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Author Topic: Colonists (Game End, Watno won)  (Read 41358 times)

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Jack Rudd

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Re: Colonists (Era 3, Year 4, Winter, Turn 1, Watno)
« Reply #250 on: June 10, 2018, 04:30:02 pm »

Can I resign? I'm not getting anywhere and not enjoying 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 4, Winter, Turn 1, Watno)
« Reply #251 on: June 11, 2018, 03:05:07 am »

Can I resign? I'm not getting anywhere and not enjoying it.
I would not mind. There is limited player interaction so my game plan would not be affected by continuing with two players.
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Qvist

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Re: Colonists (Era 3, Year 4, Winter, Turn 1, Watno)
« Reply #252 on: June 11, 2018, 04:44:57 am »

Sorry to hear, I would not mind either, Watno?

Watno

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Re: Colonists (Era 3, Year 4, Winter, Turn 1, Watno)
« Reply #253 on: June 11, 2018, 01:10:52 pm »

Yeah, no problem
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ghostofmars

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Re: Colonists (Era 3, Year 4, Winter, Turn 1, Watno)
« Reply #254 on: June 12, 2018, 03:37:49 am »

Swap Clay Burner and Riverbank
Activate Boardinghouse (new steward S2 above developer)
Move S2 to developer build storage room
Move S1 south and make 1 iron
Move altruist to grand baker
Move S1 to riverbank taking 3 wood


Do I understand it correctly that I can deactivate the boardinghouse in every production phase and reactivate it at the beginning of the next turn to effectively teleport 1 steward to a market?
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Qvist

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Re: Colonists (Era 3, Year 4, Winter, Turn 1, Watno)
« Reply #255 on: June 12, 2018, 10:09:47 pm »

Watno, you have
1 Inactive Merchant, 0 Inactive Citizen, 6 Inactive Farmer
9 Tools & 19 Coins
5 Cards
5 Wood & 5 Food & 1 Clay & 2 Ore & 5 Planks & 3 Iron & 2 Bricks



ghostofmars, you have
1 Inactive Merchant, 2 Inactive Citizen, 0 Inactive Farmer
6 Tools & 19 Coins
3 Cards
6 Food & 2 Robes & 4 Iron & 1 Clay & 3 Wood



Board:




Watno, place the new tiles. Also let me know if you want to change any worker assignments.

ghostofmars, it seems like you can do that. I don't see anything in the rules against that.
Let me know what you want to do with Industrialist and Altruist Colony.

Watno

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Re: Colonists (Era 3, End of Year 4)
« Reply #256 on: June 13, 2018, 04:25:45 pm »

Weaver above Community Hall builder
Coalburner between Joiner and Loam(?)burner
Stables Builder between Loamburner and Hunting Grounds (?) builder

Swap the factories to green again.
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ghostofmars

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Re: Colonists (Era 3, Year 2, Winter, Turn 3, Jack Rudd)
« Reply #257 on: June 13, 2018, 05:55:00 pm »

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.
Same production/altruist choices as last year, except that I produce 3 more food because of the altruist ambassador.
I deactivate the boardinghouse (removing the developer steward). Then I run the same setup as last year.
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Qvist

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Re: Colonists (Era 3, End of Year 4)
« Reply #258 on: June 18, 2018, 09:58:36 pm »

Oh dang, I completely forgot about this. I apologize.

Watno, you have
1 Inactive Merchant, 2 Inactive Citizen, 4 Inactive Farmer
13 Tools & 23 Coins
5 Cards
14 Wood & 5 Food & 5 Clay & 4 Ore & 5 Planks & 3 Iron & 2 Bricks



ghostofmars, you have
2 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
9 Tools & 21 Coins
3 Cards
10 Food & 3 Robes & 4 Iron & 2 Clay & 2 Wood & 2 Coal & 2 Bricks & 2 Planks & 2 Ore



Board:



Market Card:




Watno, I trashed one wood that didn't fit in your storage, let me know if I should do otherwise.

Watno

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Re: Colonists (Era 3, Year 5, Summer, Turn 1, Watno)
« Reply #259 on: June 20, 2018, 03:47:37 pm »

Take a brick at Theater builder (trashing another wood)
Build Community Hall.
Go to upper left market, take a Cloth.
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ghostofmars

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Re: Colonists (Era 3, Year 5, Summer, Turn 1, Watno)
« Reply #260 on: June 21, 2018, 03:00:10 am »

swap librarian with library builder
activate boarding house, steward any market
This steward jumps to upper left market - build and activate storage house
altruist to ore pit
the other steward to smelter making 1 iron
then to clay pit for 3 clay
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Qvist

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Re: Colonists (Era 3, Year 5, Summer, Turn 1, Watno)
« Reply #261 on: June 21, 2018, 04:35:59 am »

