This is a documentation for Board Game Arena: play board games online !
Tips beyondthesun: Difference between revisions
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• Economic — Food production automation, Population collection, and Ore collection (green) | • Economic — Food production automation, Population collection, and Ore collection (green) | ||
• Military — Shipbuilding, movements, and upgrades (red) | • Military — Shipbuilding, movements, and ship upgrades (red) | ||
• Commercial — Colonization actions, ship movements, and flexible action (yellow) | • Commercial — Colonization actions, ship movements, and flexible action (yellow) | ||
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• Population cubes can get “locked up” by Technologies or having a fleet that is too big. To free up Population cubes, | • Population cubes can get “locked up” by Technologies or having a fleet that is too big. To free up Population cubes, | ||
either increase Food production, colonize Systems to get cubes back, or take actions that use Supply cubes directly. | either increase Food production, colonize Systems to get cubes back, or take actions that use Supply cubes directly. | ||
Some often missed rules: | |||
• Galactic headquarters upgrades 1 ship die to a ship of 4 value. Note that it doesn't matter what value the ship is before making the upgrade. | |||
• End gaming scoring looks at every sector for highest military. That includes deep space and sol. And it doesn't matter who has a counter in a location, in case of equal highest military each of those players get a point. | |||
• Specialisation achievement depends on controlling and/or colonizing 6 worlds that can produce the same type. It doesn't matter what counters are placed on it, it depends on the printed card symbol(s) instead. Worlds with both symbols count towards both. As a result the shipyard on top (north) of the map always counts towards specialisation achievement, because it can produce either resource. |
Latest revision as of 08:54, 30 September 2022
There are four different technology types:
• Scientific — Ore production automation, research actions, and Ore bonuses (blue)
• Economic — Food production automation, Population collection, and Ore collection (green)
• Military — Shipbuilding, movements, and ship upgrades (red)
• Commercial — Colonization actions, ship movements, and flexible action (yellow)
Tips from the rulebook:
• Due to the variability of the Technology tree, players should adapt their strategy to what Technologies come out in the game. The game can favor a research-heavy strategy, a colonization-heavy strategy, or a mixture of both.
• When selecting a new Technology, make sure it serves both short-term needs (via immediate bonuses) and long-term goals (via new actions).
• Colonizing a System seems like a daunting task, as it involves movement, taking control, and returning Spaceships, but it can be a crucial part of a winning strategy and should not be ignored.
• If competition for control of Systems seems vicious, it often helps to focus on research during that time. When opponents start thinning out their military due to colonization, it is time to take control of Systems cheaply.
• Population cubes can get “locked up” by Technologies or having a fleet that is too big. To free up Population cubes, either increase Food production, colonize Systems to get cubes back, or take actions that use Supply cubes directly.
Some often missed rules:
• Galactic headquarters upgrades 1 ship die to a ship of 4 value. Note that it doesn't matter what value the ship is before making the upgrade.
• End gaming scoring looks at every sector for highest military. That includes deep space and sol. And it doesn't matter who has a counter in a location, in case of equal highest military each of those players get a point.
• Specialisation achievement depends on controlling and/or colonizing 6 worlds that can produce the same type. It doesn't matter what counters are placed on it, it depends on the printed card symbol(s) instead. Worlds with both symbols count towards both. As a result the shipyard on top (north) of the map always counts towards specialisation achievement, because it can produce either resource.