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Author Topic: Colonists (Game End, Watno won)  (Read 42088 times)

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Qvist

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Colonists (Game End, Watno won)
« on: January 26, 2018, 07:01:50 am »

The game is fairly simple at its core. You have a main meeple (Steward) that you move on a hex grid of tiles. To every tile you move to, you do what the tile says which is gathering resources or spending them for buildings on your tableau for the most part. You have 3 moves per turn, that is basically the core of it.

Rules in a nutshell:

- The game takes place over 4 eras, each 5 years long, each 2 half-years, each taking each player 3 moves on a hex grid of tiles, making this 120 moves per player.
- Each Hex Tile triggers an action. The actions are mostly
-- either gathering the resources
-- or refining the resources (wood into planks, clay into bricks, ore into bars)
-- or spending the resources for a building that you add to your tableau. Sometimes you also
-- sell resources for money (=VP)
-- get cards
-- play cards

3 more key rules:

1.) Moving: You can either move to an adjacent tile (you can only go to a tile if you can fulfill the action) or jump to a Market of your choice. You can't end after 3 moves on the same spot you started. If you enter a space of an opponent you have to pay him a fee (exception: Markets).
2.) Paying resources: You need to have the full cost in your storage available. Additional resources in warehouses or production building buffers (which can store one year worth of production) aren't available to you. But you can swap the content of storage and warehouse, move buffer resources to your storage or get rid of resources before any action.
3.) Workers: Almost every building needs to be run by a worker. There are 3 tiers: Farmer (green), Citizen (yellow), Merchant (red) and the icon of the building shows by which kind of worker and how many it needs to be run. Each year and when you man a building you have to pay food and/or clothes depending on the tier of the worker.

Other than that you just follow the order of events. Every year there is sustenance and production, additional tiles get added to the grid. Every era the card piles get swapped. Moves are fairly straightforward in my experience quite often (most of the 120 turns are quite obvious), difficulty comes mainly into play through the random 4 out of 8 colony buildings that are in the game which drastically change your game powers and deciding for the correct colonies is quite important. Not sure why Watno's group's experience was so long, I have only played Singleplayer though so far. Box basically says 4h for the full game. First game of course takes longer. Rules: http://mayfairgames.com/files/supportfiles/thecolonists_rules_en_v7.pdf



Signups:
- Jack Rudd
- ghostofmars
- Watno
« Last Edit: September 13, 2018, 06:15:55 am by Qvist »
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Jack Rudd

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Re: Colonists (Signups)
« Reply #1 on: January 26, 2018, 09:08:54 am »

/in
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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 (Signups)
« Reply #2 on: January 26, 2018, 12:42:44 pm »

/in
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Watno

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Re: Colonists (Signups)
« Reply #3 on: January 27, 2018, 06:47:35 am »

/in
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Qvist

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Re: Colonists (Signups, 1 possible spot left)
« Reply #4 on: January 28, 2018, 10:30:40 am »

I doubt someone else will join.

Let's get this started. Please make your turn within a day to let this game not too long.
Please choose a color: Blue, White, Orange, Black.

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


Game Rules state to place the places one by each player in clockwise order. But that would make the game quite a bit longer without adding any benefit in my opinion. Let me know if you want to do that. If not, here is my randomized board:


Course of play:

Jack Rudd

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Re: Colonists (Game started)
« Reply #5 on: January 28, 2018, 11:17:56 am »

Blue
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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!'

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Re: Colonists (Game started)
« Reply #6 on: January 28, 2018, 03:48:06 pm »

I'm fine with random board.

White
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Re: Colonists (Game started)
« Reply #7 on: January 28, 2018, 04:36:03 pm »

I'm prety sure not knowing how to decide where to place tiles mattered in my group's game taking so long :p

Orange

I haven't reread the rules yet, should get to it tomorrow though.
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Re: Colonists (Game started)
« Reply #8 on: January 28, 2018, 06:03:53 pm »

Player and Seating Order:
ghostofmars, Watno, Jack Rudd

Market Card:


New Tiles:


Era 1, Year 1, Summer, Turn 1, ghostofmars
Choose 3 starting resources (any combination of wood and clay)
and then make your 3 moves.
You have 2 Farmer, 6 Tools and 1 Food.

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Re: Colonists (Era 1, Year 1, Summer, Turn 1, ghostofmars)
« Reply #9 on: January 29, 2018, 02:56:22 am »

Start on right market with 3 wood
Move North, draw 2 cards and gain 1$
Teleport to left market, draw 1 card
Move South East, build Forester's House


Could I suggest a small rules alternation which makes the game run faster as PbF: improvement cards are gained at the end of the half year?

Rules question: I assume the warehouse lots of industrialist and storekeeper are cumulative, aren't they?
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Re: Colonists (Era 1, Year 1, Summer, Turn 1, ghostofmars)
« Reply #10 on: January 29, 2018, 04:43:57 am »

Agreed with cards at the end of the full turn. Jack Rudd and Watno: Do you agree?

ghostofmars, you have
2 Farmer
4 Tools & 1 Coin
3 Cards (see PM in a bit)
1 Food



Board



Era 1, Year 1, Summer, Turn 2, Watno
Choose 3 starting resources (any combination of wood and clay)
and then make your 3 moves.
You have 2 Farmer, 6 Tools and 1 Food.

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Re: Colonists (Era 1, Year 1, Summer, Turn 1, ghostofmars)
« Reply #11 on: January 29, 2018, 04:50:53 am »

Rules question: I assume the warehouse lots of industrialist and storekeeper are cumulative, aren't they?

Yes.

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #12 on: January 29, 2018, 06:46:39 am »

Everything sounds good to me.
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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!'

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #13 on: January 29, 2018, 01:33:19 pm »

I'm okay with drawing cards after your full turn.

I'll start with 2 wood, 1 clay
Start at left Market
1: Go to Builder, build 1 Shed
2: Go to right Market, drawing 1 card,
3: Go to Head Official, getting Starting Player + 1 Clay


In case some of you didn't know already, there's also an Appendix to the rules that seems quite useful: http://www.mayfairgames.com/files/supportfiles/thecolonists_appendix_v6.pdf
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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #14 on: January 29, 2018, 04:13:37 pm »

Start on Left Market with 3 Wood
Move SW, use Joiner to turn 2 Wood to 1 Plank
Leap to right Market, drawing 1 card
Move NW to Builder, build a Library
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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!'

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #15 on: January 29, 2018, 04:53:22 pm »

move N +2 wood
move W, draw a card
move NW, build a storage
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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #16 on: January 30, 2018, 02:02:37 am »

Riverbank, 2 wood (activating storage Shed)
Left Market, draw card
Diplomat, get lvl 1 Storekeeper
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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #17 on: January 30, 2018, 02:20:02 am »

Nice pace, let me catch up.

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #18 on: January 30, 2018, 02:26:59 am »

Diplomat, get lvl 1 Storekeeper

Unless I am missing something, you are one wood short. It costs 3 wood and you have 2.

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Re: Colonists (Era 1, Year 1, Summer, Turn 2, Watno)
« Reply #19 on: January 30, 2018, 02:47:52 am »

Watno, you have
2 Inactive Farmers
5 Tools & 0 Coins
1 Card
2 Clay & 1 Food



Jack Rudd, you have
2 Inactive Farmers
5 Tools & 0 Coins
1 Card
1 Food



ghostofmars, you have
2 Inactive Farmers
3 Tools & 1 Coin
4 Cards
1 Food



Board:



Watno, feel free to redo your whole turn, unless I am missing something.


