Recommend
1 
 Thumb up
 Hide
6 Posts

Eclipse» Forums » Variants

Subject: Research & Upgrade variant rss

Your Tags: Add tags
Popular Tags: [View All]
Brent Dill
United States
Arizona
flag msg tools
1. Research:

A) Technologies are not placed randomly at game start. Instead, all technologies in columns 1-3 are available to all players from the first round of the game. Whenever a player performs the Research action, they gain their chosen Research tile, then pull four random Research tiles from the bag and add them to the available Research tiles for all players.

B) When you research a new Ship Upgrade technology, you may immediately upgrade ONE of your ships with one copy of the new technology. Further upgrades require the Upgrade action, as normal.

C) When you research a new Advanced Colony technology, you may immediately place ONE cube of the appropriate color on an Advanced Colony space in a system you have already Influenced. Further colonizations require the use of Colony Ships, as normal.

D) When you research a new Construction technology, you may immediately build ONE ship or object of the appropriate type, paying its Material cost as normal. Further constructions require the Build action, as normal.

E) If two players have an Alliance, and one has Researched a technology that is not currently on the board, they may allow the other player to perform a Research action to search the Research bag for that technology and purchase it.

2. Upgrades:

A) When you replace an Ancient Upgrade with another Upgrade, you do not lose the Ancient Upgrade. Instead, you may hold onto it, and place it again as part of a later Upgrade action.

B) When you Upgrade a particular design, you may also move any other Upgrade tiles that are already on that design into other slots on that design if you so choose.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mathue Faulkner
United States
Austin
TX
flag msg tools
badge
Avatar
mbmbmbmbmb
What are you trying to accomplish with the variant?

And have you played with it? How many times? How did it change the game?
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Daniel Hammond
United States
League City
Texas
flag msg tools
badge
Avatar
mbmbmbmbmb
I think the only significant change is the first one. The major issues that I think will occur because of it are:

That it weakens the first pass (or early pass if you are playing pass order = turn order). Because the main advantage is getting first crack at new tech.

Second adds a help the leader component. If I can afford a couple actions more than everyone else then I stall until everyone else passes then I buy a cheap tech which unlocks more tech for me.

Third it lessens the pressure to grab the early techs such as IH and other key low level techs, and removes a buy it at the cost of trading resources or risk losing it to later players. Because of that lessened competition for the first 3 levels of tech it is likely to weaken the races that start with those techs.

Finally I think it will make the early game very predictable, because of the above reasons.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Christopher Melenberg
Canada
Prince Rupert
BC
flag msg tools
badge
Avatar
mbmbmbmbmb
I have to agree with Daniel on all points.

I do however think all the other things are small but added up are significant. It seems like the more "free actions" you get out of completing other actions the more likely players are able to maximize their economy etc. Part of the reason Eclipse is such a good game is that you can't do everything and it leaves you wanting more, to try something a bit different next time to better maximize your turns etc.

Regardless, if you prefer a much more predictable game play and the ability to get slightly better ships in each game then that is likely what your variant will do.

I am also curious if you've tried this and what you've found from it. Report back.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brent Dill
United States
Arizona
flag msg tools
So, after playing several games with various combinations of these rules, here's what I've found:

1. The "pull four random Research tiles when you Research" actually works GREAT as a replacement for the standard Research ramp-up per turn, with "four" dialed down to "two". This *replaces* the normal rules for adding tech tiles to the board at the start of each round - this way, the only way to get new tech on the board is for someone to do research.

2. Placing the 1-3 columns on the board at turn 1 makes the Hydrans a little too powerful compared to the other races, because they can buy cheap technologies and then ramp up to a full tech tree much faster. So far, this hasn't been enough to consistently win them the game, but it has been enough to guarantee that the Hydrans always end the game with a full tech grid.

3. Everyone who's played with it approves of the "keep Ancient Ship Parts for future Upgrade actions" rule.

4.Everyone appreciated the "one free Advanced Colony / Upgrade Part / Build Object" rule. It's small enough that actual Upgrade actions are still important, but it gives people just a little more edge. One consistent suggestion has been to replace the "may" with "must" - you MUST place one block on an Advanced Colony when you research an Advanced Colony, and thus you cannot research that kind of Advanced Colony tech until you have Influenced a system with that kind of Advanced Colony on it. Also, you cannot research a ship upgrade tech if you do not have any ships that could support that tech (so for example, you CANNOT research Antimatter Cannons until you have a ship design that produces at least 4 power more than its drive). Likewise, build tech research winds up costing Science + Materials, because you MUST build one of that object when you research that technology.

