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Thread: Eclipse:: Strategy:: Combat Simulator

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by TimRogers

I haven't been able to find a working combat simulator. Are there any out there that people use?
I've been writing one (just in Excel, nothing too fancy), but am having trouble determining the exact logic for most efficiently assigning rolls to damage ships. I'd be interested in how other people have handled this.
My current take is to:
* assign rolls from the bottom up, making sure you utilise any rolls that will only hit one type of ship due to shielding
* for each roll number, assign the lower roll that will kill a ship
* if multiple targets can be killed, prioritise the one with the highest damage output:hull ratio (taking into consideration if they've fired missiles yet)
* otherwise assign the highest roll that won't kill the ship (allowing the possibility that a yellow + orange will kill it more efficiently than a red)

It's the last one that I'm least comfortable with. You could potentially end up hitting a ship with a plasma cannon to take it down to no hull then hit it with an antimatter to finish it off because you don't have anything else left... you'd be better off doing it the other way and damaging the next ship by 2.

Is that about right or is there anything else I should consider?

Thread: Eclipse:: Strategy:: Best ship builds to defeat ancients on turn 2 (for various races)?

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by Eclipsean4026

I've noticed in the past few games I've played that those who kill ancients as soon as possible (turn one for Orion, turn two for others) seem to often have a leg up on other players for the rest of the game. I started off playing mostly Mechenama, and enjoyed an early advantage due to the ease of buying fusion source turn 2, then upgrading my dreadnought with two positrons along with the newly researched source. I'd like to expand to other races as well, but I'm not quite sure what ship builds do well against ancients on turn 2 given each races starting resources/technologies. What has worked for y'all?

Thread: Eclipse:: Strategy:: When to come out of the shell when playing turtle races

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by Eclipsean4026

When I first started playing Eclipse, I found a great deal of success playing aggressive races such as Mechenema and winning by quickly taking my neighbors homeworld, or failing that, taking the middle and then focusing on holding my territory and building as many monoliths as possible. I've played more jack-of-all-trades races such as Erdani, Terran, and Magellan, using offense as my defence.

Lately I've tried playing some more turtle focused races and while I've won a few games with the Exiles, I've found that in every game I turtle for the first six rounds or so and get to an incredibly strong position, but I simply don't have time to upgrade all my ships and make a move on turn seven or eight. I can make a few minor gains on turn 9, but it's rarely enough and I usually get 2nd or 3rd place unless I got lucky with reputation and discovery tiles. Am I coming out of my shell too late? When is the ideal time to go offensive with the turtle races (Hydran, Exiles, Lyra, etc.)?

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Thread: Eclipse:: Strategy:: How to build decent ships with the shapers of dorado?

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by Eclipsean4026

Hey everybody,

I'm about to give in to my innermost passions and desires and purchase shadow of the rift. Of all the new species, the shapers interest me the most, even if they have a silly name. Thing is, I'm trying to theorycraft decent ships for them which could compete late game and I'm having no luck. How do you make up for the missing slot?

Thread: Eclipse:: Strategy:: First time player against a group of vets. Need some general tips

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by DomeIsTheName

I have watched videos and read guides and I understand the general idea but I would like some decent tips for good races to play and strageties to not get blown out of the water. If I dont come in last I will consider it a win. I asked the host if it was humans only and he said "Aliens. And no large alliances" Not to sure what that means. But its what I know of the game we will play. Any guides or tips would help a lit

Thread: Eclipse:: Strategy:: Winning without going hard on military?

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by clembo2021

I've only played a few games vs AI on iPad. However from my limited knowledge it seems like you HAVE to go pretty heavy on military to have any chance to win. It also seems very meta-game dependent. Like if you're playing with 4 other people who have big fleets, you'll probably be singled out and destroyed.

So how possible is it to win with a limited/small fleet?

Thread: Eclipse:: Strategy:: late in a 6 player game, you have no neutron bombs and they all have missile carriers..

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by ctcharger

So I take out the central hex but my ships are designed for missile defense -1 -1 -1 -1 with 1 plasma cannon. Basically it means I can't realistically conquer large populated systems before someone else moves in.