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Re: Colonists (Era 1, Year 1, Winter, Turn 2, Watno)
« Reply #20 on: January 30, 2018, 11:46:29 am »

Oops.
activate Shed
Take 2 wood.
Build 1 farm
Go back, take 2 more wood
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Re: Colonists (Era 1, Year 1, Winter, Turn 2, Watno)
« Reply #21 on: January 30, 2018, 03:38:21 pm »

Riverbank Grove, take 2 Wood
Builder, build a farm
Riverbank Grove, take 2 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!'

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Re: Colonists (Era 1, Year 1, Winter, Turn 2, Watno)
« Reply #22 on: January 30, 2018, 04:26:12 pm »

I activate my Forester in winter.
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Re: Colonists (Era 1, Year 1, Winter, Turn 2, Watno)
« Reply #23 on: January 30, 2018, 05:13:29 pm »

I did the Production Phase already. I don't see a reason not to.

Watno, you have
2 Inactive Farmers
7 Tools & 0 Coins
1 Card
2 Clay, 3 Wood & 1 Food



Jack Rudd, you have
3 Inactive Farmers
7 Tools & 0 Coins
1 Card
3 Wood & 1 Food



ghostofmars, you have
1 Inactive Farmer
6 Tools & 1 Coin
4 Cards
1 Food



Board:



Watno,
place the 3 tiles:



and if you don't care about what Market comes up and what tiles come up you can make your 3 moves.

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Re: Colonists (Era 1, End of Year 1, Watno)
« Reply #24 on: January 30, 2018, 05:45:19 pm »

Place them in a vertical line below the foresters house builder in the order bakery,  pub, factory. I'm afraid I need to know the market card. (Maybe we should also rule that to be revealed before placing the tiles)
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Re: Colonists (Era 1, End of Year 1, Watno)
« Reply #25 on: January 30, 2018, 05:52:51 pm »

Do you mean horizontal? Because a tile needs two adjacent tiles.

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Re: Colonists (Era 1, End of Year 1, Watno)
« Reply #26 on: January 30, 2018, 06:23:10 pm »

In that case, baker below foresters house, pub below developer, factory below baker
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Re: Colonists (Era 1, End of Year 1, Watno)
« Reply #27 on: January 30, 2018, 06:40:41 pm »

Board:



Market:



New tiles:



Watno's turn

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Re: Colonists (Era 1, Year 2, Summer, Turn 1, Watno)
« Reply #28 on: January 31, 2018, 02:41:11 am »

Build a Foresters house
Take 2 wood at left marker
Take 2 more wood at Grove (throwing away the food)
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Re: Colonists (Era 1, Year 2, Summer, Turn 1, Watno)
« Reply #29 on: January 31, 2018, 03:45:18 am »

You're not allowed to end the turn in the same place where you started.
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Re: Colonists (Era 1, Year 2, Summer, Turn 1, Watno)
« Reply #30 on: January 31, 2018, 06:06:57 am »

Oh, right. I'll go to the grove before the market then.
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Re: Colonists (Era 1, Year 2, Summer, Turn 1, Watno)
« Reply #31 on: January 31, 2018, 08:55:52 am »

Watno, you have
2 Inactive Farmers
5 Tools & 0 Coins
1 Card
2 Clay, 4 Wood



Board:



Jack Rudd's turn

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Re: Colonists (Era 1, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #32 on: January 31, 2018, 09:07:18 am »

Leap to left Market, take 2 wood
Go to Builder, build Forester's House
Go to head official, take start player and clay
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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!'

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Re: Colonists (Era 1, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #33 on: January 31, 2018, 09:28:11 am »

Leap to left Market, take 2 wood

Discarding both wood as storage is full?

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Re: Colonists (Era 1, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #34 on: January 31, 2018, 10:35:32 am »

Ah, so it is. In which case, my market action shall be turn food into coin instead. (Is this any good? Who knows?)
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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!'

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Re: Colonists (Era 1, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #35 on: January 31, 2018, 01:20:16 pm »

Jack Rudd, you have
3 Inactive Farmers
5 Tools & 1 Coin
1 Card
1 Clay



Board:



ghostofmars's turn

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Re: Colonists (Era 1, Year 2, Summer, Turn 3, ghostofmars)
« Reply #36 on: January 31, 2018, 07:19:50 pm »

market -> 2 wood
Builder -> Forester's house
Riverbank grove -> 2 wood
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Re: Colonists (Era 1, Year 2, Summer, Turn 3, ghostofmars)
« Reply #37 on: February 01, 2018, 01:57:04 am »

build foresters house
Take 2 wood at market
Build level 1 storekeeper at diplomat.

Activate both foresters houses and deactivate storage Shed at year end.
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Re: Colonists (Era 1, Year 2, Summer, Turn 3, ghostofmars)
« Reply #38 on: February 01, 2018, 05:13:25 am »

I'll activate Forester's House at year end.
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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!'

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Re: Colonists (Era 1, Year 2, Summer, Turn 3, ghostofmars)
« Reply #39 on: February 01, 2018, 05:44:37 am »

ghostofmars, you have
1 Inactive Farmer
4 Tools & 1 Coin
4 Cards
3 Wood & 1 Food



Watno, you have
1 Inactive Farmer
2 Tools & 0 Coins
1 Card
0 Resources



Board



Jack Rudd's turn

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Re: Colonists (Era 1, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #40 on: February 01, 2018, 06:05:41 am »

Leap to left Market, take 2 Wood
Move North, build Hunting Lodge
Move South, take 2 Wood
Activate Hunting Lodge at year end
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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!'

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Re: Colonists (Era 1, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #41 on: February 01, 2018, 12:36:28 pm »

market for 2 wood
Builder for 3 farms
Market 2 clay
Activate my Forester's house
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Re: Colonists (Era 1, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #42 on: February 02, 2018, 03:26:18 am »

I did Production Phase already and ghostofmars, I activated your shed to do your turn.

Jack Rudd, you have
1 Inactive Farmer
5 Tools & 1 Coin
1 Card
4 Wood & 1 Food



ghostofmars, you have
2 Inactive Farmers
4 Tools & 1 Coin
4 Cards
6 Wood & 2 Clay & 1 Food



Watno, you have
1 Inactive Farmer
5 Tools & 0 Coins
1 Card
4 Wood



Board:



Jack Rudd place the 3 tiles:


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Re: Colonists (Era 1, End of Year 2, Jack Rudd)
« Reply #43 on: February 02, 2018, 06:13:00 am »

Grove under the head official, clay delve under it, joiner in the hole at the north.
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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!'

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Re: Colonists (Era 1, End of Year 2, Jack Rudd)
« Reply #44 on: February 02, 2018, 07:26:00 am »

Like this?



New Market Card:



New tiles:



Jack Rudd's turn

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Re: Colonists (Era 1, Year 3, Summer, Turn 1, Jack Rudd)
« Reply #45 on: February 03, 2018, 02:56:45 am »

Move NE, build farm
Move SW, build storage shed
Move SE, take 2 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!'

