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Designer Diary: Eclipse - New Dawn for the Galaxy

Touko Tahkokallio
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Note: I developed Eclipse together with Sampo Sikiö, and during the development process, Sampo and I both wrote detailed designer notes in the game's forums. In this diary, I try to not duplicate those notes but instead find fresh approaches to talking about the game. Want to know more about the development process? I've gathered those earlier notes in this Geeklist: Designers' Notes for Eclipse.

Short introduction to Eclipse

In a game of Eclipse, each player leads a space civilization and pursues insurmountable glory for their mighty empire. But be warned that there are many obstacles on the way – some parts of the galaxy are already inhabited by the mysterious Ancients, and the other rising empires also have ambitious plans for galactic domination!

Eclipse is a 4X game, with the abbreviation standing for eXplore, eXpand, eXterminate and eXploit. At the start of the game, the Galaxy is mostly uncharted. During the game, players explore the uncharted sectors of space and colonize new star systems. Players may develop new technologies that help their civilization in many ways, in addition to building gargantuan fleets with which to wage wars. Fleets can consist of different types of spaceships, and each ship type has a customizable blueprint. Certain technologies allow you to upgrade your spaceships with more powerful ship parts such as drives, cannons, power sources, shields and missiles, making them even swifter and deadlier war machines.

The game in play

At the start of the game, players choose the species they want to play, and each player can choose between a Terran faction or a unique Alien species. Terran factions are identical in terms of game play and provide a flexible base race for playing the game. The six Alien species each have their own special strengths and weaknesses; it's recommended that you play the first few games with Terrans to get to know the game better, as some of the Alien species can be tricky to play at first.

Technologies in Eclipse

There is no single way to win Eclipse. Instead players can gain glory in many ways: controlling star systems, developing technologies, waging wars, exploring new sectors of the galaxy, building colossal monoliths, and forming diplomatic relationships. Some species can also gain additional points for their special powers. Combat is encouraged by rewarding players with reputation points when fighting against the other players or the neutral Ancients that dwell in the galaxy. Fighting is not the only way to gain points, though, and more peaceful strategies are possible as well.

Eclipse is a strategy game for 2-6 players, and with experienced players it can be played in 30 minutes per player. The game is published by Lautapelit.fi in cooperation with its international partners: Asmodee, Ystari, REBEL.pl and Asterion Press. The first batch of 450 games was flown to the Spiel 2011 game fair in Essen, Germany and sold out there. The main shipment of the print run, which arrived via slow boat, should hit the stores any time now, if it hasn't already done so. What I think is pretty incredible is that the main shipment has also sold out (at least at the publisher level) before hitting the stores! Fortunately, the second print run should come out at some point in 2012.

Some Personal Background

I love thematic games! Well, at least in principle I do. In practice, however, many times I find myself disappointed after playing a thematic game. Why is that?

I think one of my main issues with many thematic games is that in order to score well, you may have to do things that conflict with the spirit of the game. A typical example of this would be a game that thematically revolves around fighting, but in order to win the game, you need to actually avoid fighting. In such cases, the game can be a quite different experience if you try to optimize your success, compared to just playing casually and enjoying the atmosphere. Suddenly the atmosphere vanishes because of the group's competitive playing style. Also sometimes, if the ultimate cause for the design was the atmosphere, it can be possible that not enough effort was employed to guarantee smooth and interesting game play.

Orion Hegemony

Anyway, analyzing this a bit further, I think the main problem for me is that I like to play games competitively and enjoy the challenge that the game offers. I realize that not all players find this important, but I think many others do. Of course, this doesn't mean that we "competitive players" desperately have to win all our games, but we enjoy trying our best. As designer Reiner Knizia has said: "When playing a game, the goal is to win, but it is the goal that is important, not the winning." I think this saying is spot on.