Is that it? anything else I can do? In hindsight, I should have got some -2's for my ships I guess to free up space for more guns maybe? Maybe focus on other avenues for victory?

It was satisfying to watch the AI players ships fire all their missiles and then just go poof when they all missed. Still, not a good showing. :-(


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Thread: Eclipse:: Strategy:: Strategy Tips for a First Game?

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by art642

My friends and I are playing Eclipse for the first time this Saturday. It's a little bit heavier game than we are used to playing together, but we're all excited and have set aside plenty of time to learn the rules and play it. 6 of us are playing. Any tips—strategy or otherwise?—for playing it for the first time?

Thread: Eclipse:: Strategy:: Pyxis Unity - the new Eridani?

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by Jannick soerensen

First I will say a Big Thanks to all of the posts, Files and other stuff you guys add in this Forum! It helps alot to add more to the dephts of this great game!

Now to the subject:
Before we had the expansions the Eridani was the weakest and hardest race to play, but with the ability to use developments to boost science, materials, points or all of them. It has become a stronger and easier race.

The Pyxis Unity on the other hand has really a hard time, we have tried many strategies:
1. Aggresive play, but if you loose one (crusial) battle mid-game, where you needed the new hex and resources to add to the snowball effect. The Pyxis player was forced to pass an entire turn, just to produce or research anything in the next round. (this has happened more than once)

2. Building orbitals Building one or two orbitals per round to increase value of the hexes has proven to be the best way for Pyxis. But the amount of resources a not near the size of other players. When Pyxis gets around 20-25 resources, the other races gets over 30 (in total). Which means you have to take hard decesions with either a technology or a ship or two.

3. One advanced population If you where unlucky with the draw of hexes and gets say only 1-3 advanced population spaces, using this tech to advance and populate 2-4 advanced (including your homeworld) puts you in the same situation, not producing enough compared to the other races.

Only advantage to Pyxis is to being able to do more in the very last turn due to high "money" production. But without the MOVE/Upgrade ability but just build/move or one of the upgrades, it helps little.

The 4 points per Deathmoons are hard to get, because the Pyxis only gets to build 1 or 2 Deathmoons per play, if left alone by the others.
So with less or weaker Shield points due to rare or late compats, Pyxis usually looses.

What are the strategies/House rules you guys use for this race to help it getting better?

Thread: Eclipse:: Strategy:: Advanced Robotics or Improved Hull

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by daggaz

In round one, you are lucky enough to be presented with this choice and can afford either one or the other with relative ease. There is only a single copy of each.

What do you take, and why?

The free action is hot especially in round one, but that allows your neighbor to pick up the shields (and potentially use them against you). And how useful are those extra actions if you get surrounded by ancients and can't quickly field a squad to take them out? IH can be hard to pick up as well if everybody else is waiting for it in the next few rounds. Same can be said for adv robotics.

I can see the immediate onboard advantage of IH, but still conservatively lean towards Adv. Robotics and using the extra flexibility to adapt.

Thread: Eclipse:: Strategy:: Eclipse's Action Economy, a simply break-down

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by daggaz

So I've been playing this game off and on the last year, and have read through these forums to beef up my strategy, and one of the rules-of-thumb I came away with was this:

Don't populate systems with only one planet.

Another adage you often hear is "The action track outpaces the economy track."

Ok fine, but I still found that I struggled to manage my turns and often found myself coming up short (beer doesn't help in this game, I should add). In order to find out, I finally took some time to analyze the action economy and what that adage means, and I realized the system is quite simple yet key to everything, and you can understand it fully from the economy track alone, which looks like this:

28 24 | 21 18 15 12 | 10 8 6 4 | 3 (2)

Now you can see I have added vertical lines dividing the track up. These indicate "total-action-zones", corresponding to these values in the same order:

1 | 2 | 3 | 4

What these mean is that at the start of your turn, assuming you do not have racial action handicaps (orion, eridani, etc), and assuming that all of your systems contain ONE population cube generating money, this is the number of actions you have before taking another action costs you money and potentially bankrupts you, assuming you do not change your economy.