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Re: Colonists (Era 1, Year 3, Summer, Turn 1, Jack Rudd)
« Reply #46 on: February 03, 2018, 03:38:23 am »

Jack Rudd, you have
2 Inactive Farmers
3 Tools & 1 Coin
1 Card
3 Wood & 1 Food



Board:


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Re: Colonists (Era 1, Year 3, Summer, Turn 2, ghostofmars)
« Reply #47 on: February 03, 2018, 05:37:16 am »

I have a question regarding the upgrade buildings. Are the only buildings that upgrade the houses of farmer/citizen/merchant? If not which other upgrade pay exist?

diplomat paying wood and food
Establish contact to industrialist colony
Jump to right market build storage
Go to head official
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Re: Colonists (Era 1, Year 3, Summer, Turn 2, ghostofmars)
« Reply #48 on: February 03, 2018, 06:07:25 am »

Take 2 clay at left Market
Build 4 farms at builder
Take 2 wood at Grove (the free one)


I think my Warehouse extension is missing from my board.
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Re: Colonists (Era 1, Year 3, Summer, Turn 2, ghostofmars)
« Reply #49 on: February 03, 2018, 07:07:10 am »

ghostofmars, you have
2 Inactive Farmers
2 Tools & 1 Coin
4 Cards
2 Wood & 1 Clay

I have a question regarding the upgrade buildings. Are the only buildings that upgrade the houses of farmer/citizen/merchant? If not which other upgrade pay exist?
You can also upgrade sheds for example. I would need to look what else you can.



Watno, you have
4 Inactive Farmers
1 Tool & 0 Coins
1 Card
3 Wood & 2 Clay & 1 Food

(I had to activate the shed for you to be able to pay 4 resources at once for the farms)



Board:


ghostofmars

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #50 on: February 03, 2018, 08:34:41 am »

There are a few buildings that seem to be better versions. It would be good to know if e.g. a pub upgrades to a theater.
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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #51 on: February 03, 2018, 09:17:14 am »

By the way, are we goin to add the optional small market later on?
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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #52 on: February 05, 2018, 06:07:34 am »

There are a few buildings that seem to be better versions. It would be good to know if e.g. a pub upgrades to a theater.

Doesn't look like it, maybe through a card.
But Tailor Shop upgrades to Textile Mill and Hunting Lodge upgrades to Hunting Grounds

By the way, are we goin to add the optional small market later on?

We can in Era 3, what do others say?

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #53 on: February 05, 2018, 04:46:19 pm »

Go to Builder, Build Forester's House
Go to Developer, take the stuff
Go to Market, take Clay
Activate all the buildings
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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!'

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #54 on: February 06, 2018, 12:54:15 pm »

I think I should not have 2 wood, because I build a shed.

Grove 2 wood
Baker 2 food
Clay delve 2 clay


If I do have 2 wood, I'll
grove 2 wood
Left market 2 clay
Diplomat storekeeper


either way I'll activate my storage and the industrial colony and use 2 wood to produce a plank

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #55 on: February 06, 2018, 05:21:57 pm »

By the way, are we goin to add the optional small market later on?

We can in Era 3, what do others say?

I don't mind eitehr way, but we should decide before we get there.

I agree on ghostofmars not having wood.


I'm confused about Jack's last turn. You can't take stuff at the developer without playing card I think.
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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #56 on: February 07, 2018, 02:26:35 am »

Sorry for late checking.

Agreed on both. ghostofmars shouldn't have wood, I'm sorry. And Jack Rudd needs to play a card to get the tools. Will wait on Jack Rudd's new turn.

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #57 on: February 08, 2018, 01:41:14 pm »

In that case, I shall go to the grove rather than the developer.
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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!'

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #58 on: February 08, 2018, 03:23:18 pm »

Grove 2 wood
Baker 2 food
Clay delve 2 clay

I'll activate my storage and the industrial colony and use 2 wood to produce a plank
Regarding the market, I'm fine either way.
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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #59 on: February 08, 2018, 03:34:28 pm »

Librarian
Left market for 2 Clay
Build Forester House at Builder

Activate all Foresters in winter
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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #60 on: February 08, 2018, 08:19:15 pm »

Watno, you have only 1 Tool. You can't build Forester's House

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #61 on: February 08, 2018, 08:26:25 pm »

Jack Rudd, you have
0 Inactive Farmers
1 Tools & 1 Coin
1 Card
2 Wood & 2 Clay & 1 Food



ghostofmars, you have
0 Inactive Farmers
2 Tools & 1 Coin
4 Cards
2 Wood & 2 Food & 3 Clay



Board:

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Re: Colonists (Era 1, Year 3, Winter, Turn 1, Jack Rudd)
« Reply #62 on: February 09, 2018, 12:20:22 pm »

Watno, you have only 1 Tool. You can't build Forester's House

I wonder how many years it'll take us until we get one without illegal turn ;P

Librarian
2 Clay at right Market
Librarian

Activate alll Foresters in winter
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Re: Colonists (Era 1, Year 3, Winter, Turn 3, Watno)
« Reply #63 on: February 10, 2018, 01:33:10 pm »

In order of player order:

ghostofmars, you have
0 Inactive Farmers
5 Tools & 1 Coin
4 Cards
6 Wood & 1 Plank & 2 Food & 3 Clay



Watno, you have
4 Inactive Farmers
4 Tool & 2 Coins
5 Cards
7 Wood & 4 Clay & 1 Food



Jack Rudd, you have
0 Inactive Farmers
4 Tools & 1 Coin
1 Card
6 Wood & 2 Clay & 2 Food



Board:



PSA: Small market will now be added at the start of Era 3.

ghostofmars please place these tiles on the board:



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Re: Colonists (Era 1, End of Year 3, ghostofmars)
« Reply #64 on: February 10, 2018, 04:57:33 pm »

Builder next to developer
Clay burner over hunting lodge builder
Grove next to market and librarian
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Re: Colonists (Era 1, End of Year 3, ghostofmars)
« Reply #65 on: February 10, 2018, 05:12:01 pm »

Board:



New Market Card:



New Tiles:



ghostofmars' turn

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Re: Colonists (Era 1, Year 4, Summer, Turn 1, ghostofmars)
« Reply #66 on: February 10, 2018, 05:48:04 pm »

build a factory
Jump to left market for wood and clay
Developer 2 tools and wooden shovel for 3 clay
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Re: Colonists (Era 1, Year 4, Summer, Turn 1, ghostofmars)
« Reply #67 on: February 12, 2018, 11:20:07 am »

ghostofmars, you have
0 Inactive Farmers
4 Tools & 1 Coin
3 Cards
4 Wood & 1 Plank & 2 Food & 4 Clay



Board:



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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #68 on: February 14, 2018, 12:00:10 pm »

Sorry, forgot the turn order :(

Grove for +2 wood
Joiner 4 wood -> 2 planks
Clayburner 2 wood, 4 clay -> 2 bricks

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #69 on: February 14, 2018, 04:22:00 pm »

NE, build farm
SW, take resources
SE, build Forester's Hut
Activate at year end
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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!'

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #70 on: February 14, 2018, 05:52:56 pm »

NE, build farm
SW, take resources
SE, build Forester's Hut
Activate at year end
Just to make sure, you are aware that you could build multiple farms in one turn, aren't you?