Probably this is the main reason why I find myself playing mostly "Euro games" in the end. Although Euros can be a bit dull sometimes, they typically work like a well oiled machine, providing nice mental challenges in a reasonable playing time – yet there's no real reason why a game could not be both thematically coherent and meaningfully playable in a competitive way. That said, theme and balanced game play are perpendicular features, so it can be tricky to fit them both in the same package.

Categorizing the Game

So when designing Eclipse, one of the main goals was to try to meet the challenge of combining a rich theme with balanced strategies. Did we succeed? There is always room to improve, but personally I think we did reasonably well. However, if we had to choose between these two qualities, I would say that the balanced game play was the number one goal for us (for the reasons explained above). Despite this, I feel that we did not have to make any major sacrifices on the theme side as the theme and mechanisms started as best friends early on.

Obviously people want to categorize everything, and Eclipse is probably no different. So is Eclipse Euro- or Ameritrash? I have heard both answers. Many American-style games are known to be long, use dice, and have a luck in the game play. Eclipse shares some of these features.

Dice used in Eclipse

Some early commentators have even gone as far as claiming that Eclipse is a luck-based game. I want to use this opportunity to explain why I disagree. The game does use random tile draws and dice, so aspects of luck are always present and players who seriously dislike luck might want to look elsewhere, but I don't consider the luck factor to be decisive in determining who will fail and who will prevail.

After all, when considering how luck driven a game really is, there are several things to consider. First, luck itself is pretty meaningless as you need to compare it to the depth available in the game. A game that has enough room for skillful play (i.e. depth) can compensate a lot for luck. Based on my experience, I would say that Eclipse is actually a very skill-driven game. I don't know if it's good or bad news for you, but be warned: Skillful players tend to beat newbies in this game!

Second, random elements need not equate to being unbalanced, and therefore causing a luck-based experience. It is certainly possible to create a game in which the events are different, yet equally powerful when compared to each other (assuming, of course, that these events are exploited correctly). We wanted to do something like this with the exploration part of the game and balance the different options the best we could. The variability in exploration and in available technologies is an important factor in making each game feel like a unique experience.

Using dice in combat naturally creates genuine uncertainty and surprises, even for the most experienced players, yet the possibility of customizing ships gives experienced players lots of ways to improve their probabilities in combat. Even so, "improve" but does not mean "guarantee", and the probabilities will not always be resolved the way you thought – at least not in this part of the multiverse.

Sampo gets pwned! ...yet still scores around 35 points

Note, however, that due to the random aspects of the game, especially in Exploring, no single fixed strategy works in Eclipse. Players who want to force their favorite strategy from game to game will find themselves typically losing. These players will probably claim that they were "unlucky" with their explores as they didn't get what they wanted, but skillful players don't really want anything; instead they know how to best benefit from the situation they encounter and create their strategy accordingly. I have seen some players scoring high scores (35-60 points) from game to game, and I don't know how that would be possible in a luck-driven game.

Confronting the Typical Conflict Game Problems

Several factors can be seen as the motivations that led me to work on this game in the first place. One of them is arguably the Master of Orion video game series, yet I would say that the main motivation for Eclipse came from another direction: I was not completely happy with how things were done in other civilization-building board games that I had played so far.

Some have commented that the player board in Eclipse shares some similarities with those in Through the Ages: A Story of Civilization. These people are on the right track as the whole thing actually started after playing a game of Through the Ages. Although I very much liked the basic idea of the player board in that game, I thought there should be a more convenient way to handle the production/upkeep part of the game. This pondering lead to the production core found in Eclipse and provided the starting point for the whole project.

Picture of the player board (late prototype)

One thing that I thought was especially lacking in my board game collection was a civilization game in which the expansion happens on a spatial map and which involves direct conflict in a balanced way. Through the Ages, for example, chose to explore the non-spatial aspects of the civilization experience – which is arguably a wise choice, as spatial multiplayer conflict games tend to have common problems. For one thing, it can easily happen that either waging war is too important (there is no other way to win the game) or that the players fighting together will both lose compared to the other neutral players. When you combine this with the possibility of economical expansion (i.e., a "snowball economy"), the equation becomes even more tricky to solve. Yet I thought that if executed right, the goal could be so intriguing that I wanted try to find new ways to tackle these problems.