So most races start the game with 4 actions. If you populate a single system with a orange planet and pass, the next round you will have 3 actions, etc..

Here is the trick. If you influence a system which does not generate money, subtract 1 from the total-action values (this is where Orion gets owned, that's their homeworld). For every extra action disc you get thru tech (adv robotics, quantum grid), add 1 to the these values. And for every system that uses more than one cube from your economy track, add 1 for every cube over the first cube.

There you have it. You start your turn and look at your track. Your income for the start of the round tells you what total-action-zone you are in, and your balance of systems/discs tells you how many large that total actually is.

One last trick: If you are doing nothing but opening and influencing systems costing two actions total, then the influence action pays for itself AS LONG as you remain within a given total-action-zone and AS LONG as you drop 1 cube on an economy planet per system. If you land on the last value, the bonus is exactly negated meaning you will have a net income of 0.




Thread: Eclipse:: Strategy:: Action Economy, a simple break-down

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by daggaz

So I've been playing this game off and on the last year, and have read through these forums to beef up my strategy, and one of the rules-of-thumb I came away with was this:

"Don't populate systems with only one planet."

Another adage you often hear is

"The action track outpaces the economy track."

Ok fine, but I still found that I struggled to manage my turns and often found myself coming up short (beer doesn't help in this game, I should add). In order to find out why, I finally took some time to analyze the action economy and what that adage means, and I realized the system is quite simple yet key to everything, and you can understand it fully from the economy track alone, which looks like this:

28 24 | 21 18 15 12 | 10 8 6 4 | 3 (2)

Now you can see I have added vertical lines dividing the track up. These indicate "total-action-zones", corresponding to these values in the same order:

   1     |          2         |        3     | 4
28 24 | 21 18 15 12 | 10 8 6 4 | 3 (2)

What these mean is that at the start of your turn, look at your income and find the corresponding total-action-value. Assuming you do not have racial action handicaps (orion, eridani, etc), and assuming that all of your systems contain ONE population cube generating money, this is the number of actions you have before taking another action costs you money and potentially bankrupts you, assuming you do not change your economy.

So most races start the game with 4 actions. If you populate a single system with a standard orange planet and pass, the next round you will have 3 actions, etc..

Here is the trick. If you influence a system which does not generate money, subtract 1 from the total-action values (this is where Orion gets owned, that's their homeworld). For every extra action disc you get thru tech (adv robotics, quantum grid), add 1 to the these values, for every missing disc, subtract 1 (Eridani). And for every system that uses more than one cube from your economy track, add 1 for every cube over the first cube.

There you have it. You start your first turn of the round and look at your track. Your income for the start of the round tells you what total-action-zone you are in, and your balance of systems/discs tells you how large that total actually is. Where you end up on the income track this round then tells you how many actions you will have the next round.

One last trick: If you influence systems, then the influence action pays for itself AS LONG as you remain within a given total-action-zone and AS LONG as you drop 1 cube on an economy planet per system. If you land on the last value, the bonus is exactly negated meaning you will have a net income of 0.


Now we see how the action track outpaces the income track and have a system for quickly determining how many actions we can take, and how many bonus actions we can afford when influencing economy systems. We also now understand, that the rule-of-thumb about two planet systems is incomplete. If you populate a two-world system that doesn't generate income, you will lose a lot of potential actions. You need a very good reason to take this system, or you need to have a large bonus in your action economy.

Advanced economy, adv. robotics, and quantum grid are critical technologies if you want the ability to grow the rest of your economy and respond to threats.

Orbitals are also undervalued, as they can transform a brown/pink system from a ball-and-chain into an economic powerhouse, provided you use them to generate income and don't waste it on science. Note that you do not have to put the orbital in that system to gain the effect; you can put it anywhere. Drop an economic orbital on your most well guarded system and it affords you one economically disadvantaged system anywhere in your empire.




Thread: Eclipse:: Strategy:: Drives underpowered?