SW build a hollow
NE back to developer, 2 tools and play the holiday cabin improvement
Go to left market, take resources

At the end of the year I send the new farmer to the hollow and one of my guys in a storage to the factory.


If my calculations are correct, I enter the production phase with 1 wood, 2 clay, 2 food, and 1 plank (1 free slot) + 3 wood in my buffers. I convert 2 wood into a plank and all my buildings produce. I lose 1 wood that is still in the buffer.

Question: in the rules (p11, buffers) it states that certain embassies that produce can act as buffer, too. Would the industrialist embassy be an example of this? If yes, keep the plank in the embassy and I don't lose the wood.
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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #71 on: February 14, 2018, 06:40:22 pm »

I wasn't aware, but I don't think I'll change my turn on the strength of it. Maybe it'll change my future plays.
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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!'

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #72 on: February 15, 2018, 04:41:41 am »

SE, build Forester's Hut

To pay you have to move one wood from your Forester's House to your basic Storage or Shed, but your Basic Storage, Shed and Warehouse are full.
Do you want to lose 1 Food or 1 Clay in the process to build it?

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #73 on: February 15, 2018, 04:55:55 am »

Watno, you have
4 Inactive Farmers
4 Tool & 2 Coins
5 Cards
3 Wood & 2 Planks & 2 Bricks & 1 Food



Board (with Jack Rudd and ghostofmars' turn):



Jack Rudd, see question above
ghostofmars, the Embassy doesn't produce on its own, so you will lose 1 wood
Watno, if you don't care for Jack Rudd's decision, make your turn.

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Re: Colonists (Era 1, Year 4, Summer, Turn 2, Watno)
« Reply #74 on: February 15, 2018, 06:49:00 am »

SE, build Forester's Hut

To pay you have to move one wood from your Forester's House to your basic Storage or Shed, but your Basic Storage, Shed and Warehouse are full.
Do you want to lose 1 Food or 1 Clay in the process to build it?
1 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!'

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Re: Colonists (Era 1, Year 4, Winter, Turn 2, Watno/Jack Rudd)
« Reply #75 on: February 15, 2018, 09:18:48 am »

I changed my mind about the production phase: I will discard 1 food to keep the wood.
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Re: Colonists (Era 1, Year 4, Winter, Turn 2, Watno/Jack Rudd)
« Reply #76 on: February 15, 2018, 11:01:16 am »

Left market for 1 wood, 1 clay
Builder build 2 storages
Left market for start player
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Re: Colonists (Era 1, Year 4, Winter, Turn 2, Watno/Jack Rudd)
« Reply #77 on: February 16, 2018, 01:19:01 pm »

Jack Rudd, you have
1 Inactive Farmer
1 Tools & 1 Coin
1 Card
3 Wood & 3 Clay & 1 Food



ghostofmars, you have
1 Inactive Farmer
3 Tools & 1 Coin
2 Cards
4 Wood & 1 Plank & 2 Food & 2 Clay



Watno, you have
4 Inactive Farmers
2 Tools & 2 Coins
5 Cards
2 Planks & 2 Bricks & 1 Clay & 1 Food



Board:




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Re: Colonists (Era 1, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #78 on: February 16, 2018, 05:00:34 pm »

Go to Market, take Resources
Go to Developer, play Clay Oven
Go to Builder, build Hollow
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!'

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Re: Colonists (Era 1, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #79 on: February 16, 2018, 05:05:40 pm »

Place Estate Builder between hollow Builder and Pub Builder
Flat Builder between Joiner and Diplomat
Clay Delve between Joiner and Hollow builder
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Re: Colonists (Era 1, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #80 on: February 18, 2018, 07:42:58 am »


Activate everything

You can't activate everything. You have 5 Workers, but 3 Forester's Houses, 1 Hollow, 1 Hunting Lodge and 1 Shed.

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Re: Colonists (Era 1, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #81 on: February 18, 2018, 08:06:01 am »

Watno, you have
4 Inactive Farmers
5 Tools & 2 Coins
5 Cards
4 Wood & 2 Planks & 2 Bricks & 1 Clay & 1 Food



Jack Rudd, you have
0 Inactive Farmer
4 Tools & 1 Coin
0 Cards
7 Wood & 1 Clay & 1 Brick & 2 Food



ghostofmars, you have
0 Inactive Farmer
6 Tools & 1 Coin
2 Cards
9 Wood & 2 Planks & 1 Food & 5 Clay



Board:



Jack Rudd, I activated your Hollow and left your Forester's House unmanned in a random choice to keep the game going. If you want to activate the Forester's House instead of the Hollow, Hunting Lodge or Shed, let me know. If you decide to deactivate the shed, let me know which item(s) you discard.
Watno, I will PM you the market card to keep the game going, your turn.

Last year of the era (no new tiles)

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #82 on: February 18, 2018, 06:26:35 pm »

Happy with that decision. Sorry.
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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!'

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #83 on: February 19, 2018, 12:57:38 pm »

Develop Stone Axe (+4 wood)
Join 6 wood -> 3 planks (activating a Storage)
Upgrade 3 Farms -> Flats
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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #84 on: February 19, 2018, 05:28:01 pm »

Go to Builder, turning 1 farm into an Estate
Leap to left Market, taking resources
Go to NW builder, building another Storage Shed
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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!'

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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #85 on: February 20, 2018, 01:54:05 am »

I would need to know the market action before I can move.
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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #86 on: February 20, 2018, 02:15:23 am »

Here's the market card via PM to let the game going while Jack Rudd decides.



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Re: Colonists (Era 1, Year 5, Summer, Turn 1, Watno/Jack Rudd)
« Reply #87 on: February 20, 2018, 02:19:49 am »

Watno, you have
3 Inactive Citizens
3 Tools & 2 Coins
4 Cards
2 Wood & 2 Planks & 2 Bricks & 1 Clay & 1 Food



Jack Rudd, you have
2 Inactive Farmer
2 Tools & 1 Coin
0 Cards
4 Wood & 1 Clay & 2 Food



Board:



Market Card:

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Re: Colonists (Era 1, Year 5, Summer, Turn 3, ghostofmars)
« Reply #88 on: February 20, 2018, 07:50:38 am »

That was the least useful market card for me...

builder 2 farms
builder hunting lodge
clayburner 2w+4c -> 2 bricks (activating the storage)
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Re: Colonists (Era 1, Year 5, Summer, Turn 3, ghostofmars)
« Reply #89 on: February 20, 2018, 07:51:13 am »

PS: I have 10 woods (at least I have in the picture).
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Re: Colonists (Era 1, Year 5, Summer, Turn 3, ghostofmars)
« Reply #90 on: February 20, 2018, 12:29:24 pm »

Clay delve
left market +2 wood
build 1 hunting lodge
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Re: Colonists (Era 1, Year 5, Summer, Turn 3, ghostofmars)
« Reply #91 on: February 21, 2018, 10:53:03 pm »

ghostofmars, you have
1 Inactive Farmer
1 Tool & 1 Coin
2 Cards
4 Wood & 2 Planks & 1 Food & 2 Bricks



Watno, you have
3 Inactive Citizens
1 Tools & 2 Coins
4 Cards
2 Wood & 2 Planks & 2 Bricks & 2 Clay & 1 Food



(I mistakenly said you had 3 Tools last turn, but you had 4, I hope that didn't mess things up)

Board:






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Re: Colonists (Era 1, Year 5, Winter, Turn 2, Jack Rudd)
« Reply #92 on: February 22, 2018, 05:28:11 pm »

Market, build Forester's House
Leap to other Market, take resources
Go to Librarian
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!'

