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Author Topic: Colonists (Game End, Watno won)  (Read 41352 times)

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Watno

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Re: Colonists (Era 4, Year 3, Winter, Turn 1, ghostofmars)
« Reply #300 on: August 18, 2018, 03:27:27 pm »

BUilding just one Fram and 1 Factory/Shed then.
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ghostofmars

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Re: Colonists (Era 4, Year 3, Winter, Turn 1, ghostofmars)
« Reply #301 on: August 19, 2018, 01:53:21 am »

Quote from: Rules, page 19
Special ambassadors have an intrinsic Range of 2. You can increase their Range in the same ways you can increase it for your Steward (e.g. via an activated Stables).
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Qvist

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Re: Colonists (Era 4, Year 3, Winter, Turn 1, ghostofmars)
« Reply #302 on: August 19, 2018, 05:58:38 am »

ghostofmars, you have
1 Inactive Merchants, 1 Inactive Citizen, 3 Inactive Farmer
4 Tools & 32 Coins
1 Card
5 Food & 2 Robes & 1 Clay & 3 Planks & 1 Iron & 1 Wood & 1 Coal



Watno, you have
0 Inactive Merchants, 0 Inactive Citizen, 3 Inactive Farmer
6 Tools & 54 Coins
5 Cards
6 Wood & 4 Food & 6 Clay & 1 Brick & 4 Ore & 3 Robes



Board:



ghostofmars and Watno, I need your End of Year orders.
And ghostofmars, you need to add the new tiles.
Watno, you still need to discard 2 cards.
« Last Edit: August 19, 2018, 06:00:22 am by Qvist »
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Watno

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Re: Colonists (Era 4, End of Year 3)
« Reply #303 on: August 20, 2018, 12:27:42 pm »

Put a Farmer o th Factory. Deactivate Institute.
I want to have Farmers on each of my 3 farms.
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ghostofmars

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Re: Colonists (Era 4, End of Year 3)
« Reply #304 on: August 22, 2018, 10:36:47 am »

Upgrade the Grove next to the market
Upgrade the Joiner between the Coal Burners
Place the Textile Mill next to the Blacksmith

Activate a Tailor Shop

The industry colony produces everything it can except for 1 coal.
The altruist produces 1 food, 1 robe, 1 tool, and 2 bricks.
My total food production (including altruist) is 10, my robe production is 2.
I consume 10 food and 2 robes.
---
The net result is 1 clay, 3 planks, 6 bricks, 1 iron, 4 tools, 7$.
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Qvist

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Re: Colonists (Era 4, Year 3, Winter, Turn 1, ghostofmars)
« Reply #305 on: August 24, 2018, 04:26:15 am »


ghostofmars, you have
1 Inactive Merchants, 0 Inactive Citizen, 3 Inactive Farmer
8 Tools & 39 Coins
1 Card
5 Food & 2 Robes & 2 Clay & 6 Planks & 2 Iron & 1 Wood & 1 Coal & 6 Bricks



Watno, you have
0 Inactive Merchants, 0 Inactive Citizen, 3 Inactive Farmer
10 Tools & 68 Coins
5 Cards
18 Wood & 9 Food & 11 Clay & 1 Brick & 6 Ore & 1 Robe



Board:



New tiles:



New market card:


ghostofmars

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Re: Colonists (Era 4, Year 4, Summer, Turn 1, ghostofmars)
« Reply #306 on: August 24, 2018, 12:24:30 pm »

The single food in the storage should be on my altruist colony.

Swap Hunting Grounds Builder with Farm Builder
Altruist to Forest
Move to Hunting Grounds Builder, upgrade 1 Hunting Lodge
Librarian +1$ +2 cards
Move to Textile Mill Builder, upgrade 1 Tailor Shop
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Watno

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Re: Colonists (Era 4, Year 4, Summer, Turn 1, ghostofmars)
« Reply #307 on: August 26, 2018, 01:58:05 pm »

I'm a bit confused, I think my pawn should be on the market.