In fact, the way in which players gain reputation points in combat is there mainly to guarantee that an aggressive playing style and a more peaceful existence are both possible strategies to realize in Eclipse. In the same way, the influence disc mechanism in the game guarantees that as players conquer more space for their empire, their actions become more expensive. Although the idea is not to bring every player to equal footing (which the system doesn't do anyway as large empires benefit from massive production), it does cause new problems for managing a large empire, countering the economical snowball effect to some degree.

Blueprints for Planta Seed class Interceptor and Hegemony Protect class Starbase

The second problem related to many spatially related conflict games is the openness of the map. This can be especially a problem in games that use a map made of hexagonal tiles or a hexagonal grid. Since hexagons have many connections to their neighbors, the maps tend to get quite open – especially in space, where coming up with geographical restrictions is a bit tricky.

To emphasize the potential problem related to openness, consider the following scenario: Let us say that players A, B and C are neighboring players in a conflict game with an open map. Player A launches an attack against Player B, with most of A's ships moving to fight deep in the enemy territory. Player C sees a void in Player A's area and therefore launches an attack against A, as he has very little defense in his territory – OR if players are careful in their actions (if they are playing competitively), Player A sees better not to attack in the first place, as he realizes that C will come after him if he does so. Players are therefore forced to turtle, as it is not beneficial for anyone to launch the first attack.

The main solution for countering this situation was to create a map that is more restricted than a hexagonal map and where players may affect how the topography of the map is formed, which is why the spaceships in Eclipse can cover vast distances only through the Galactic Wormholes. Thematically this also works nicely, as having only subluminally moving spaceships that travel galactic distances and fight wars on a galactic scale is actually much more unthinkable.

Some examples of Sector hexes with discovery tiles

When exploring the galaxy, the players may affect how the Wormholes are located in the given game by suitably orientating the sector tiles. Through the clever placement of tiles, the players may create choke points that can help in defending their empire. More aggressive (or diplomacy-oriented) players can try to open up the map, ensuring that they have many connections to different parts of the galaxy.

Some Final Words

Eclipse has been out for a while now, albeit with a very limited availability, but I think the reception so far has been pretty amazing. We are so happy to see people enjoying the game! Maybe it will even mean that someday we'll get to play the official versions of the expansion materials we have created so far...

Touko Tahkokallio
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Subscribe sub options Tue Dec 6, 2011 12:21 pm
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Curt Carpenter
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I can only imagine that your main purpose for posting this is to torment those of us waiting for our pre-orders, and to pour salt into the wounds of those who have recently realized that the first print-run is completely sold through on pre-orders and they'll have to wait for the next printing.

Mission accomplished.
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  • Posted Tue Dec 6, 2011 12:32 pm
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Josh Morgan
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This game cannot come soon enough. Thanks for the post and congratulations on an amazing game!
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  • Posted Tue Dec 6, 2011 2:09 pm
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Anthony Rubbo
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Quote:
I would say that the balanced game play was the number one goal for us


You are one of the good ones, sir.
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  • Posted Tue Dec 6, 2011 2:20 pm
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Kevin Wenzel
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I just started hearing about this game a few weeks ago. It is so on my Radar now!
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  • Posted Tue Dec 6, 2011 2:24 pm
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Finland
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Having played (lost badly and loved it) the game and having read all the diaries, I really think these should be printed and included in future versions of the game.
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  • Posted Tue Dec 6, 2011 2:31 pm
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Dan D
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rhoubhe wrote:
This game's reprint cannot come soon enough.


Fixed. I like reading about this game.
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  • Posted Tue Dec 6, 2011 2:44 pm
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Jonathan Ramundi
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Great summary.

...probabilities will not always be resolved the way you thought – at least not in this part of the multiverse.

Best line.