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Re: Colonists (Era 1, Year 5, Winter, Turn 2, Jack Rudd)
« Reply #93 on: February 22, 2018, 06:09:57 pm »

Any market +2wood
left market +2wood
builder -> 1 shed

I activate the shed and use the industrialist colony to get another plank.


Note that there is a misprint on the industrialist colony level 2. The conversion ought to be 1w,2c (1x) -> 1 brick.
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Re: Colonists (Era 1, Year 5, Winter, Turn 2, Jack Rudd)
« Reply #94 on: February 27, 2018, 07:05:32 am »

Sorry, I totally forgot about this.

Jack Rudd, again I can't activate everything. I either can't activate the Forester's House or the Shed. If you don't activate the shed, you lose 1 resource in the Production Phase. Also I sent you the 4 cards, please discard 2.
Watno, place the 3rd Market. It needs to be at least 2 places away from the other Markets.

I will update the game boards after I get these answers.

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Re: Colonists (End of Era 1)
« Reply #95 on: February 27, 2018, 07:26:29 am »

Fail to activate the Forester's House.
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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!'

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Re: Colonists (End of Era 1)
« Reply #96 on: March 01, 2018, 04:55:54 pm »

Watno?
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Re: Colonists (End of Era 1)
« Reply #97 on: March 02, 2018, 02:41:51 am »

Sorry
I'll place the market below the estate builder, going.straight down. If that's not allowed, below the estate builder and going to the pub builder.

I'll deactivate a shed in favor of the hunting lodge
« Last Edit: March 02, 2018, 02:44:30 am by Watno »
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Re: Colonists (End of Era 1)
« Reply #98 on: March 02, 2018, 06:45:48 am »

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



Jack Rudd, you have
0 Inactive Farmer
3 Tools & 2 Coins
2 Cards
9 Wood & 2 Clay & 3 Food



ghostofmars, you have
0 Inactive Farmer
3 Tools & 1 Coin
2 Cards
12 Wood & 3 Clay & 3 Planks & 1 Food & 2 Bricks



Board:



New Tiles:



Era II starts. New Market card:


Watno

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Re: Colonists (Era 2, Year 1, Summer, Turn 1, Watno)
« Reply #99 on: March 02, 2018, 11:56:09 am »

Build 1 farm (activate Storage Shed)
Left Market -> take 2 clay
Diplomat: Build Lvl 2 Lords, upgrade Storekeepers to Lvl 2
« Last Edit: March 02, 2018, 12:00:45 pm by Watno »
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Re: Colonists (Era 2, Year 1, Summer, Turn 1, Watno)
« Reply #100 on: March 02, 2018, 01:34:56 pm »

Leap to left market, sell 2 food
Move to Builder, build 3 farms
Move to NE Riverbank Grove, take 2 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!'

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Re: Colonists (Era 2, Year 1, Summer, Turn 1, Watno)
« Reply #101 on: March 02, 2018, 04:36:33 pm »

Diplomat pay 1 food,1 clay, 1 wood
Build Lord lvl 2, industrialist lvl 2
South take a brick
Developer take 2 tools and 3 clay
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Re: Colonists (Era 2, Year 1, Summer, Turn 1, Watno)
« Reply #102 on: March 04, 2018, 01:41:56 pm »

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



Jack Rudd, you have
3 Inactive Farmer
0 Tools & 3 Coins
2 Cards
8 Wood & 2 Clay & 1 Food



ghostofmars, you have
0 Inactive Farmer
2 Tools & 1 Coin
1 Card
8 Wood & 3 Clay & 1 Planks & 1 Bricks



Board:


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Re: Colonists (Era 2, Year 1, Winter, Turn 1, Watno)
« Reply #103 on: March 05, 2018, 01:24:03 pm »

I think my storage extension is missing from my board

Take 1 brick at Joiner with Lords
Take 1 brick at Hollow Builder with Lords
Take 1 brick at Estate buikder with Lords
Upgrade empty Storage Shed to Factory with Storekeepers paying no fee due to Lords.
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Re: Colonists (Era 2, Year 1, Winter, Turn 1, Watno)
« Reply #104 on: March 08, 2018, 06:44:47 am »

Sorry I shouldn't assume you all make a turn before I update.

Watno, you have
3 Inactive Citizens
0 Tools & 2 Coins
4 Cards
3 Wood & 3 Clay & 3 Bricks & 3 Food

I forgot to mention last time that I can't find the storage extension on TTS. So we just have to remember you have it.



Board:



Jack Rudd

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #105 on: March 08, 2018, 07:06:35 am »

Teleport to left market, take clay
Move to Developer, play Axe
Move to builder, build Hollow
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!'

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #106 on: March 08, 2018, 08:54:23 am »

South take a brick
South West build two estates (I think I need to discard a clay)
North take a brick
Activate all buildings and use industrialist colony to produce 1 brick and 2 planks
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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #107 on: March 08, 2018, 10:02:33 am »

Move to Developer, play Axe

What are you paing ghostofmars for the fee?

Jack Rudd

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #108 on: March 08, 2018, 10:08:47 am »

Aargh, good point, I haven't got enough resources to pay the fee with, and have no good way of getting them.
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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!'

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #109 on: March 08, 2018, 10:10:13 am »

OK, rethink turn.

Move NW, create 1 load of planks
Move NW again, create 1 load of bricks
Teleport to bottom market, take clay
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!'

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Re: Colonists (Era 2, Year 1, Winter, Turn 2, Jack Rudd)
« Reply #110 on: March 09, 2018, 04:05:16 am »

Watno, you have
3 Inactive Citizens
3 Tools & 2 Coins
4 Cards
9 Wood & 3 Clay & 3 Bricks & 5 Food



Jack Rudd, you have
2 Inactive Farmer
3 Tools & 3 Coins
2 Cards
11 Wood & 3 Clay & 2 Food & 1 Plank & 1 Brick

You had to store 5 Wood and 1 Food, I discarded 2 Wood because it didn't fit. If I should discard 1 Wood and 1 Food instead, let me know.



ghostofmars, you have
3 Inactive Farmer
3 Tools & 1 Coin
1 Card
5 Wood & 2 Clay & 2 Planks & 2 Bricks & 2 Food

I had to discard 2 Clay for doing your one action (unless I am missing something).



Board:



Watno, please add these 3 tiles:

ghostofmars

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #111 on: March 09, 2018, 05:24:45 am »

I have 9 storage and 2 warehouse spots. For my action I need 8 resources. Hence I should be able to store 3 goods (1 plank, 2 clay). Am I missing something?
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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #112 on: March 09, 2018, 05:34:45 am »

I have 9 storage and 2 warehouse spots. For my action I need 8 resources. Hence I should be able to store 3 goods (1 plank, 2 clay). Am I missing something?

No, I had a brainfart. You have one additional clay.