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by DaCooGa

What is the point of researching fusion or tachyon drives? Fusion drives are a pretty rare buy in most cases I see as the energy cost is increased and movement is generally not a problem. I know they give an initiative boost as well but that doesn’t seem to be worth 4 science and a research action when you can just buy positron computer for +2 and initiative. The drives just don’t seem worthwhile at all. Is there something that I am missing?

Thread: Eclipse:: Strategy:: Eclipse - only a long arms race till big final battle?

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by starkprod

There must be a different way to play, right?

I have played this game with 2 groups or so and perhaps 10 games or something. While I very much enjoy the economic parts of the game, it feels like it is only a long way till a massive end game fight. Nobody wants to take risks because a moving in on an enemy require actions and that give them time to upgrade or build. Many times players are locking themselves into their own territories making a land grab difficult without passing through the galactic center, which usually is the key signal of “lets gank whoever tried to go there”. Combat feels very expensive and associated with so much risk that it more becomes a lol-attack rather than specific strikes.

So, how do you make the game more dynamic and less insular without explicitly telling the other players “you need to be more open and attack more” and expect them to do it.

Thread: Eclipse:: Strategy:: Eclipse – Cataclysm of the Monoliths: a two-player cooperative variant

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by geofg

Hi all. This game is now available in the files section:

Eclipse – Cataclysm of the Monoliths is a two-player cooperative variant for the game. It includes attacking and defending enemies with separate behaviors, including a sophisticated enemy movement AI that requires players to race toward their goal through hordes of foes while protecting their flanks. A variable upgrading process for enemy ships lets them evolve into formidable fighting fleets. The enemies reinforce existing fleets and muster new ones as they attempt to thwart your progress, while their ultimate destructive armada lurks in the back steadfastly preparing for your ultimate attack. The file includes everything needed to print and play, including instructions, player reference sheets, several sets of new cards, and scoring sheets.

The flavor text is included below. If somebody with artistic talent wants to make fancy graphics for this, I would be happy to share the original docx.

Enjoy!

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The discovery of two ancient monoliths of immense power has spawned an epic race to control them. Scientists have determined that when the two monoliths are joined they form a weapon capable of destroying entire star systems, but the technology is unstable and may implode if not quickly recovered, releasing immeasurable destructive force across the universe. Now one monolith is controlled by hordes of enemies, while the other remains in allied control. The allies must combine forces to capture the enemy monolith before time runs out, while guarding control of their own.

Thread: Eclipse:: Strategy:: Trying to make sorting solution

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by Fjalee

Hey, I'm making a storage solution for ship parts tiles to my friend as a gift. I was wondering if anyone of you who has the game could tell me the exact size (length, width and height) of the ship parts tiles please ? Appreciate it.

Thread: Eclipse:: Strategy:: 1:1 Tournament ---- Race Balancing

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by clintmeyer

So me and 5 of my friends have been playing Eclipse a lot lately (4-6 player games).

We decided to play a 1:1 tournament, starting with a round robin phase to give everyone a seeded ranking (only playing humans and rise of ancients and ship pack one expansions). After we are all ranked, in ranking order we will pick races and then play a single elimination tournament.

I want to get some opinions on which races should be eliminated from a 1:1 game because they are too strong. We are eliminating Draco and Planta per manual......but what about the rest? Anything in particular that is too strong in a 1:1 matchup? I would like to expand the faction selection to include all the expansions but again not sure which ones should be eliminated.

Any thoughts/feelings/guidance is much appreciated.

Thread: Eclipse:: Strategy:: Help needed how to spice up human and pick races in another way.

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by Jannick soerensen

In our play group we think the humans are somewhat boring and is mainly made for filling out some space on the other side of the boards.
Did you guys do anything to spice up the humans?

Making each faction different from another?

We are thinking about making a 3/2 trade in three categories for three of them, and making the other 3 better at producing resources.
Or maybe giving each faction a different starting tech too.



Our other concern is to pick races differently. Maybe the way "Twilight emperium" works with giving starting sectors and choose from 2/4/6 races. Or the way it works in "History of the world" by picking races for another player.

We have a tendency of some players playing "passive/peacefull" and thereby picking those races and other players doing the opposite.
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