Also, regarding the possibility of publishing "official" versions of the expansion material you guys have been working on, with such positive reception of Eclipse right out of the gate, I'm all but certain you'll get the opportunity to, and I greatly look forward to seeing it (please do some designer notes for it as well).

Good luck on that, but also congratulations again for already creating such a wonderful work of art!
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  • Posted Tue Dec 6, 2011 2:47 pm
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Sir Halden of FTL
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Such a good game. I have only played once and cannot stop thinking about it.
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  • Posted Tue Dec 6, 2011 2:55 pm
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Leslie Taylor
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This game looks amazing. Eclipse is truly a Breaking Dawn over a New Moon Twilight.
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  • Posted Tue Dec 6, 2011 3:54 pm
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Clint Broadbent
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Great work on the article Toukho. I can't wait for my copy to get here. Is it too early to talk about the possible expansions you have already finished? Or are all those "torturer" comments true?
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  • Posted Tue Dec 6, 2011 4:26 pm
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Al Leduc
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Halden wrote:
Such a good game. I have only played once and cannot stop thinking about it.


Yeah, me too.
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  • Posted Tue Dec 6, 2011 5:19 pm
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Mike Watne
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Detail from a mug designed by my girlfriend, based on Agricola's "Pink Goddess" card (L-Deck). Now being the resident rules guru grants both tea and bonus points!
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Touko wrote:
Players who want to force their favorite strategy from game to game will find themselves typically losing. These players will probably claim that they were "unlucky" with their explores as they didn't get what they wanted, but skillful players don't really want anything; instead they know how to best benefit from the situation they encounter and create their strategy accordingly.


Very well said. I can't (but must) wait to get my hands on this game.
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  • Posted Tue Dec 6, 2011 5:20 pm
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Walter
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>Maybe it will even mean that someday we'll get to play the official versions of the expansion materials we have created so far...

Ok, where can I preorder !

WalMal (Eclipse owner, 2 games so far whistle)
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  • Posted Tue Dec 6, 2011 6:20 pm
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Darren M
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  • Posted Wed Dec 7, 2011 3:42 am
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Sebastian Grawan
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It's a brilliant game, I got my copy at Essen 2011.

Hearing any news aboat an expansion is great, too. Can't wait.
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  • Posted Wed Dec 7, 2011 3:59 am
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Ralph T
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I guess that's where all those extra pieces from Galactic Emperor ended up?
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  • Posted Wed Dec 7, 2011 4:36 am
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Mike Uppdal
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I am really looking forward to this game, after seeing Drakkenstrike's Breakdown Video Review and the introduction video from Spiel 2011, I was sold and pre-ordered the game strait away - just waiting for it to arrive
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  • Posted Wed Dec 7, 2011 6:13 pm
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Richard Dewsbery
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5 games in, and this post reminds me that I need to get it back to the table soon.
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  • Posted Thu Dec 8, 2011 9:36 am
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Jeffrey Allers
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Congrats, Touko! I was lucky enough to get the game in Essen, but have not had the time to try it out yet. Can't wait!
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  • Posted Thu Dec 8, 2011 11:27 pm
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Pieter
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I played it tonight for the first time, and managed to eek out a victory in a four player game (against two somewhat experienced players and one newbie), but the scores were really close in the end (31, 29, 28, 24). If one die-roll had gone differently (not even in a fight that involved me), I would have had second place.

I own Through the Ages, and I own Sid Meier's Civilization; both games I love. Eclipse seems to try to fulfill the same needs for me as these two, but of the three it is, for me, definitely the lesser -- precisely because of the overabundance of luck. Sure, the game rewards skill, but luck plays a big role: big enough to influence a couple of points in the game, and for a game that is about those last couple of points, that is a big deal.

It is hogwash to claim that the game has multiple paths to victory: there is only one path, and that is victory points. It is true that there are multiple ways of acquiring those, but in general your decisions in that respect are subject to the random chance that you suffer.