Watno

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #113 on: March 09, 2018, 11:21:26 am »

Forest replaces top Grove
Joiner above other Joiner.
Blacksmith between right Market and Grove
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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #114 on: March 10, 2018, 03:15:20 am »

I noticed I'm missing a plank. I had 8w, 2c, 1p, 2b. After building two estates, I have 2w, 2c, 1p. Producing wood and clay 10w, 5c, 1p. Using the industrialist colony 5w, 3c, 3p, 2b.

Also if the others don't mind, I would like to deactivate the unused storage. I don't think there is any benefit to activating it before I need it.
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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #115 on: March 10, 2018, 03:36:17 am »

You have 3 planks in the picture, just mistyped.
Still waiting on Jack Rudd on what to do.

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #116 on: March 10, 2018, 05:39:04 am »

Go with the wood discard
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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!'

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Re: Colonists (Era 2, End of Year 1, Watno)
« Reply #117 on: March 11, 2018, 06:25:35 am »

Board:



New Market Card:



New tiles:



Watno's turn

Watno

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Re: Colonists (Era 2, Year 2, Summer, Turn 1, Watno)
« Reply #118 on: March 11, 2018, 06:38:38 am »

take 1 brick at pub builder.
Upgrade 3 farms to estates, throwing away 3 food
Jump to right market for 2 food, 1 clay
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Re: Colonists (Era 2, Year 2, Summer, Turn 1, Watno)
« Reply #119 on: March 12, 2018, 11:40:14 am »

Watno, you have
6 Inactive Farmer & 3 Inactive Citizens
0 Tools & 2 Coins
4 Cards
4 Clay & 1 Bricks & 4 Food



Board:


Jack Rudd

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Re: Colonists (Era 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #120 on: March 12, 2018, 11:47:35 am »

Move one space north, upgrade 1 Farm to Estate
Teleport to left-centre market, sell Wood
Move to Developer, play Axe
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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!'

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Re: Colonists (Era 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #121 on: March 12, 2018, 01:29:24 pm »

move to developer, build warehouse extension
To Joiner converting 4w to 2p
To Builder building 3 flats
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Re: Colonists (Era 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #122 on: March 12, 2018, 02:24:27 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.
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Re: Colonists (Era 2, Year 2, Summer, Turn 2, Jack Rudd)
« Reply #123 on: March 15, 2018, 06:38:07 am »

Jack Rudd, you have
4 Inactive Farmer
4 Tools & 4 Coins
1 Card
2 Wood & 3 Clay & 2 Food & 1 Plank



ghostofmars, you have
3 Inactive Farmer & 3 Inactive Citizens
1 Tool & 1 Coin
0 Cards
1 Wood & 3 Clay & 1 Plank & 2 Bricks & 2 Food



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



Board:


Jack Rudd

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Re: Colonists (Era 2, Year 2, Winter, Turn 2, Jack Rudd)
« Reply #124 on: March 15, 2018, 07:29:51 am »

Move SW, build Hollow
Leap to Right Market, take resources
Move N, draw cards
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!'

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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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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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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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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:



Board:


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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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

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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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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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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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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



Board:



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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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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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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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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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



Board:


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!'

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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!'

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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.

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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!'

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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.

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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!'

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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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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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Re: Colonists (Era 2, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #150 on: March 19, 2018, 07:44:35 pm »

Jack Rudd, you have
1 Inactive Farmer, 2 Inactive Citizens
2 Tools & 5 Coins
3 Cards
3 Wood & 1 Clay & 1 Food & 1 Plank



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



Watno, you have
2 Inactive Farmer & 3 Inactive Citizens
0 Tools & 6 Coins
4 Cards
1 Brick & 3 Clay & 1 Food



Board:



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  • Saboteur
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Re: Colonists (Era 2, Year 3, Winter, Turn 3, Jack Rudd)
« Reply #151 on: March 20, 2018, 09:09:10 pm »

Move to Clay Delve, take Clay
Teleport to Market, take resources
Move to Developer, build Wood Storehouse
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!'

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Re: Colonists (Era 2, Year 3, Winter, Turn 3, Jack Rudd)
« Reply #152 on: March 20, 2018, 09:38:12 pm »

ghostofmars, you have
3 Inactive Citizens
10 Tools & 5 Coins
4 Cards
4 Wood & 6 Clay & 4 Planks & 3 Bricks & 4 Food



Watno, you have
2 Inactive Farmer & 3 Inactive Citizens
3 Tools & 6 Coins
4 Cards
1 Brick & 7 Clay & 10 Wood & 5 Food



Jack Rudd, you have
1 Inactive Farmer, 2 Inactive Citizens
6 Tools & 5 Coins
2 Cards
8 Wood & 7 Clay & 2 Food & 1 Plank



Board:



ghostofmars, I think you overlooked your Storehouse card. I stored 1 extra Clay in there. If I should store 1 of the 2 Food I discarded in there, let me know.
Also you have to add the tiles to the board:

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Re: Colonists (Era 2, End of Year 3, ghostofmars)
« Reply #153 on: March 21, 2018, 03:14:02 am »

Iron mine next to me and grove
Theater above librarian
Institute below Grand market
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Re: Colonists (Era 2, End of Year 3, ghostofmars)
« Reply #154 on: March 21, 2018, 04:08:14 am »

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Re: Colonists (Era 2, End of Year 3, ghostofmars)
« Reply #156 on: March 22, 2018, 07:31:17 am »

Board:



New tiles:



New Market card:


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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #157 on: March 22, 2018, 09:26:40 am »

Build ironmine
Grove (taking a brick)
Librarian (taking a brick)
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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #158 on: March 22, 2018, 12:56:56 pm »

Build 3 Storage Sheds.
Sell 6 clay at right market.
Draw cards at Developer
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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #159 on: March 22, 2018, 02:56:34 pm »

Leap to bottom market, make bricks
Move to Builder, turn Farm into Estate
Move to Grand Baker, sell food
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!'

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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #160 on: March 22, 2018, 05:02:15 pm »

Build a theater
Jump to left market, make a brick
Developer +2 tools +2 planks

I activate the iron mine and the theater in the production phase and use all options of the industrialist colony.
I get 3w, 1c, 2p, 1b, 2i, 2$
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Re: Colonists (Era 2, Year 4, Summer, Turn 1, ghostofmars)
« Reply #161 on: March 24, 2018, 06:36:02 am »

ghostofmars, you have
3 Inactive Citizens
8 Tools & 5 Coins
3 Cards
4 Wood & 4 Clay & 2 Planks & 1 Brick & 4 Food



Watno, you have
2 Inactive Farmer & 3 Inactive Citizens
1 Tool & 10 Coins
6 Cards
1 Brick & 1 Clay & 4 Wood & 5 Food



Jack Rudd, you have
3 Inactive Farmer, 2 Inactive Citizens
5 Tools & 6 Coins
2 Cards
4 Wood & 4 Clay & 1 Plank



Board:



Watno, I assumed you meant Library not Developer, right? Also, sorry, I forgot to give you an additional tool in the last Production Phase because of your Workshop, fixed now.
Jack Rudd, to build your Estate you had to discard one good - one Clay, Food or Plank. You used all your Food later that turn, so I discarded a Clay for you. Let me know if you want to change that somehow.

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Re: Colonists (Era 2, Year 4, Winter, Turn 2, Watno)
« Reply #162 on: March 24, 2018, 07:17:23 am »

Yeah, Clay is fine.
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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!'

