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However, all corps are reliant on finding the right cards. So there's that.
Last game i played, being the only one producing plants, i lost 18 plants without being able to put a forest down.
You don't need to place Cities to score, although it does help. Note that Ecoline will suppress opponents' City placement quite a bit, so that pressure can be pretty important. It can also pressure them to draft Plant Production cards that they don't actually want to keep them from you (hate drafting) which can hobble them a lot as well.
Most of the Plant Resource destruction cards are not cheap, so players may not think the payoff to them justifies the cost as much as you fear it.
Every Corp is situation dependent. Cards you can get and opponent play can change their ranking completely.
The biggest difficulty for Ecoline is to actually find the necessary heat to end the game as fast as possible. All the asteroids are a godsend from that point of view because even though you lose plants, the game is still going to end faster and that will be working to your favor as Ecoline. If it did not, then your opponent did the terraforming rush better and beat you in your own game. But you should not lose to an engine builder that way.
Your biggest mistake is likely the belief that Ecoline is reliant to city cards. It 100% is not and cities can be huge slowdown/distraction to the rush for a small point gains that goes into your opponents favor, because now the game lasts longer. Most of the time you should avoid building cities unless you can get maybe one with little effort (like excess steel or something but maybe you should not have invested to that steel in the first place).
Instead, you should just spam greeneries next to oceans and not to care if your opponent places a city next to your two greeneries. Leaving 3 spot greeneries open for opponent city is something to avoid, if possible.
Also don't go engine building with Ecoline, that is a likely beginner mistake too.
So the real strenght of Ecoline is actually the opposite you are thinking: through terraforming rush, it is less reliant on cards and specific key engine pieces. All you need is plant production and heat production (or other means to oxygen/heat) to win the game and Ecoline has a pretty good start for one of those.
That this changes every game, and even during a game, is what makes TM a great game. (By TM I mean the board game, not this digital disaster.)
You really shouldnt play eco just because you feel like it. It depends on your starter cards and preludes.
I don't play city cards with Eco. I shoot for TR and just spam grass. Awards and Milestones should be greeneries, TR, and landlord.
All the asteroids are MAY or UP TO. So that means its optional. If you are hitting your own plants, you are handicapping yourself.
Well I hope it is obvious that there is never a situation when you should hit your own plants lol
My point still stands. Biggest obstacle to Ecoline is heat and with meteors your opponent is effectively helping you with heat. I would understand your point if the problem was that heat gets maxed and those meteors prevented you from finishing the oxygen earlier or at the same time with heat but if that would happen. then you are doing something wrong or are exceptionally unlucky, of course that can happen too. Maybe you should not pick Ecoline if you are not able to get effective 4+ plant production from the get go?
If you take meteor in the face turn after turn, you should have your own meteors/heat production too so that you are at least on an equal level with the heat track TR when it is finished and then win the game with oxygen TR and plant points.
The strength of that build (and Ecoline) is precisely is the fact that you are less reliant on playing the cards and the luck of the draw related to them. Your opponent can play considerably more cards and have better economy and still lose to you if you do your rush correctly. All you need is plant production and heat production and then you are good to go. Of course you must pick up all the good bonus stuff along the way but be careful not to overextend and overestimate the length of the game.