In either case:
Swap Joiner and Hunting Grounds builder.
Make 12 wood -> 6 Planks (9 woods in storage +1 from buffers), trashing 1 clay
Make 1 wood, 1 clay ->2 bricks.
Sell 6 ore -> 3 coins at left market.
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Qvist

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Colonists (Era 4, Year 4, Summer, Turn 1, ghostofmars)
« Reply #308 on: August 29, 2018, 11:22:57 pm »

ghostofmars, you have
1 Inactive Merchants, 0 Inactive Citizen, 4 Inactive Farmer
2 Tools & 40 Coins
3 Cards
5 Food & 2 Robes & 3 Planks & 1 Iron & 1 Wood & 1 Coal & 6 Bricks



Watno, you have
0 Inactive Merchants, 0 Inactive Citizen, 3 Inactive Farmer
10 Tools & 71 Coins
5 Cards
5 Wood & 9 Food & 9 Clay & 3 Brick & 1 Robe & 6 Planks



Board:


ghostofmars

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Re: Colonists (Era 4, Year 4, Winter, Turn 1, ghostofmars)
« Reply #309 on: August 31, 2018, 04:51:53 am »

Baker +2food
Swap Developer and Joiner
Developer - delivery contract
Move Altruist to Grand Baker
Chief Officer - +1$, swap Blacksmith and Forester's House Builder
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Watno

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Re: Colonists (Era 4, Year 4, Winter, Turn 1, ghostofmars)
« Reply #310 on: September 01, 2018, 06:14:25 am »

Swap Developer and Joiner back.
Develop Embroidery Machine.
Upgrade 3 Farms ->  3 Flats
Upgrade 3 Flats -> 3 Houses
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ghostofmars

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Re: Colonists (Era 4, Year 4, Winter, Turn 1, ghostofmars)
« Reply #311 on: September 01, 2018, 09:54:31 am »

ore pit next to ore pit
upgrade blacksmith to ironsmith
upgrade clay delve next to grand baker

For the production phase:
I deactivate Stables and Tailor Shop, activate Textile Mill and Hunting Grounds. I use everything of the industrial colony except for 1 coal and produce 2 food, 2 planks, and 1 tool with the altruist colony.
As a result, I produce 1 clay, 1 iron, 5 planks, 4 bricks, 9 food, 3 robes, 4 tools and 7$. I consume 10-3 (altruist) food and 2 robes.
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Qvist

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Re: Colonists (Era 4, Year 4, Winter, Turn 1, ghostofmars)
« Reply #312 on: September 04, 2018, 08:14:11 am »


ghostofmars, you have
1 Inactive Merchants, 0 Inactive Citizen, 4 Inactive Farmer
6 Tools & 48 Coins
2 Cards
8 Food & 3 Robes & 8 Planks & 2 Iron & 1 Wood & 1 Coal & 10 Bricks



Watno, you have
3 Inactive Merchants, 0 Inactive Citizen, 0 Inactive Farmer
7 Tools & 85 Coins
4 Cards
17 Wood & 14 Food & 8 Clay & 3 Robes & 2 Ore



Board:



New market:




ghostofmars, I counted one good more than you can store. I got rid of 1 Food. Let me know if you want to change that decision.

ghostofmars

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Re: Colonists (Last Year, Summer, Turn 1, ghostofmars)
« Reply #313 on: September 04, 2018, 09:17:45 am »

The robes should be on the textile mill, then everything fits. Also my resource list is missing 1 clay (it is in the picture though)

Swap blacksmith and Joiner
Altruist to Clay Pit
Blacksmith, make 6 Tools
Developer, build holiday house
Flat builder, upgrade 3 farms to flats
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Qvist

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Re: Colonists (Last Year, Summer, Turn 1, ghostofmars)
« Reply #314 on: September 04, 2018, 09:59:13 am »

The robes should be on the textile mill, then everything fits. Also my resource list is missing 1 clay (it is in the picture though)


My bad, I knew I was missing something.

