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Author Topic: Colonists (Game End, Watno won)  (Read 41366 times)

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ghostofmars

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Re: Colonists (Era 2, Year 5, Winter, Turn 3, Jack Rudd)
« Reply #175 on: April 03, 2018, 12:55:55 pm »

I decided on my production phase.

I will replace the farmer in the industrial colony with a citizen and activate one storage house and the new hunting lodge. I will only use the industrialist colony to produce planks. All in all, I produce 2 wood, 2 clay, 2 planks, 3 ore, and 2$.
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Jack Rudd

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Re: Colonists (Era 2, Year 5, Winter, Turn 3, Jack Rudd)
« Reply #176 on: April 05, 2018, 07:20:00 am »

Joiner, make planks
Clayburner, make bricks
Leap to market just below them, take resources
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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 5, Winter, Turn 3, Jack Rudd)
« Reply #177 on: April 05, 2018, 10:10:32 am »

I think I get to place the small market next to factory builder and clay delve
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Qvist

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Re: Colonists (Era 2, Year 5, Winter, Turn 3, Jack Rudd)
« Reply #178 on: April 05, 2018, 01:37:01 pm »

Joiner, make planks
Clayburner, make bricks
Leap to market just below them, take resources

Okay, this time I have to ask. How many planks are you making Jack Rudd? As you have so many wood. Please make sure to specify.

Jack Rudd

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Re: Colonists (Era 2, Year 5, Winter, Turn 3, Jack Rudd)
« Reply #179 on: April 05, 2018, 03:19:56 pm »

two 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!'

Qvist

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Re: Colonists (Era 2, Year 5, Winter, Turn 3, Jack Rudd)
« Reply #180 on: April 08, 2018, 06:52:08 am »

ghostofmars, you have
3 Inactive Citizen, 2 Inactive Farmer
5 Tools & 9 Coins
3 Cards
7 Wood & 4 Clay & 2 Food & 5 Ore & 2 Planks



Watno, you have
1 Inactive Farmer & 1 Inactive Citizen
9 Tools & 12 Coins
4 Cards
4 Clay & 11 Wood & 12 Food & 3 Planks & 4 Ore



Jack Rudd, you have
3 Inactive Farmer, 2 Inactive Citizens
10 Tools & 8 Coins
4 Cards
17 Wood & 2 Clay & 1 Brick & 3 Food & 4 Planks



Era III card and Market card:



Board:



New tiles:


ghostofmars

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Re: Colonists (Era 3, Year 1, Summer, Turn 1, ghostofmars)
« Reply #181 on: April 08, 2018, 08:04:22 am »

There should also be a be new colony, see step 1 of the era cards.
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Qvist

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Re: Colonists (Era 3, Year 1, Summer, Turn 1, ghostofmars)
« Reply #182 on: April 08, 2018, 10:32:05 am »

There should also be a be new colony, see step 1 of the era cards.

Yes, I added it but forgot to make a screenshot.

ghostofmars

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Re: Colonists (Era 3, Year 1, Summer, Turn 1, ghostofmars)
« Reply #183 on: April 08, 2018, 04:11:15 pm »

Based on the colony I changed my plan, let's see if this is wise
SW take a brick
Diplomat - establish relationship with altruists level 2
Altruists' special ambassador on big right market
South take a brick
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Watno

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Re: Colonists (Era 3, Year 1, Summer, Turn 1, ghostofmars)
« Reply #184 on: April 10, 2018, 04:35:01 am »

Left market for resources
1 step up take a brick.
Burn 6 clay, 3 wood -> 3 bricks (throwing away 2 food unless I'm mistaken)
« Last Edit: April 10, 2018, 05:06:25 am by Watno »
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Jack Rudd

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Re: Colonists (Era 3, Year 1, Summer, Turn 1, ghostofmars)
« Reply #185 on: April 10, 2018, 08:09:31 am »

Diplomat, establish level 2 relations with Altruist Colony
Go back to market, take resources
Developer, build fireplace
Put Altruist on right market
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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 3, Year 1, Summer, Turn 1, ghostofmars)
« Reply #186 on: April 10, 2018, 01:34:01 pm »

altruist on iron
move to diplomat, lord colony level 3
market for resources
developer build a fruit farm
Swap Joiner and diplomat
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Qvist

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Re: Colonists (Era 3, Year 1, Summer, Turn 1, ghostofmars)
« Reply #187 on: April 11, 2018, 08:08:27 am »

ghostofmars, you have
3 Inactive Citizen, 2 Inactive Farmer
3 Tools & 9 Coins
3 Cards
4 Wood & 2 Clay & 2 Food & 5 Ore & 1 Plank & 1 Brick