My characterization of Eclipse is "Sid Meier's Risk": it has the techs, it has the exploration, it has the developments, it has the tactical and strategic decisions, but in the end you have to roll at least as well as your equally skillful opponents or you will lose. "Rolling" meaning here every luck-based outcome: rolling dice, drawing reputation tiles, drawing exploration tiles, and drawing artifacts.

Mind you, by no means I am saying that Eclipse is a bad game. In fact, I think it is a pretty good game. Just not very suitable for people who don't like long games with quite a bit of luck. Like me.
 
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  • Edited Wed Dec 28, 2011 1:02 am
  • Posted Wed Dec 28, 2011 1:00 am
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Antti Autio
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Flyboy Connor wrote:
I played it tonight for the first time, and managed to eek out a victory in a four player game (against two somewhat experienced players and one newbie), but the scores were really close in the end (31, 29, 28, 24). If one die-roll had gone differently (not even in a fight that involved me), I would have had second place.

I own Through the Ages, and I own Sid Meier's Civilization; both games I love. Eclipse seems to try to fulfill the same needs for me as these two, but of the three it is, for me, definitely the lesser -- precisely because of the overabundance of luck. Sure, the game rewards skill, but luck plays a big role: big enough to influence a couple of points in the game, and for a game that is about those last couple of points, that is a big deal.

It is hogwash to claim that the game has multiple paths to victory: there is only one path, and that is victory points. It is true that there are multiple ways of acquiring those, but in general your decisions in that respect are subject to the random chance that you suffer.

My characterization of Eclipse is "Sid Meier's Risk": it has the techs, it has the exploration, it has the developments, it has the tactical and strategic decisions, but in the end you have to roll at least as well as your equally skillful opponents or you will lose. "Rolling" meaning here every luck-based outcome: rolling dice, drawing reputation tiles, drawing exploration tiles, and drawing artifacts.

Mind you, by no means I am saying that Eclipse is a bad game. In fact, I think it is a pretty good game. Just not very suitable for people who don't like long games with quite a bit of luck. Like me.

This seems like the typical impression of a first-time player (you said yourself that you arrived to this conclusion after just playing the game once) who is predisposed to believe the luck element is significant. For such inexperienced players who do not know the game well and can't play it efficiently yet, the luck element might appear more important than it is.

You are by all means entitled to your opinion. However, I would refrain from this kind of statements until you've played at least 5-6 games more. Chances are you'll see that you were mistaken and luck really plays a minimal role in the outcome of the game (like I believe, having played this game a lot in the past 1,5 years). Or perhaps it's just not for you. In any case your analysis lacks all credibility when you're just learning the game. The rules are deceptively easy to learn but true understanding of strategies and efficient play takes more practise!

It is true that Eclipse allows you to gamble and take risks occasionally but you are always the one who decides how much (or how little) luck you want to involve in your decisions. You can control and manage your luck to a very high degree in this game. The elements that are outside of your control are never game-breaking (though sometimes they require a strategy adjustment to counter / benefit from).

Randomisation does not equal heavy luck. Exploration is pretty well-balanced once you know what to do with different kinds of hexes, all Discovery tiles share the best bonus: 2 free VP (new players tend to think it's the other side that matters, but those bonuses are situational), tactical placement of your fleet and design of your ship blueprints will allow you to set the combat odds in your favour. Those who fight most (and are successful at it) invariably end up with the highest reputation scores.

On the other hand, the two games you mentioned in comparison have certain aspects of completely uncontrollable luck (cards becoming available, combat card values..) that may in some cases have much more significant effects, but you seem to be okay with that..? Just to give you food for thought.

Anyway, I'd be interested to hear your thoughts after a dozen games or so. Happy gaming!
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  • Posted Wed Dec 28, 2011 6:40 am
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Pieter
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aautio wrote:
This seems like the typical impression of a first-time player (you said yourself that you arrived to this conclusion after just playing the game once) who is predisposed to believe the luck element is significant. For such inexperienced players who do not know the game well and can't play it efficiently yet, the luck element might appear more important than it is.

