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Author Topic: Colonists (Game End, Watno won)  (Read 41350 times)

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ghostofmars

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Re: Colonists (Era 2, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #125 on: March 15, 2018, 10:51:06 am »

Something went wrong, the 3 flats shouldn't be added to my map, they should replace 3 of the farms. So I should have no active farmers left. There is also something wrong on Watno's map. He cannot store 2f in the inactive Hunting Lodge. When he deactivated it, the food should have moved to its storage. Should he even have produced the two food? Wasn't his hunting lodge inactive in the last winter?

After this is fixed, I will
Leap to the right market selling 2 bricks
Move to the Head official
Move up to the Builder, building a Library

I will place the Ore pit next to the Librarian and the Grove, the Loamburner above the Clayburner, and Grand Baker between Market and Factory Builder.

I will use my industrialist colony so that my net production should be 3w, 1c, 2p, 1b, and 2f.
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Watno

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Re: Colonists (Era 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #126 on: March 15, 2018, 01:10:19 pm »

Turn Storage Shed into Library
1: Go to Librarian
2: Riverbank Grove for +3 wood.
3: (Upper) left market selling 3 wood and 1 brick.

I now realize i forgot to mention that I'm activating the Library before using the Librarian. Could I do that retroactively, please?

I agree with ghostofmars on the food being wrongly placed on my hunting lodge.
« Last Edit: March 15, 2018, 01:13:24 pm by Watno »
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ghostofmars

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Re: Colonists (Era 2, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #127 on: March 15, 2018, 02:36:08 pm »

The library doesn't need a worker.
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Qvist

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Re: Colonists (Era 2, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #128 on: March 17, 2018, 09:08:30 am »

Thanks ghostofmars for fixing my dumb mistakes. I try to make not more.

ghostofmars, you have
3 Inactive Citizens
3 Tool & 5 Coins
0 Cards
3 Wood & 5 Clay & 2 Planks & 1 Bricks & 4 Food



Watno, you have
7 Inactive Farmer & 3 Inactive Citizens
3 Tools & 6 Coins
6 Cards
6 Wood & 4 Clay & 2 Food



Jack Rudd, you have
3 Inactive Farmer
5 Tools & 5 Coins
3 Cards
10 Wood & 3 Clay & 4 Food & 1 Plank



New Market Card:



New Tiles:



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Watno

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Re: Colonists (Era 2, Year 3, Summer, Turn 1, ghostofmars)
« Reply #129 on: March 17, 2018, 09:18:30 am »

Can I activate my Hunting Lodge for that last winter?
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Qvist

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Re: Colonists (Era 2, Year 3, Summer, Turn 1, ghostofmars)
« Reply #130 on: March 17, 2018, 09:27:14 am »

I'm fine with that if everyone else is

ghostofmars

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Re: Colonists (Era 2, Year 3, Summer, Turn 1, ghostofmars)
« Reply #131 on: March 17, 2018, 09:43:44 am »

Can I activate my Hunting Lodge for that last winter?
ok with me

Librarian draw 4 cards - choose 2
Ore pit get 1 iron
Librarian draw 4 cards - choose 2
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ghostofmars

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Re: Colonists (Era 2, Year 3, Summer, Turn 1, ghostofmars)
« Reply #132 on: March 17, 2018, 09:58:38 am »

PS Watno's steward is on the wrong market. He jumped to the upper left one.
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Watno

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Re: Colonists (Era 2, Year 3, Summer, Turn 1, ghostofmars)
« Reply #133 on: March 17, 2018, 10:12:33 am »

Thanks for pointing that out!
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Qvist

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Re: Colonists (Era 2, Year 3, Summer, Turn 1, ghostofmars)
« Reply #134 on: March 18, 2018, 08:49:45 am »

ghostofmars, you have
3 Inactive Citizens
3 Tool & 5 Coins
4 Cards
3 Wood & 5 Clay & 2 Planks & 1 Bricks & 4 Food & 1 Ore



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Watno

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Re: Colonists (Era 2, Year 3, Summer, Turn 2, Watno)
« Reply #135 on: March 18, 2018, 11:49:27 am »

Provided I'm allowed to take the food:

Take plank at Dioplomat (with colony)
Take plank at Joiner (with Colony)
Turn Storage Shed into Institute, activate it
Move 1 food to Storage
Developer: Build Food Warehouse (3 food, 1 tool)
Move 2 planks and 2 clay to Storage (this is explicitely allowed in the rules)
Build Workshop (2 tools, 2 planks, 3 clay)
« Last Edit: March 18, 2018, 02:09:43 pm by Watno »
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ghostofmars

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Re: Colonists (Era 2, Year 3, Summer, Turn 2, Watno)
« Reply #136 on: March 18, 2018, 01:33:36 pm »

I have two questions regarding your turn. First, you listed constructing an institute twice. I assume that's a mistake. Secondly, after you build the institute you have no storage building left, so that the only storage is the 3 base storage and you cannot build the workshop anymore. Did I overlook something?
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Watno

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Re: Colonists (Era 2, Year 3, Summer, Turn 2, Watno)
« Reply #137 on: March 18, 2018, 02:09:13 pm »

Regarding the first question: yes, thats a a mistak, i'll fix that.

Regarding the second question: I have 3 extra storage form the storekeeper's colony.
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ghostofmars

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Re: Colonists (Era 2, Year 3, Summer, Turn 2, Watno)
« Reply #138 on: March 18, 2018, 02:14:39 pm »

I missed that the second level gives storage, too.
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Qvist

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Re: Colonists (Era 2, Year 3, Summer, Turn 2, Watno)
« Reply #139 on: March 19, 2018, 01:34:22 am »

Watno, you have
5 Inactive Farmer & 3 Inactive Citizens
3 Tools & 6 Coins
4 Cards
6 Wood & 1 Clay & 1 Food



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Watno

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #140 on: March 19, 2018, 03:06:58 am »

I believe I should have 2 tools only.
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Jack Rudd

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #141 on: March 19, 2018, 06:52:36 am »

Can someone remind me again what the Diplomat square does?
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #142 on: March 19, 2018, 07:58:48 am »

Can someone remind me again what the Diplomat square does?
You can establish relations with other Colonies.

These 4 Colonies will be available this game (Open in new tab for big picture):
Laborer Colony, Industrialist Colony, Storekeeper Colony, Lord Colony

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Jack Rudd

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #143 on: March 19, 2018, 08:06:24 am »

Teleport to Left Market, create 2 Planks
Move to Diplomat, establish relations with Labourer Colony
Move to Builder, upgrade 2 farms to flats
Activate everything
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Qvist

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #144 on: March 19, 2018, 09:09:40 am »

I believe I should have 2 tools only.

The Institute reduces the cost of one improvement card by 1 tool.

Move to Diplomat, establish relations with Labourer Colony

To explain: costs are cumulative for the levels. I assume you want level 1 as you don't have bricks.
But: You have only 1 spot free in your storage, but need storage space to pay with 3 wood and 1 additional clay which means you need to discard 3 goods from your storage if you do this. Please let me know if you want to do this, and if yes what you discard.

Jack Rudd

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #145 on: March 19, 2018, 09:16:07 am »

I'll discard Wood, I suppose. Do I have enough Wood that I can discard just Wood and still do everything?
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Qvist

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #146 on: March 19, 2018, 10:20:57 am »

I'll discard Wood, I suppose. Do I have enough Wood that I can discard just Wood and still do everything?

You have to discard 3 things from your storage not from your buildings as everything you pay has to be in your storage, so in this case discarding planks and/or food.

Jack Rudd

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #147 on: March 19, 2018, 01:52:44 pm »

Start with food. If I run out of food, planks.
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

ghostofmars

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #148 on: March 19, 2018, 04:26:12 pm »

Ore pit +1 iron
Grove take a brick
Blacksmith convert 2 iron and 2 wood in 4 tools

If I didn't miscount I need to discard 3 goods in the production phase (activating my industrialist colony as usual) I will discard such that I have 2f, 2c, 4p, 3b in my storage/warehouse.
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Watno

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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #149 on: March 19, 2018, 06:35:40 pm »

Take 2 clay at right market.
Build 3 storage sheds at Storage builder.
Exchange those for a Clay Pit and 2 Factories (which I activate)
Take 1 brick at hunting lodge builder
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