Watno, you have
1 Inactive Farmer & 1 Inactive Citizen
9 Tools & 12 Coins
4 Cards
8 Wood & 10 Food & 3 Planks & 4 Ore & 4 Bricks



Jack Rudd, you have
3 Inactive Farmer, 2 Inactive Citizens
10 Tools & 8 Coins
3 Cards
13 Wood & 2 Clay & 5 Food & 3 Planks



Board:



Jack Rudd, to build your Altruist Embassy I had to trash 2 resources. I chose wood, let me know if you rather want to trash 2 Food.
ghostofmars, I didn't execute your turn, because unless I am missing something, you are missing 1 Clay to get the Tier 3 Colony.

Jack Rudd

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Re: Colonists (Era 3, Year 1, Winter, Turn 1, ghostofmars)
« Reply #188 on: April 11, 2018, 08:53:19 am »

Hah, yes, I'm happy to trash Wood. I have far too much of it.
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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 3, Year 1, Winter, Turn 1, ghostofmars)
« Reply #189 on: April 11, 2018, 08:59:13 am »

Due to Jack's turn I made a change compared to my plan and didn't realize that I cannot swap two of the actions :-[
altruist on iron
Top-left market for resources
Diplomat establish altruists level 3
Top-left market for resources
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Watno

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Re: Colonists (Era 3, Year 1, Winter, Turn 1, ghostofmars)
« Reply #190 on: April 13, 2018, 07:11:03 am »

Upgrade all 3 storages.
Take wood and clay at top right market, then at top left
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Qvist

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Re: Colonists (Era 3, Year 1, Winter, Turn 1, ghostofmars)
« Reply #191 on: April 14, 2018, 09:24:27 am »

ghostofmars, you have
3 Inactive Citizen, 2 Inactive Farmer
1 Tools & 9 Coins
3 Cards
3 Wood & 3 Clay & 2 Food & 3 Ore & 1 Plank & 1 Brick



Watno, you have
4 Inactive Farmer & 1 Inactive Citizen
3 Tools & 12 Coins
4 Cards
10 Wood & 10 Food & & 4 Ore & 1 Brick & 2 Clay



Board:



Watno, you don't have storage to store any of the 3 resources you get at the second market. Do you want to pay 1 Food to hire a Citizen to a Storage House or want to do something else?

Watno

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Re: Colonists (Era 3, Year 1, Winter, Turn 2, Watno)
« Reply #192 on: April 14, 2018, 10:02:56 am »

yeah, I'll pay a food to activate a storage (and another in winter to keep it active).

In fact, I think I'll need more storage in Winter, I'll also activate that.
« Last Edit: April 14, 2018, 10:14:47 am by Watno »
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Qvist

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Re: Colonists (Era 3, Year 1, Winter, Turn 2, Watno)
« Reply #193 on: April 14, 2018, 11:05:17 am »

I'll also activate that.

You will update what, sorry? Not sure I understand. You only have one citizen to activate one Storage House.

Jack Rudd's turn

Watno

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Re: Colonists (Era 3, Year 1, Winter, Turn 3, Jack Rudd)
« Reply #194 on: April 14, 2018, 11:06:47 am »

oh, thats sadly true. I'll have to think about that :P
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ghostofmars

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Re: Colonists (Era 3, Year 1, Winter, Turn 3, Jack Rudd)
« Reply #195 on: April 17, 2018, 02:47:15 am »

Bump
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Jack Rudd

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Re: Colonists (Era 3, Year 1, Winter, Turn 3, Jack Rudd)
« Reply #196 on: April 17, 2018, 07:29:09 am »

Still have no idea what I'm doing. Can I have a reminder of the current Market options?
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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 3, Year 1, Winter, Turn 3, Jack Rudd)
« Reply #197 on: April 18, 2018, 03:17:06 am »

What do you need help with?

Jack Rudd

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Re: Colonists (Era 3, Year 1, Winter, Turn 3, Jack Rudd)
« Reply #198 on: April 18, 2018, 04:20:26 pm »

Move to right market, build Apartment
Move NE, take wood
Move north, take ore
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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!'

Watno

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Re: Colonists (Era 3, Year 1, Winter, Turn 3, Jack Rudd)
« Reply #199 on: April 18, 2018, 05:00:49 pm »

I'll switch my Factory from a Citizen to a farmer and activate another storage house. If that's still not enough space, I'll trash food.
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