: No major differences, but Hydran may consider using the Ancient Technology tile, depending on their research progress.

Pinning ships: this single-handedly can separate great from good players. Basic pinning strategies include littering your territory with less expensive ships or starbases (when you are at a weaponry tech disadvantage) to prevent opponents from progressing towards your more valuable hexes. However, advanced players will know when to aggressively pin enemy ships in their own territory to prevent those ships from moving into their territory. Using a sacrificial interceptor to pin a deadly dreadnaught can mean the difference between losing that valuable hex this round and buying time for you to catch up on the technology tree. Besides, suicidal attacks can be beneficial for getting reputation tiles. Players need to also be aware of pinning “leapfrog” opportunities, such as using lesser ships to pin all enemy ships in a hex, then using a better ship to invade past the pinned ships deeper into enemy territory. However, be cautious about freely supplying lots of reputation tiles to an opponent who has not collected many already. Protip: ships used solely for pinning can be upgraded with hulls built over weaponry in order to better survive a retreat to pin again another round (if reputation tiles are not desired). Ships are allowed to not have any weapons.

Species tips: Terrans have an obvious advantage at pinning with their extra move capability. Terrans can pin two ships and move a third past the pinned ships all in one action (provided the ships have better drives).

Countering Plasma Missiles: the all-out plasma missile build (basically no weaponry but missiles and computers and no hulls) seems broken to beginner players, so everyone needs to know how to counter this type of build. The basic counter is to load up on Improved Hulls and Phase Shields, with one cannon, potentially just the basic cannon, and no computers. The idea is to survive the onslaught of the missiles, then the attacker has no choice but to retreat (if possible) or lose all ships. Some missile builds add a cannon to still have a chance to win the fight if the missiles don’t wipe everything out. Another counter is to pin the missile ships and invade the attacker’s territory. Try to avoid letting the plasma missile player accumulate massive numbers of ships. Better to chip away at their materials, killing a few ships at a time, even at less desirable odds, rather than wait until they have a massive fleet. Missiles are a game changer when they enter play, but they do not break the game. Missiles cannot remove victory points earned through discovery tiles, reputation tiles, or technology (unless you get completely wiped out of the game, which is unlikely).

Species tips: Terrans can execute the pinning/invading counter well due to their extra movement. Hydrans can snatch up the missiles earlier than others, usually.

Focused Ship Building: in most games, the amount of available actions that can be efficiently devoted to upgrading ships tends to allow for two types of ships to be upgraded. Spending actions to upgrade three or all four types of ships is usually preventing you from opportunities to increase your final score. Usually the choice comes down to interceptor or starbase plus either a cruiser or a dreadnaught. The choice between cruiser and dreadnaught is difficult and is heavily influenced by board position, available tech, and your species. I tend to favor dreadnaughts due to action efficiency for movement, plus how well one dreadnaught holds up in early ancient battles. Remember, ships with basic blueprints can still be built and used for pinning or invading unprotected hexes, they just won’t destroy many ships.

Species tips: Terrans and their extra movement tend to work well with interceptors and cruisers, but favoring starbases over interceptors if they are in a defensive position. Eridani almost have to favor dreadnaughts due to their action deficiency.

Technology is not all equal: some technology is better valued than others, and some are almost automatic buys, so below is a proposed tier distribution of the technology tiles. Note: certain situations can change the value of tech, including your species, so this is just a general guide.

Extremely valuable (auto buys in most situations): Improved Hull, Advanced Robotics, Neutron Bombs (Neutron bombs don’t need to be rushed in round 1, but should be researched in most games)
Very Good (helpful in most games): Neutron Bombs, Plasma Missile, Advanced Economy, Fusion Source, Positron Computer, Quantum Grid, Fusion Drive
Average (occasional benefits): All the rest
Weak or Highly Situational (should be rarely researched): Antimatter cannon, Orbitals, Tachyon Drive

One important comment on action efficiency is that you should try to avoid researching the medium and advanced versions of the same tech (positron/gluon computers, plasma/antimatter cannons, fusion/tachyon drive, etc.), unless doing so for victory points or for denial. Also, usually you should try to build from the same tech track for points. The Grid tech track is often considered best, followed by Military, then Nano, but don’t let this restrict your thinking on track selection.

Species tips: Hydrans often research less valuable tech to boost their future tech discounts and for victory points. Orbitals/Monoliths are nicer for Mechanema due to their discount, but are still situational. Aggressive species will tend to value drives more highly, but the initiative bonus and opportunities for counter attacks make drives nice for all species.

Check scores often: you need not count everyone’s score all the time (impossible anyway with reputation tiles flipped down), but you should frequently check your relative score to your opponents (i.e. see how many more/less points they have in discovery tiles, hexes, and tech) since the game leader is not always obvious based on board position.

Species tips: Don’t be too concerned with species that are leveraging their species advantage (e.g. Hydrans have more tech points than you), but do be concerned with someone having a 6-10 total point lead over you and plan accordingly to close the gap.

