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Author Topic: Colonists (Game End, Watno won)  (Read 41357 times)

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ghostofmars

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Re: Colonists (Era 3, Year 1, Winter, Turn 3, Jack Rudd)
« Reply #200 on: April 19, 2018, 01:06:54 am »

Rules question: must Jack move the altruist ambassador or can it stay where it is.
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Qvist

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Re: Colonists (Era 3, Year 1, Winter, Turn 3, Jack Rudd)
« Reply #201 on: April 19, 2018, 10:39:39 am »

I am pretty confident that it is optional.

ghostofmars, what are your charity options (Altruist)? Do you want clothes or food (Altruist)? How do you want to use your Industrialist colony?
Jack Rudd, out of 8 Wood and 1 Food you have to store, you only have storage space for 2 resources. Which ones do you want to keep?

Jack Rudd

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Re: Colonists (Era 3, End of Year 1, ghostofmars / Jack Rudd)
« Reply #202 on: April 19, 2018, 10:50:39 am »

The food and one wood.
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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, End of Year 1, ghostofmars / Jack Rudd)
« Reply #203 on: April 19, 2018, 01:56:24 pm »

hunting grounds builder next to the two brick producer
Clay producer next to the two joiners
House builder SW of flat builder

Move farmer to industrialist colony
Move citizen in storage house
Use industrialist colony for 1 plank
Altruist choice iron and robe
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Qvist

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Re: Colonists (Era 3, End of Year 1, ghostofmars / Jack Rudd)
« Reply #204 on: April 21, 2018, 11:36:30 am »

ghostofmars, you have
3 Inactive Citizen, 1 Inactive Farmer
4 Tools & 11 Coins
3 Cards
9 Wood & 6 Clay & 3 Food & 6 Ore & 2 Plank & 1 Brick & 1 Robe



Watno, you have
4 Inactive Farmer
7 Tools & 12 Coins
4 Cards
20 Wood & 8 Food & & 6 Ore & 1 Brick & 8 Clay



Jack Rudd, you have
3 Inactive Farmer, 4 Inactive Citizens
12 Tools & 8 Coins
3 Cards
17 Wood & 2 Clay & 6 Food & 1 Planks & 1 Ore



Board:



New tiles:



New market:


ghostofmars

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Re: Colonists (Era 3, Year 2, Summer, Turn 1, ghostofmars)
« Reply #205 on: April 21, 2018, 12:32:17 pm »

altruist stays on iron
move to diplomat, relationship with Lord lvl3
move to clay pocket taking a coal
back to diplomat, relationship with industrialist lvl3
Swap developer and Joiner
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Watno

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Re: Colonists (Era 3, Year 2, Summer, Turn 1, ghostofmars)
« Reply #206 on: April 21, 2018, 01:59:07 pm »

1: Build Lord's 3.
Swap Developer and Joiner back
Joiner 8 wood -> 4 planks
Build Shopkeeper's 3
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Qvist

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Re: Colonists (Era 3, Year 2, Summer, Turn 1, ghostofmars)
« Reply #207 on: April 23, 2018, 07:32:09 am »

ghostofmars, you have
3 Inactive Citizen, 1 Inactive Farmer
0 Tools & 11 Coins
3 Cards
3 Wood & 3 Food & 2 Ore & 2 Planks & 1 Brick & 1 Robe & 1 Coal



Watno, you have
4 Inactive Farmer
3 Tools & 12 Coins
4 Cards
6 Wood & 8 Food & 1 Brick & 2 Clay & 4 Planks



Board:


Jack Rudd

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Re: Colonists (Era 3, Year 2, Summer, Turn 3, Jack Rudd)
« Reply #208 on: April 23, 2018, 12:33:23 pm »

Leap to bottom Market, make coal
Go 1 North, build an Estate
Leap to top left market, make coal
Activate everything
If I need to discard anything, discard Wood
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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 2, Summer, Turn 3, Jack Rudd)
« Reply #209 on: April 23, 2018, 12:53:41 pm »

altruist to clay pit
swap developer and joiner
developer to get a 2nd steward; steward2 starts on right market
librarian for two cards
flat builder, build 1 flat
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Watno

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Re: Colonists (Era 3, Year 2, Summer, Turn 3, Jack Rudd)
« Reply #210 on: April 23, 2018, 01:41:41 pm »

Develop Ticket and Ruins
Jump to Clay Pocket with Ticket
Build 2 Apartements
Swap Clay Delve and House Builder
Storekeeper Storage -> Theater (I can move that away from the storage spot later, right?)
« Last Edit: April 23, 2018, 01:44:54 pm by Watno »
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Qvist

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Re: Colonists (Era 3, Year 2, Summer, Turn 3, Jack Rudd)
« Reply #211 on: April 26, 2018, 02:46:12 am »

Go 1 North, build an Estate

You don't have bricks to build that.

