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Subject: Shorter Version? rss

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Bret Hawkeye
Germany
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Hi

my gaming group meets every week with timeslot between 8pm and 11pm which we find to short for a full Eclipse Game.

Also my group is kind of slowish (at least few players)..

I remember at "Master of Orion" PC game (which is pretty much THE inspiration for that game) there was an option to start in an advanced age - some star systems were colonized.. some researches are already available etc. - may be some of you remember that game.

I wonder if sth like that can be done for Eclipse - to speed things up and make it possible to start in Round 3 or 4 .. since its very unsatisfying if you have to quit early and your long term strategie wasnt able to get started yet.

I thought sth. along these lines:
- already at least one extra colonized sektor for every civ
- start with one star base each (to limit early military pvp actions)
- some low level techs available for each player
- etc.

My Question: Does something like that exist? Else I would give it some more thought.

Thanks
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Heiko Günther
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Also in the variants forum, findable thru the use of the search function (it's not amazing but sometimes yields useful results), this thread might be of interest to you: Has anyone designed a "short game" scenario?
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Jim Richardson

Pennsylvania
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I play MoO2 as well. Personally I always go for the early, prewarp start.

But yes, this is a good idea in principle. However, I'm definitely of the opinion that the game should still effectively be 9 rounds. What that would mean is, you can safely skip early rounds only if you could realistically model what their outcomes could be. The primary problem I see with this is that the balance between turtle & aggressor races could become skewed.

I think a safe idea would to be restrict such a game to all-Terran. But then you have the problem of race choice not existing to balance out start order, which could be even worse if you decide to give people extra resources at the start (particularly science.) The first player could then grab an even more expensive & key tech than normal, for instance the only one of a single advanced colonization, which would further be worsened by the fact that they've been able to explore and see which advanced colonizations are desirable.

Anyway, could try some or all of the following:

- All Terran
- Reduced # of rounds (7?)
- Reduced # of ring 3 hexes
- Eliminate 1 cube from all tracks to boost production
- Increased # of start and per-turn techs (+50%?)
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