I would not dare writing a review of this game after one play, and I am not doing that. I am only pointing out the objective luck-elements of the game, which are too many for my tastes. Of course I see that you can mitigate the effects of luck by designing your ships well, acquiring the right technologies, designing your empire with choke-points, etc. I have worked on that, and I enjoyed working on that. But that does not take away the luck-elements.

aautio wrote:
On the other hand, the two games you mentioned in comparison have certain aspects of completely uncontrollable luck (cards becoming available, combat card values..) that may in some cases have much more significant effects, but you seem to be okay with that..? Just to give you food for thought.

You mention two aspects here: the availability of cards in Through the Ages, and the combat card values of Sid Meier's Civilization.

The cards that become available in Through the Ages are visible to all. They are available to all. Which is a lot like the way technologies are handled in Eclipse, and I have no problems with that.

The combat card values in Sid Meier's Civilization, are, indeed, its weakest point in my view. However, note that these are dealt long before battles take place: it is like a player has die-roll outcomes in hand, and has to decide what to do with those. Which is different from starting a fight and then rolling the dice. Also note that most combat cards are exactly the same, just a few are a bit weaker and just a few are a bit stronger. Therefore there is much less randomness than in Eclipse.

Most games have an element of randomness. Randomness can occur in multiple ways. It can be something that determines the situation in which a player has to make decisions, or it can determine the outcome of decisions. I have no problems with the first kind, but I don't like the second kind, mainly because it takes control away from the player. Eclipse has quite a bit of the second kind.

I know that people often attempt to defend their favorite games against the accusation that it has a lot of luck, but there is not really a defense. The luck is there. It is just that you can mitigate it. But I don't like luck even if it can be mitigated. That is just the way I feel about games.

But after all this ranting, let me stress once more that I think Eclipse is a pretty good game. It tries to be a boardgame version of Master of Orion, and I definitely got that feel from it. I enjoyed the game to the very end, even though it took us four hours to get through it. But for games of this kind, I prefer different ones. And the reason is the amount of randomness and the way it is used in the game.

aautio wrote:
Anyway, I'd be interested to hear your thoughts after a dozen games or so. Happy gaming!

It might actually get to that, but it probably will be a couple of years.
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  • Edited Wed Dec 28, 2011 3:36 pm
  • Posted Wed Dec 28, 2011 11:25 am
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Henrik Johansson
Sweden

mbmbmb
Before reading on I must issue an "of topic warning"
Flyboy Connor wrote:
Also note that most combat cards are exactly the same, just a few are a bit weaker and just a few are a bit stronger.

Your starting units i Civ can be value 1, 2 or 3 with most of them being 2. So if by "a bit" stronger/weaker you mean 50% stronger/weaker then yes

A bit more on topic, having and expressing an opinion after only a few games or even one is fine with me. Unfortionaly it is a very rare ocation that I get enough people to play this kind of game with me so if I was to wait til I had played a dosen games before saying anything, I'd never be able to post anything here soblue

Any way, while I generaly like games with less "randomness" better I do think this game looks very promising and I hope to get to play it soon. If only my friends would stop insisting they have "a life" and don't have time to play games every weekend...
 
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  • Posted Thu Jan 12, 2012 1:49 pm
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Evan Hill
United States

Arizona
what's a timeline for the second printing
 
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  • Posted Tue Apr 3, 2012 11:27 pm
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W. Eric Martin
United States
Apex
North Carolina
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niceguyevan wrote:
what's a timeline for the second printing

The latest word I heard is that the second printing should be available in stores in May 2012.
 
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  • Posted Wed Apr 4, 2012 6:52 am
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Evan Hill
United States

Arizona
GAAAAAH I was afraid of that. I want this game bad but don't want to pay the $160+ some retailers have it for. Thanks any way for the info. Looks like I have to bite the bullet or wait.
 
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  • Posted Thu Apr 5, 2012 7:47 am
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