(I can move that away from the storage spot later, right?)

Yes

Jack Rudd

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Re: Colonists (Era 3, Year 2, Summer, Turn 3, Jack Rudd)
« Reply #212 on: April 26, 2018, 09:11:43 am »

In which case, travel to two markets, making coal, then go to the square where I get a coin and two more cards.
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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 2, Summer, Turn 3, Jack Rudd)
« Reply #213 on: April 27, 2018, 05:47:46 pm »

Jack Rudd, you have
3 Inactive Farmer, 4 Inactive Citizens
12 Tools & 9 Coins
5 Cards
11 Wood & 2 Clay & 6 Food & 1 Planks & 1 Ore & 2 Coal



ghostofmars, you have
4 Inactive Citizen, 0 Inactive Farmer
0 Tools & 14 Coins
4 Cards
3 Wood & 3 Food & 2 Ore & 1 Robe & 1 Coal



Board:



Watno, you have already played Ruins, I will send you your current hand.

Watno

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Re: Colonists (Era 3, Year 2, Winter, Turn 2, Watno)
« Reply #214 on: April 28, 2018, 06:39:18 am »

I'll do the same thing without the ruins then
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Qvist

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Re: Colonists (Era 3, Year 2, Winter, Turn 2, Watno)
« Reply #215 on: April 29, 2018, 05:06:05 am »

Watno, you have
4 Inactive Citizen, 4 Inactive Farmer
3 Tools & 12 Coins
3 Cards
1 Wood & 8 Food & 1 Brick



Board:



Jack Rudd

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Re: Colonists (Era 3, Year 2, Winter, Turn 3, Jack Rudd)
« Reply #216 on: April 29, 2018, 10:12:16 am »

Northwest, Northwest, Northwest

Make two loads of planks when the relevant decision arises

If I have to discard anything, discard food
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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 2, Winter, Turn 3, Jack Rudd)
« Reply #217 on: April 29, 2018, 07:58:42 pm »

iron smelter above ore pit
boardinghouse builder above theater builder
tailor shop builder under iron mine builder


For the production phase, could you please verify that if I keep all set as is and use all features of industrialist colony + food/robe/coal from altruist I get the following resources
-1 wood, +1 clay, +2 plank, +2 brick, +2 ore, +2 coal, +1 food, +1 robe, +2$
If that is correct then that is exactly what I will do.
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Qvist

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Re: Colonists (Era 3, Year 2, Winter, Turn 3, Jack Rudd)
« Reply #218 on: May 01, 2018, 10:33:24 am »

ghostofmars, you have
4 Inactive Citizen, 0 Inactive Farmer
3 Tools & 16 Coins
4 Cards
2 Wood & 4 Food & 4 Ore & 2 Robe & 3 Coal & 1 Clay & 2 Bricks & 2 Planks



Watno, you have
3 Inactive Citizen, 4 Inactive Farmer
7 Tools & 14 Coins
3 Cards
11 Wood & 8 Food & 4 Clay & 1 Brick & 2 Ore



Jack Rudd, you have
3 Inactive Farmer, 4 Inactive Citizens
15 Tools & 9 Coins
5 Cards
13 Wood & 2 Clay & 6 Food & 3 Planks & 1 Ore & 2 Coal & 1 Bricks



Board:



New tiles:



New Market:


ghostofmars

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Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #219 on: May 01, 2018, 01:01:24 pm »

developer, blacksmiths anvil
house builder, two houses
altruist ambassador to ore pit
swap iron smelter and theater builder
iron smelter, make two iron
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Watno

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Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #220 on: May 03, 2018, 04:35:54 pm »

Left Market for plank + food
Swap Developer and joiner below market
Make 5 planks
Upgrade Flat -> House

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Watno

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Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #221 on: May 07, 2018, 12:42:55 pm »

bump
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Qvist

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Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #222 on: May 07, 2018, 05:41:44 pm »

So I updated my graphics card driver and now TTS doesn't want to run anymore. I have to figure this out. Sorry for the inconvenience. I hope I get this sorted out.

Qvist

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Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #223 on: May 08, 2018, 06:42:09 am »

So, I apologize for the delay, not sure what that was, but of course a restart of the computer fixed it.

@ghostofmars: As far as I can see you can't upgrade Apartments to Houses, so you can only upgrade one Flat to a House. You want to do that?

ghostofmars

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Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #224 on: May 08, 2018, 07:45:51 am »

I have two flats (one in the top left corner and one in the middle of the second row).
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