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Re: Colonists (Era 2, Year 4, Winter, Turn 2, Watno)
« Reply #163 on: March 24, 2018, 03:10:55 pm »

Ore Pit.
Left market for wood.
Develop (for real this time):
Ruin (+1 Brick)
Cottage: Pay 1 Tool (which i don't neeed to pay), 4 Wood, 1 Brick: +2 Farmer (worth 2 coins)
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Re: Colonists (Era 2, Year 4, Winter, Turn 2, Watno)
« Reply #164 on: March 27, 2018, 03:55:33 am »

Watno, you have
4 Inactive Farmer & 3 Inactive Citizens
3 Tool & 10 Coins
4 Cards
1 Brick & 1 Clay & 2 Wood & 5 Food



Board:





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Re: Colonists (Era 2, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #165 on: March 27, 2018, 08:46:31 am »

Teleport to Market, take resources
Move to Diplomat, establish relations with storekeeper colony
Move to Joiner, make 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!'

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Re: Colonists (Era 2, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #166 on: March 27, 2018, 12:47:45 pm »

place the clay pocket next to the diplomat, the apartment builder North of that and the storage builder next to the hunting lodge builder
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Re: Colonists (Era 2, Year 4, Winter, Turn 3, Jack Rudd)
« Reply #167 on: March 28, 2018, 04:06:21 am »

ghostofmars, you have
1 Inactive Citizen
11 Tools & 7 Coins
3 Cards
7 Wood & 5 Clay & 4 Planks & 2 Bricks & 4 Food



Watno, you have
4 Inactive Farmer & 3 Inactive Citizens
7 Tools & 10 Coins
4 Cards
1 Brick & 5 Clay & 12 Wood & 9 Food



Jack Rudd, you have
3 Inactive Farmer, 2 Inactive Citizens
7 Tools & 6 Coins
2 Cards
9 Wood & 4 Clay & 2 Planks



Board:



Market Card:


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Re: Colonists (Era 2, Year 5, Summer, Turn 1, ghostofmars)
« Reply #168 on: March 28, 2018, 07:23:03 am »

I miscalculated how much storage I would have :-[.
Discard two food
walk to the clay pocket
take 2 clay there and a plank on every step along the way
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Re: Colonists (Era 2, Year 5, Summer, Turn 1, ghostofmars)
« Reply #169 on: March 29, 2018, 08:43:31 am »

Left market for 2 food, 1 wood
Take 1 brick at farm builder.
Transform 10 wood to 5 planks.
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Re: Colonists (Era 2, Year 5, Summer, Turn 1, ghostofmars)
« Reply #170 on: April 01, 2018, 06:44:19 am »

Sorry for the wait.

ghostofmars, you have
1 Inactive Citizen
11 Tools & 7 Coins
3 Cards
7 Wood & 7 Clay & 6 Planks & 2 Bricks & 2 Food



Watno, I assume you activate your sheds doing that because otherwise this wouldn't have been possible. Then you have
1 Inactive Farmer & 3 Inactive Citizens
7 Tools & 10 Coins
4 Cards
2 Bricks & 5 Clay & 3 Wood & 11 Food & 5 Planks



Board:


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Re: Colonists (Era 2, Year 5, Summer, Turn 3, Jack Rudd)
« Reply #171 on: April 01, 2018, 07:00:32 am »

Leap to right market, sell clay
Move to librarian, draw cards
Move to riverbank forest, take lots of wood
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!'

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Re: Colonists (Era 2, Year 5, Summer, Turn 3, Jack Rudd)
« Reply #172 on: April 01, 2018, 07:38:50 am »

Upgrade two flats to apartments
Upgrade two sheds to storage houses
Build a hunting lodge


If I counted correctly, I don't need to activate the storage houses yet. I need to think a bit what exactly I want to do in the production phase.
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Re: Colonists (Era 2, Year 5, Summer, Turn 3, Jack Rudd)
« Reply #173 on: April 02, 2018, 11:54:30 am »

Right market sell 4 clay.
Take brick at grove
Build iron mine
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Re: Colonists (Era 2, Year 5, Summer, Turn 3, Jack Rudd)
« Reply #174 on: April 03, 2018, 06:58:24 am »

Jack Rudd, did you want to sell 2 or 4 clay? Next time please specify. I just sold 2 clay for 1$. You have
3 Inactive Farmer, 2 Inactive Citizens
7 Tools & 8 Coins
4 Cards
13 Wood & 2 Clay & 2 Planks



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



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



Board:


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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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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!'

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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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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.

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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!'

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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:


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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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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.

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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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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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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!'

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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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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.

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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!'

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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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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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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?

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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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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

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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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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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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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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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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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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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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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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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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

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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!'

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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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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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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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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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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.

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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?

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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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Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #225 on: May 08, 2018, 08:41:51 am »

I am blind.

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Re: Colonists (Era 3, Year 3, Summer, Turn 1, ghostofmars)
« Reply #226 on: May 08, 2018, 08:58:18 am »

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



Watno, you have
1 Inactive Merchant, 2 Inactive Citizen, 4 Inactive Farmer
5 Tools & 14 Coins
3 Cards
1 Wood & 9 Food & 2 Clay & 2 Ore & 5 Planks



Board:


ghostofmars

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Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #227 on: May 08, 2018, 12:36:47 pm »

The altruist is still on the clay and should be on the ore pit.
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Jack Rudd

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Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #228 on: May 10, 2018, 03:47:12 pm »

Move Altruist onto Grove
Move to Joiner, make 2 planks
Leap to bottom Market, take resources
Move 1 north, create an Estate
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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!'

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Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #229 on: May 11, 2018, 03:39:19 am »

Swap developer and joiner
Take 3 clay
developer build assembly hall
move altruist to grand baker
go to riverbank forest taking 1 iron
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Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #230 on: May 12, 2018, 06:18:22 am »

Jack Rudd

Move Altruist onto Grove -> Okay
Move to Joiner, make 2 planks -> Because of the discount of Altruist, you basically exchange 2 Wood into 2 Planks, so okay as well
Leap to bottom Market, take resources -> Your storage is full, what should I discard?
Move 1 north, create an Estate -> You have to pay 3 Wood but no Wood is in your available storage, what should I discard?

Jack Rudd

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Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #231 on: May 12, 2018, 06:26:19 am »

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!'

Qvist

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Re: Colonists (Era 3, Year 3, Summer, Turn 3, Jack Rudd)
« Reply #232 on: May 12, 2018, 09:15:28 am »

Jack Rudd, you have
5 Inactive Farmer, 4 Inactive Citizens
14 Tools & 9 Coins
5 Cards
8 Wood & 2 Clay & 1 Food & 7 Planks & 1 Ore & 2 Coal



ghostofmars, you have
2 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
5 Tools & 16 Coins
2 Cards
1 Wood & 4 Food & 2 Ore & 2 Robe & 1 Coal & 2 Iron



Board:


Watno

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Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #233 on: May 14, 2018, 12:11:35 pm »

Swap Head Official and Grove
Go to Head Official and take SP, taking 2 coal on the way with lords.
Also, replace another Storage with a Theater.
« Last Edit: May 14, 2018, 12:13:22 pm by Watno »
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Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #234 on: May 14, 2018, 12:41:02 pm »

Go to Head Official and take SP
Well it was a good run. I didn't expect it to last that long.
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Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #235 on: May 18, 2018, 01:09:32 pm »

Jack?
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Jack Rudd

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Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #236 on: May 18, 2018, 06:25:04 pm »

Leap to left market, take resources
Move NW, build storage shed
Move NW, upgrade flat to apartment

Still no idea what I'm doing, but I'm getting lots of workers to not do it with.
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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!'