The Draco Maneuver: every species is allowed to move a ship into the center in round 1 (sacrificial ship that gets pinned) then explore/influence a Ring 1 hex on the other side of the center. For most species, this is not usually a smart move as an opponent can conquer that hex from you relatively easily (if you were unable to avoid a wormhole connection to their homeworld hex). However, Draco’s have a special advantage in influencing a hex with ancients (especially double ancients) to help defend that hex. Thus, they can quickly form a foothold in enemy territory and be very aggressive. At least do it once to get a reaction from your play group.

Species tips: Obviously, this works better with Draco, so don’t neglect the possibility of this opening, especially against Planta. However, other species should be aware of similar opportunities to use sacrificial ships (or non-sacrificial ships) to explore/influence beyond ancients to secure their territory during the explore phase.

End Game Maneuvers: in the last 1-2 rounds, the focus shifts entirely to gaining immediate victory points. Final actions become very precious and efficiency at gaining victory points becomes paramount. Surviving ships do not net any victory points, except if they are in empty hexes and you can place an influence disc at the end of combat, so the game encourages all-out war in the final round. However, if your reputation tiles are maxed (all 3s or 4s), then you should avoid battles that only give your opponents reputation tiles. Every ship action should be taken to gain or avoid losing victory points on hexes or to gain reputation tile points. But there may be better paths to higher scores. Some end game maneuvers to consider: building monoliths, researching wormhole generator and invading high value hexes that are poorly defended, researching tech just for points, or killing any remaining ancients (there should not be any left at this stage anyway unless Draco is in play). All remaining materials, money, and science should be spent to gain victory points (e.g. researching tech), but don’t throw them away for nothing since they break ties. Artifact Key can be a useful research to net lots of materials for monoliths or extra science for more tech research.

Species tips: Mechanema can turn a virtual fleet into a devastating single action four monolith build with their final action. Hydrans often research to fill their tech track and can do a surprise monolith build or wormhole generator invasion. They also can usually research for a lot of points in the final round, so Hydrans are particularly lucrative with their final actions if left unpressured with military invasion.

Good luck all and please share your key strategies/tactics and thoughts.

Thread: Eclipse:: Strategy:: What type of population cube do you use for diplo/orbitals/white planets?

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by bossebatong

Obviously it depends on other factors, such as what race you are playing, what planets you currently have, what your long-term strategy is etc. And for orbitals you can't place a materials cube either.

I generally don't place materials cubes unless I'm realy starved for materials, going mostly for money or research. I have previously been very prone to place almost only money cubes on diplo and white planets (and also on orbitals in the rare game where I build one), but recently I have reconsidered.

Having more money means you can take more actions, but actions get expensive faster than the increase in money. For research it's in many ways the opposite:
1) The more research you do, the bigger your discount for future research becomes
2) Having better tech increases the value of your other actions
3) Tech (eventually) gives you victory points
4) Having a lot of research means you can afford expensive tech earlier, and potentially also depriving your enemies from the same tech
5) Having fewer actions (from not having as much money) means you will more often pass first and thus get first pick for the new techs at start of next round

Would be interesting to hear how veteran players choose to populate their white planets/diplo/orbitals.

Thread: Eclipse:: Strategy:: Draco

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by kaneAAA

Is draco overpowered if you have passive/ non-aggressive neighbours? If so, how is this avoided ?

Thread: Eclipse:: Strategy:: 2 VPs or take the bonus for discovery tiles?

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by bigGameGeek

My group has just discovered this gem and it is all the talk right now for these last two weeks. But I'm just wondering how often people take the bonus for discovery tiles. So far in our games most (prob 90%) of the time people have taken the 2 VPs, the only exception is the +3 cpu and the 3 hull

However two BIG caveats that I'm aware of :

- We have only played four games, I have only played three of those

- It is obviously situationally dependant




Thanks all!!

Thread: Eclipse:: Strategy:: Strong ship builds

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by HoosierLife

There was a post in a thread somewhere where someone listed like 8 really strong ship builds. If someone has a link that would suffice. If not, what are some of the strongest builds you like? What order do you upgrade in for early ancient combat?

It seems to me, after 5 games, that not taking into account missiles, computers and shields are the best value. Being able to roll 5/6 at minimum, compared to your opponents 6 rolls, always bests stronger weapons and bigger hulls IMO.

So what ships do you prefer?

Thread: Eclipse:: Strategy:: Invincible to ancients

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by Goldov

Does upgrading ships with phase shield make ancients unable to hit you? Since they need to roll 6 + 2 - 1 = 7 which is impossible? so getting a phase shield u can send an interceptor with it to an ancient and kill it automatically?

Thread: Eclipse:: Strategy:: A very quick and dirty combat heuristic you probably already use

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by Creamsteak

This comes to mind after my most recent game. I've basically always used some form of this when I play, but apparently it had not occurred to some of my friends. I understand it has problems, but I'll share my basic heuristic for combat judgement.