5. The "research technologies that your allies have even if they aren't on the board" is way, way too powerful. We're working on an idea to tone it down.


1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brent Dill
United States
Arizona
flag msg tools
So, with some more games under our belt, and an available expansion, here's where the Research and Upgrade Variant rules are:

0. Diplomacy
Humans gain one additional Diplomacy tile, for a total of four.

1. Research
A) At the beginning of the game, place ONE of each of the following Technology tiles on the Research board:

Neutron Bombs, Starbase, Plasma Cannon, Gauss Shield, Improved Hull, Fusion Source, Nanorobots, Fusion Drive, Advanced Robotics.

These are the only Technology tiles that are placed on the board before the first turn.

B) Whenever a player takes a Technology tile, they immediately replace it with two random Research tiles from the bag. This is the only time Research tiles are added to the board.

If a player Researches a ship part Technology, they MUST immediately place a corresponding Ship Upgrade tile on one of their ship designs. This must be a ship design of which they have at least one ship built. If they cannot do so (for example, due to power requirements or not having any ships built), then they CANNOT Research that ship part Technology.

If a player Researches an advanced colony Technology, they MUST immediately place one corresponding population cube on a corresponding advanced planet in a system that they control. If they cannot do so, then they CANNOT Research that advanced colony Technology.

If a player Researches an advanced build Technology (such as Orbitals or Monoliths), they MUST immediately construct one object of the corresponding type in a system that they control, spending the full Material cost to do so. If they cannot do so, then they CANNOT research that build Technology.

C) When a player chooses to gain a Research tile from a Research Discovery tile, they pull one Research tile *at random* from the white bag. They do not get to choose a tile from the board. They gain that technology even if they could not normally Research it.

2. Development
A) Development tiles are added directly to the Research bag, rather than to the board. Whenever a Development tile is pulled instead of a Technology tile when replacing Researched Technology tiles, it becomes available for purchase. Whenever a Development is Researched, draw two tiles from the Research bag as normal.

B) Only on Development may be purchased per Research action. When the Hydra perform a Research action to purchase a Development, they may choose to purchase one Development and one Technology tile.

C) Only the following Development tiles are kept by the player who purchases them: Ancient Monument, Artifact Link, Security Council.

Whenever a player purchases any other Development, they gain the corresponding benefit and then immediately place the Development tile back into the Research bag. (The Research Station, Trade Fleet and Mining Colony Development tiles may be purchased multiple times by the same player, if they come up more than once during play.)

As such, the Diplomatic Fleet Development tile is now changed to "gain one additional Diplomat tile", allowing Humans to have up to 5 Diplomat tiles and each other race to have up to 4.

3. Discovery Tiles
A) Whenever a player replaces or removes a Discovery ship part during an Upgrade action, they keep that part and it is available to be placed on another design during the current or subsequent Upgrade actions.

B) If a player pulls a Research Discovery tile and then pulls a Warp Portal or Shellworld Development tile, the corresponding object must be placed in that system. If a Monolith or Orbital Technology tile is pulled, that player immediately places one corresponding object of that type in that system without paying its build cost. Likewise, if an advanced colonization Technology is pulled, the player immediately places one corresponding cube of that color on an advanced colony square (if possible); if they cannot, they still gain the technology but do not gain any colonization action.

4. Specific Items:
The following specific Research and Development tiles are changed in this version:

A. Interceptor Bay - the Interceptor Bay technology is no longer available. Instead, the Interceptor Bay ship part is now considered a basic ship part. Additionally, each Interceptor Bay allows you to construct a single Interceptor in the same hex as the Interceptor Bay carrying ship as part of a build action, even if that ship is not in a hex that you control.

B. Two additional Flux Missile technologies are available, for a total of three. (use blank development tiles.) The Flux Missile initiative bonus ONLY applies to Flux Missiles, so if a ship contains both Flux Missiles and Plasma Missiles, it will fire its Flux Missiles first, and then fire its Plasma Missiles later in the initiative sequence as a separate attack roll.

C. Diplomatic Fleet - the Diplomatic Fleet development is now changed to "gain one additional Diplomat tile", allowing Humans to have up to 5 Diplomat tiles and each other race to have up to 4. Its cost is changed from 6 Material, to 5 Material + 15 Economy.

D. Wormhole Portal - the Wormhole Portal development has its cost changed from 8 Material, to 5 Material + 15 Science.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.