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Dominion General Discussion / Re: Province / Colony Games
« on: December 26, 2011, 03:21:40 pm »
Can someone explain the lack of buying sea hags in this game to me? I don't understand it.
I'll propose this:
- Native Village
- University
- Fishing Village
- Loan
- Scheme
- Village
- Quarry
- Talisman
- Throne Room
- Walled Village
Could we settle on
1. Workers Village is probably the best card with which to buy Peddlers
...No?
I don't know why that would be the case at all. What has Worker's Village got going for it that other sources of non-terminal +buy don't?
I mean, non-terminal +buy is a somewhat thin list of cards. I think this is exhaustive:
Grand Market
Market
Festival
Worker's Village
Hamlet
Pawn
(hahahah, double-activated Cities, BUT SRSLY FOLKS)
So, of that list, you could probably argue that Market and Festival, and certainly Grand Market, are just too late-blooming to support a mainly-Peddler strategy. And Pawn, if it gives you +buy and is non-terminal, lacks +card. But what's WV's got that Hamlet doesn't have? Well, card advantage, I suppose. But Hamlet in return has a lower-price point, which is to say that if you go Hamlet->Discard Estate for +buy, you can reasonably buy 2x more Hamlets, while WV is not going to let you buy 2x WV's.
But more importantly, I just wouldn't go WV->Peddler unless there were terminal actions that I was going to use the WV's +actions for. Not that that's a terribly high bar (some useful terminal action), but on its own, it doesn't look like the best Peddler enabler to me.
I have this nagging feeling that I *must* be missing something, as Elyv and WW are both significantly better players than I am (and WW is more skilled with the simulator to boot), but...
I tried simulating WV/Peddler/Mountebank and WV/Peddler/Witch, and they both lose to their respective BM+2X strategies. Tweaking the buy rules gets me close, something like 49-46, but still on the losing side (and, perhaps I'm interpreting this incorrectly, but it seems like if buy rules make a big difference that makes the strategy harder to play correctly).
I did find that WV/Peddler/Chapel and WV/Peddler/Steward both thrash BM pretty soundly, but that's not too surprising since BM doesn't really benefit much from trashing. WV/Peddler/Warehouse and Cellar seem to be pretty good too.
So I think I would feel comfortable saying that this is a reasonable combo on a board with good trashing or good sifting (I bet it's pretty good with Spice Merchant, Stables, and Cartographer), but it's not that great otherwise. That is, in the context of the original question, Embassy/FG and Governor/Militia you can pretty much just buy a bunch of those cards and ignore the rest of the board, and you'll likely be at least competitive (my definition of a combo). Not so with WV/Peddler.
Again, I have a nagging feeling that I'm missing something. Please tell me what it is!
worker's village/peddler is amazing, especially if there's a non-terminal at 4 or 3.Hm. I'm not sold on this. Unoptimized, a WV/Peddler bot gets wrecked by BM. This jives with my experience, which is that without trashing, by the time you connect a bunch of worker's villages, you're in a big hole, and even once you get a bunch of peddlers, when you start greening, cantrip engines clog up pretty fast.
Adding draw or attacks doesn't help:
WV/Peddler/Militia loses to Militia 42-53
WV/Peddler/Smithy loses to Smithy 43-51
If there's trash-for-benefit on the table, though, WV/Peddler is really strong, and wildly underestimated by the simulator.
(Caveat: It's entirely possible I just don't know how to tweak the simulator properly.)
But probably there's SOME other action that helps you out. Though I agree that it really depends on the strength of that action.