This is a really basic back of the envelope way of calculating whether or not you can win a given combat. With some experience, you can get a very quick and dirty expectation of how much of a risk you are getting into. This is not going to tell you how combat will go (dice are random), and there are nuances this can't deal with, but it does get you a ballpark figure for when to pick a fight or retreat/concede.

First, evaluate every ship types average damage per round. Supposing the enemy ships all have the same level of shielding, this is given by a simple multiplication of your chance to hit by your damage done with each weapon.

So, for example, in the basic human dreadnought with a hull upgrade and a human interceptor with a hull upgrade your damage would be given as 4/6 and 1/6 respectively. The typical single alien interceptor has a damage against such ships of 4/6 as well (two ion cannons hitting on 5 and 6).

Second, divide each ship types damage by it's total damage to kill. For your interceptor with 2 hits, that would be 1/12. For your Dread, that's 1/6. This is the priority you should apply to attacking a target. In other terms, it means that damage to the dread is twice as good as damage to the interceptor, on average, though this is obviously flawed in some ways. It's only important here for evaluating what follows.

Now, in initiative order, add up average damage per round between fleets till one side hits the total damage needed to kill the highest priority target.

In this case, the interceptor does 1/6 to the alien's 2, then the alien interceptor does 4/6 to the dread, then the dread does 4/6 to the alien making it 5/6. Following this chain

Human, Alien
1/6, 0; interceptor shoots
1/6, 4/6; alien shoots
5/6, 4/6; dread shoots
6/6, 4/6; interceptor shoots
6/6, 8/6; alien shoots
10/6, 8/6; dread shoots
11/6, 8/6; interceptor shoots
11/6, 12/6; alien shoots
15/6, 12/6; dread shoots, 15/6 is > than the alien's health, the alien is dead.

After each ship is dead in priority order, you can continue from there.

If ships have missiles, just front load the equation with the missile math in order.

If ships have different shields, the equation gets rough a bit.

Regeneration obviously negates 1 wound per round on that ships action.

This won't get you anywhere near the exact odds you have, but it will get you an idea of whether or not you are likely to win or lose, and with casualties or without. It obviously ignores luck, retreating, and various other problems. Once again, this is just a back of the envelope ballpark idea of whether you are getting in over your head or not. Luck happens, and there are variables like damage overkill, mixed shields, targeting priority and opportunity, etc. I'm mostly suggesting this for those moments where you really don't know if you are ready to take out a specific alien cruiser or picking a fight. I also don't personally have the ability (or more the desire) to do the math with very complicated fleet combinations or series of battles. It's also no substitute for research or experience.

Thread: Eclipse:: Strategy:: general strategy - I need your advice!

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by Starfox4

I'm fairly new to this game, but I really like it.

I've only won one, and it was flukey. blush

I'm interested in all your general strategies:

Which races are overpowered/underpowered?
Are any races 'supereffective' against any other race in any particular ways?

Tech tree: should I be upgrading weapons and hulls, or computers and shields? statistically which way gives me the best probability of winning a battle?

Research: jack of all trades, or should I specifically try to fill out one particular research type?
...or are their a few particularly valuable research items that I should invest in generally?

When exploring: What should I be looking to keep, and what to discard?
I assume squares with aliens on them should be kept.

General fleet strategy: swarm interceptors, or go big&heavy with dreadnoughts?

The endgame: what really makes the difference in victory points? Are monoliths worth pursuing, or too costly?

specific race strategies - as 'planta' should I mainly be avoiding combat and just exploring and colonizing?
which races are most aggressive?
why and how?

How to play the race that cant fight ancients? full aggressive against the enemy, or something else?

Thanks guys. The more detail the better.

Thread: Eclipse:: Strategy:: Planta vs Terran. Initiative is the key!

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by Boomer1000

Just got through playing A 2 player game - Planta vs Terran. First I would like to say is playing Planta is a challenge. His ship templates might look ok initially, but his initiative is terrible, and hard to update.

Initiative is EVERYTHING in combat. Planta had better weapons but never got a chance to use them.

At first Planta got off to a great start, and Terran ran into several Ancients. Even with that advantage, Terran slowly came back and won handily.

Be careful and move wisely if you have Planta. And build a large fleet!robot

Thread: Eclipse:: Strategy:: Houserules for Orion and Eridani?

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by Matjillam

Hello fellow geeks

While I LOOOOVE Eclipse, it really bugs me that Orion is just too strong overall and Eridani is just plain crap.

All the other races have their strengths and weaknesses (Hydras and Plantas early can be disrupted, Draco struggle with VP's late because of no ancient treasures etc). But I don't feel like Orions weakness (bad reasource trading/not optimal home planet) is enough for them.

And Eridani is just a plain disaster. If everything goes extremely well for Eridani, they are on par with other races. If things goes bad/mediocre, they are just plain horrible and really cant do anything. They just NEED to get a flying start by getting good exploration, being able to take center (which Orion still does better) to able to compete.


So, does anyone have any houserules for these races? A nerf to Orion and a buff to Eridani?

Just thought it would be cool, if ppl actually wanted to play Eridani, because they had certain advantages over others.
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