Watno, you have
2 Inactive Merchants, 2 Inactive Citizen, 4 Inactive Farmer
10 Tools & 23 Coins
5 Cards
13 Wood & 5 Food & 5 Clay & 4 Ore & 2 Planks & 1 Robe



ghostofmars, you have
2 Inactive Merchants, 1 Inactive Citizen, 1 Inactive Farmer
7 Tools & 21 Coins
3 Cards
7 Food & 2 Robes & 5 Iron & 5 Clay & 2 Wood & 1 Coal & 1 Bricks & 1 Plank & 1 Ore



Board:

Watno

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Re: Colonists (Era 3, Year 5, Winter, Turn 1, Watno)
« Reply #262 on: June 23, 2018, 09:40:16 am »

Swap Clay Burner and Hunting Lodge Builder.
Make 2 bricks.
Build 2 Storage Sheds.
Upgrade them to storage Houses.
Change the Storage Houses to Theaters.
(activate them in priduction phase)
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ghostofmars

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Re: Colonists (Era 3, Year 5, Winter, Turn 1, Watno)
« Reply #263 on: June 23, 2018, 11:36:07 am »

swap head office and Forrester builder
Altruist NW twice to riverbank
Steward in the North goes NW twice making 2 planks and 4 bricks
The other steward goes to developer and builds a fruit farm
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ghostofmars

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Re: Colonists (Era 3, Year 5, Winter, Turn 1, Watno)
« Reply #264 on: June 23, 2018, 11:38:38 am »

For the production phase:
The usual setup with two modifications: I'll produce 1 plank less due to lack of wood and use the altruist to get iron instead of coal. I remove the steward on the developer when I deactivate the boarding house.
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Qvist

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Re: Colonists (Era 3, Year 5, Winter, Turn 1, Watno)
« Reply #265 on: June 25, 2018, 12:49:56 pm »

Steward in the North goes NW twice making 2 planks and 4 bricks

What am I missing? You have only 2 Wood and the Altruist gives you a discount of 3 Wood. But you need 8 Wood total.

ghostofmars

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Re: Colonists (Era 3, Year 5, Winter, Turn 1, Watno)
« Reply #266 on: June 26, 2018, 02:42:49 am »

The altruist is on the riverbank and gives a discount of 3 wood for each action
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Qvist

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Re: Colonists (Era 3, Year 5, Winter, Turn 1, Watno)
« Reply #267 on: June 26, 2018, 12:20:14 pm »

The altruist is on the riverbank and gives a discount of 3 wood for each action

No, only once per turn.

ghostofmars

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Re: Colonists (Era 3, Year 5, Winter, Turn 1, Watno)
« Reply #268 on: June 26, 2018, 12:31:41 pm »

One half year = 3 turns. That is stated in the half-year section of the rules. I think I used the altruist in this way previously before.
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Qvist

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Re: Colonists (Era 3, Year 5, Summer, Turn 1, Watno)
« Reply #269 on: July 02, 2018, 06:31:10 am »


Watno, you have
2 Inactive Merchants, 0 Inactive Citizen, 4 Inactive Farmer
8 Tools & 31 Coins
5 Cards
17 Wood & 3 Food & 5 Clay & 6 Ore & 1 Robe



ghostofmars, you have
2 Inactive Merchant, 1 Inactive Citizen, 1 Inactive Farmer
10 Tools & 23 Coins
2 Cards
9 Food & 3 Robes & 5 Iron & 2 Clay & 1 Wood & 2 Coal & 6 Bricks & 3 Planks & 4 Ore



Board:



New tiles:



New market:




ghostofmars

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Re: Colonists (Era 4, Year 1, Summer, Turn 1, Watno)
« Reply #270 on: July 13, 2018, 03:45:39 am »

 :)
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Qvist

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Re: Colonists (Era 4, Year 1, Summer, Turn 1, Watno)
« Reply #271 on: July 13, 2018, 05:50:47 am »

Watno's PC broke, but he should be back shortly

Watno

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Re: Colonists (Era 4, Year 1, Summer, Turn 1, Watno)
« Reply #272 on: July 14, 2018, 10:14:47 am »

Sorry.


Swap Joiner and Clayburner.
Make 3 planks.
Build 2 Storage Sheds.
Take Brick at Diplomat
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ghostofmars

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Re: Colonists (Era 4, Year 1, Summer, Turn 1, Watno)
« Reply #273 on: July 16, 2018, 04:07:28 am »

I noticed I made a mistake :(. Because I want to build a stables this turn, I reread the movement rules and it turns out that when you jump to a market this uses up all your moves and not just a single one. As a consequence, I should not have been able to move the altruist to a market and then one step further to the resource building. As I used this to go to the grand baker twice, I think the best possible way to fix it is that I discard 6 food.

If you agree with this fix, I will
swap storage house and hunting grounds builder
move the altruist to the other riverbank forest
build a stable
loamburner (2 bricks)
joiner (2 planks)
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Watno

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Re: Colonists (Era 4, Year 1, Summer, Turn 1, Watno)
« Reply #274 on: July 16, 2018, 12:20:59 pm »

I'm ok with that
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