Watno

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Re: Colonists (Last Year, Summer, Turn 1, ghostofmars)
« Reply #315 on: September 09, 2018, 02:38:41 pm »

Jump to the 1->1 carpenter with ticket.
Make 11 planks.
Jump to Market, take 1 cloth.
Play Hostel at Developer
Swap brickburner and joiner above market.
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ghostofmars

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Re: Colonists (Last Year, Summer, Turn 1, ghostofmars)
« Reply #316 on: September 10, 2018, 08:17:44 am »

Swap Storage Hall Builder with Hollow Builder
Build 2 houses
Move Altruist to Grand Baker
Build Storage Hall
Developer; build Robe Warehouse
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Watno

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Re: Colonists (Last Year, Summer, Turn 1, ghostofmars)
« Reply #317 on: September 10, 2018, 12:28:58 pm »

Take a Cloth at Market.
Play Hostel
Sell all my planks ( i think i can do 4) at market.

Swap both Storage Sheds for factories.
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Watno

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Re: Colonists (Last Year, Summer, Turn 1, ghostofmars)
« Reply #318 on: September 10, 2018, 12:31:39 pm »

In Winter, I'll empty my factorues and fill them with available red, tehen yellow, then green workers. Also reactivate the Library. (I think that gives me 3 red, 2 yellow, and 1 green factory.)
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ghostofmars

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Re: Colonists (Last Year, Summer, Turn 1, ghostofmars)
« Reply #319 on: September 11, 2018, 03:43:24 am »

Activate the following buildings
Merchants: Storage Hall, Textile Mill, Industrial Colony, Boarding House, Stable, Casino
Citizen: Hunting Grounds, Factory, Iron Mine, Theater, Tailor Shop, 2x Storage House
Farmer: 2x Forester's House, Hollow, Hunting Lodge

Focusing only on sustenance, I'll have
20 food (8 + 4 (Hunting Grounds) + 1 (Hunting Lodge) + 2 (Fruit Farm) + 2 (Altruist colony) + 3 (Altruist ambassador))
6 robes (1 + 3 (textile mill) + 2 (tailor shop))
and need 19 food and 6 robes.
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Qvist

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Re: Colonists (Last Year, Summer, Turn 1, ghostofmars)
« Reply #320 on: September 12, 2018, 05:17:29 am »

Watno, you aready played Hostel the turn before. Stopped at before your turn.

ghostofmars, you have
3 Inactive Merchants, 2 Inactive Citizen, 1 Inactive Farmer
2 Tools & 48 Coins
0 Cards
9 Food & 1 Robe & 1 Wood & 3 Bricks



Watno, you have
3 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
7 Tools & 85 Coins
3 Cards
6 Wood & 14 Food & 6 Clay & 4 Robes & 2 Ore & 8 Planks



Board:


Watno

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Re: Colonists (Last Year, Last Turn, Watno)
« Reply #321 on: September 12, 2018, 01:08:56 pm »

Second hostel was supposed to be social services, sorry.
I think that allows me to sell 8 planks
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Qvist

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Re: Colonists (Last Year, Last Turn, Watno)
« Reply #322 on: September 13, 2018, 06:15:37 am »

ghostofmars: 48 + 213 (buildings) + 20 (cards) + 146 (worker) = 427

Watno: 89 + 189 (buildings) + 16 (cards) + 142 (worker) = 436

Congrats Watno

Qvist

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Re: Colonists (Game End, Watno won)
« Reply #323 on: September 13, 2018, 06:18:43 am »

ghostofmars:



Watno:




(I only did production of food and robes)

Qvist

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Re: Colonists (Last Year, Last Turn, Watno)
« Reply #324 on: September 13, 2018, 06:21:23 am »

ghostofmars: 48 + 213 (buildings) + 20 (cards) + 146 (worker) = 427

Watno: 89 + 189 (buildings) + 16 (cards) + 142 (worker) = 436

I forgot to score coins one more time:

ghostofmars: 55 + 213 (buildings) + 20 (cards) + 146 (worker) = 434
Watno: 103 + 189 (buildings) + 16 (cards) + 142 (worker) = 450
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