Thank you for directing me to the proper spot, I added my two cents and vote. Hopefully more people do as well! Again, you've done a spectacular job, I hope FFG, Asmodee, or whomever else makes the decisions regarding the site and game continue to have you add more expansions and options. You rock!
Twilight Imperium
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Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on: https://boardgamearena.com/#!bugs
Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on: https://boardgamearena.com/#!bugs
Re: Twilight Imperium
New features:
* Added "Pass Action Phase In Advance" button. This can be used to save time when you want to pass the rest of the action phase.
* Added buttons to skip strategy card secondary abilities in advance. These buttons can be found on strategy card tooltips and the All Strategy Cards dialog.
* Added "Before I assign hits" button to "Advanced Pause Options" dialog. An active player might use this to buy a Maneuvering Jets card from Hacan.
* Updated damaged unit rendering to show a '/' separator if both undamaged and damaged units exist.
* Updated "Incoming Units" system attachment to be centered.
* Updated gravity rift rules to only give +1 movement once per ship, even if a ship doubles back.
Here is a strategy card tooltip by default:

Here is a strategy card tooltip after you click the button:

You can also see these buttons if you open the Cards tab and click "All Strategy Cards". Note the buttons only show up if you are in the active phase, and only for ready strategy cards belonging to other players.
* Added "Pass Action Phase In Advance" button. This can be used to save time when you want to pass the rest of the action phase.
* Added buttons to skip strategy card secondary abilities in advance. These buttons can be found on strategy card tooltips and the All Strategy Cards dialog.
* Added "Before I assign hits" button to "Advanced Pause Options" dialog. An active player might use this to buy a Maneuvering Jets card from Hacan.
* Updated damaged unit rendering to show a '/' separator if both undamaged and damaged units exist.
* Updated "Incoming Units" system attachment to be centered.
* Updated gravity rift rules to only give +1 movement once per ship, even if a ship doubles back.
Here is a strategy card tooltip by default:

Here is a strategy card tooltip after you click the button:

You can also see these buttons if you open the Cards tab and click "All Strategy Cards". Note the buttons only show up if you are in the active phase, and only for ready strategy cards belonging to other players.
Re: Twilight Imperium
This is probably going to be a controversial suggestion but is there any possibility of an in-game "concede" option being offered (essentially setting them up to pass on autopilot)? I know it's generally against the spirit of a politics-heavy game like TI but it seems to engender a lot of bad feelings when someone is stuck on the cusp of elimination but no one actually has the time to finish them off.
I would assume that any concede feature would want to have some kind of restriction to discourage players from throwing the game the instant they lose a fight, but when you legitimately have no realistic way back in it might be better to let a player bow out rather than trying to drag them along until someone gets around to taking the last planet.
I would assume that any concede feature would want to have some kind of restriction to discourage players from throwing the game the instant they lose a fight, but when you legitimately have no realistic way back in it might be better to let a player bow out rather than trying to drag them along until someone gets around to taking the last planet.
Re: Twilight Imperium
It was discussed with the publisher, and is a no go. Not only is it against normal BGA policy (concede only supported in 2-player games as far as I know), but it might encourage people to give up earlier, or encourage being incredibly aggressive to a neighbor in the hopes that they would ragequit the game instead of using diplomacy with other factions.gpope wrote: ↑03 March 2026, 20:29 This is probably going to be a controversial suggestion but is there any possibility of an in-game "concede" option being offered (essentially setting them up to pass on autopilot)? I know it's generally against the spirit of a politics-heavy game like TI but it seems to engender a lot of bad feelings when someone is stuck on the cusp of elimination but no one actually has the time to finish them off.
I would assume that any concede feature would want to have some kind of restriction to discourage players from throwing the game the instant they lose a fight, but when you legitimately have no realistic way back in it might be better to let a player bow out rather than trying to drag them along until someone gets around to taking the last planet.
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idontcare1
- Posts: 5
- Joined: 14 March 2015, 02:00
Re: Twilight Imperium
It is unnecessary to limit concede. If elo is used in matchmaking those who play wrong (= concede when they should not) will get lower elo and play with alikes, and vice versa.GTSchemer wrote: ↑04 March 2026, 00:25 It was discussed with the publisher, and is a no go. Not only is it against normal BGA policy (concede only supported in 2-player games as far as I know), but it might encourage people to give up earlier, or encourage being incredibly aggressive to a neighbor in the hopes that they would ragequit the game instead of using diplomacy with other factions.
Re: Twilight Imperium
Maybe, but when games can last months, it takes a long time for elo to do much.idontcare1 wrote: ↑04 March 2026, 16:04It is unnecessary to limit concede. If elo is used in matchmaking those who play wrong (= concede when they should not) will get lower elo and play with alikes, and vice versa.GTSchemer wrote: ↑04 March 2026, 00:25 It was discussed with the publisher, and is a no go. Not only is it against normal BGA policy (concede only supported in 2-player games as far as I know), but it might encourage people to give up earlier, or encourage being incredibly aggressive to a neighbor in the hopes that they would ragequit the game instead of using diplomacy with other factions.
Regardless, BGA policy and the publisher's wishes govern how games are implemented, so concede is not an option.
Re: Twilight Imperium
Can anyone explain what the premade maps are? Is there a picture of each one?
Thank you.
Thank you.
Re: Twilight Imperium
They are just generally inoffensive map options, one of which is typically the recommended starting map from the TI4 rules. The maps may still get slight adjustments so general screenshots may not be readily available.
It should be safe to use any of the 3 map options during setup, but if you specifically want to examine them, you can do so with the custom host setup option. That lets you swap between the maps to check them before starting the game.
- Adder007USA
- Posts: 13
- Joined: 29 January 2014, 00:51
Re: Twilight Imperium
I will say from experience, Maps A and C are significantly more balanced on six players than Map B. One of the positions in B starts with a supernova and asteroid field in two of their three natural expansions, so if you get that position with a 1 carrier non-blue faction, your start is incredibly rough. The others, while presented with more options, have very scarce resources in the outer ring; Almost all the significant resources are located in the second ring, so early conflict is nearly inevitable.
Re: Twilight Imperium
Another player also commented about premade B for 6 players. If you want to suggest layout adjustments, you can make a comment here: https://boardgamearena.com/bug?id=180115Adder007USA wrote: ↑06 March 2026, 05:58 I will say from experience, Maps A and C are significantly more balanced on six players than Map B. One of the positions in B starts with a supernova and asteroid field in two of their three natural expansions, so if you get that position with a 1 carrier non-blue faction, your start is incredibly rough. The others, while presented with more options, have very scarce resources in the outer ring; Almost all the significant resources are located in the second ring, so early conflict is nearly inevitable.