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Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #237 on: May 21, 2018, 04:49:36 am »

This week I am in sort of holidays, having limited access to my computer. I will see what I can do to update.

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Re: Colonists (Era 3, Year 3, Winter, Turn 2, Watno)
« Reply #238 on: May 28, 2018, 04:18:17 am »

I apologize again for the break.

Watno, how would you like to distribute the new tiles? And would you like to activate your Theater?
ghostofmars, what do you like to do with Industrialist and Altruist?

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Re: Colonists (Era 3, End of Year 3)
« Reply #239 on: May 28, 2018, 02:58:16 pm »

Riverbank Grove below Head Official,
Community Hall Builder between Ore Pit and Theater Builder.
Customs Office Builder between Iron Mine and Tailor Shop Builder,

i'm activating the Theater and also swapping two Factories to yellow.
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Re: Colonists (Era 3, Year 2, Winter, Turn 3, Jack Rudd)
« Reply #240 on: May 28, 2018, 06:32:02 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.
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Re: Colonists (Era 3, End of Year 3)
« Reply #241 on: May 29, 2018, 09:10:42 am »

Watno, the Riverbank Forest had only one valid spot as it has to replace a Riverbank Grove, so I did that instead.
ghostofmars, you have to remove one of your stewards. Which one do you like to keep?
Jack Rudd, I forgot to ask what you like for Altruist choice. I gave you a Brick. Let me know if you want 2 Wood, 1 Clay or 1 Plank instead.

Watno, you have
1 Inactive Merchant, 0 Inactive Citizen, 6 Inactive Farmer
9 Tools & 18 Coins
3 Cards
7 Wood & 5 Food & 5 Clay & 6 Ore & 5 Planks & 2 Coal



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



ghostofmars, you have
2 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
8 Tools & 18 Coins
2 Cards
8 Food & 4 Ore & 3 Robes & 3 Coal & 2 Iron & 1 Clay & 2 Bricks & 2 Planks



Board:



New tiles:



New market:


Watno

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Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #242 on: May 29, 2018, 05:29:51 pm »

Swap the lower Clayburner and Joiner.
Go to Librarian taking 2 ore on the way, thena activate Librarian
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Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #243 on: May 29, 2018, 06:00:35 pm »

Remove the steward on the developer.
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Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #244 on: June 05, 2018, 09:43:20 am »

Bump Jack Rudd

Jack Rudd

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Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #245 on: June 05, 2018, 06:13:07 pm »

Move NE, build
Move NE, convert resources
Move to right-hand market, 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 3, Year 4, Summer, Turn 1, Watno)
« Reply #246 on: June 06, 2018, 06:25:40 am »

Move NE, build
Move NE, convert resources
Move to right-hand market, take resources
If I tracked the actions correctly your second action is on the joiner (that Watno swapped). Then you need to specify how much wood you want to convert to planks.

Swap ore pit with grove
Altruist jumps to left market and moves to ore pit
My steward goes to librarian;
north converting 3 ore and 2 coal to 2 iron using the altruist;
north to the builder, building 1 boarding house.

If I can activate the building at any time to get the extra steward, I will wait until next turn after I saw my new cards. Otherwise, activate it paying 2 food and 1 robe and place the steward on the market next to the developer.
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Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #247 on: June 06, 2018, 10:47:11 am »

Ah, it's on the joiner, is it? Make 3 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!'

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Re: Colonists (Era 3, Year 4, Summer, Turn 1, Watno)
« Reply #248 on: June 07, 2018, 03:24:55 am »

Watno, you have
1 Inactive Merchant, 0 Inactive Citizen, 6 Inactive Farmer
9 Tools & 19 Coins
5 Cards
7 Wood & 5 Food & 5 Clay & 8 Ore & 5 Planks & 2 Coal



Jack Rudd, you have
5 Inactive Farmer, 5 Inactive Citizens
13 Tools & 9 Coins
5 Cards
8 Wood & 2 Clay & 6 Food & 8 Planks & 1 Ore & 2 Coal



ghostofmars, you have
2 Inactive Merchants, 2 Inactive Citizen, 0 Inactive Farmer
6 Tools & 19 Coins
4 Cards
8 Food & 1 Ore & 3 Robes & 1 Coal & 3 Iron & 1 Clay & 1 Brick & 1 Plank



Board:



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Re: Colonists (Era 3, Year 4, Winter, Turn 1, Watno)
« Reply #249 on: June 10, 2018, 12:39:49 pm »

Swap Clay Burner and Riverbank
Make 2 bricks at Clay burner
Take 1 coal at Clay Pit
Make 3 iron (using coal for all)
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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!'

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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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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?

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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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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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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.

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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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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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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.

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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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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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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:

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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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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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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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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.

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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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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.

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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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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:




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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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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

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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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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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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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Re: Colonists (Era 3, Year 5, Summer, Turn 1, Watno)
« Reply #275 on: July 18, 2018, 07:12:50 am »

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



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



Board:

« Last Edit: July 18, 2018, 04:22:31 pm by Qvist »
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Re: Colonists (Era 4, Year 1, Winter, Turn 1, Watno)
« Reply #276 on: July 18, 2018, 02:28:41 pm »

Swap Joiner and Coalburner.
Make 4 Bricks (for 4 wood, 4 clay)
Take Coal at Market
Play Dolly + Small Ironsmelter, making 1 iron.
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Re: Colonists (Era 4, Year 1, Winter, Turn 1, Watno)
« Reply #277 on: July 18, 2018, 04:23:00 pm »

I just updated the Tool count which I forgot

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Re: Colonists (Era 4, Year 1, Winter, Turn 1, Watno)
« Reply #278 on: July 19, 2018, 06:28:06 am »

Swap Joiner and Coalburner.
Make 4 Bricks (for 4 wood, 4 clay)
Take Coal at Market
Play Dolly + Small Ironsmelter, making 1 iron.
I'm puzzled by your turn. You cannot swap the coalburner with the joiner because my steward is on the joiner.
Then you move to the loamburner, but I don't know how (did you use my steward?)
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Re: Colonists (Era 4, Year 1, Winter, Turn 1, Watno)
« Reply #279 on: July 19, 2018, 12:47:02 pm »

(did you use my steward?)
Possibly.

Swap Iron Smelter and Clay Pit.
Take a Coal somewhere.
Play Dolly + Small Ironsmelter, making 1 iron.
Ticket to cheap brickmaker, Make 4 Bricks (for 4 wood, 4 clay)
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Re: Colonists (Era 4, Year 1, Winter, Turn 1, Watno)
« Reply #280 on: July 19, 2018, 04:54:34 pm »

Swap Baker and Forester house builder
Altruist to Baker
Jump to NW market taking resources
Developer, play wood saw
Diplomat upgrade all embassies
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Re: Colonists (Era 4, Year 1, Winter, Turn 1, Watno)
« Reply #281 on: July 21, 2018, 08:38:07 am »


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



ghostofmars, you have
2 Inactive Merchant, 1 Inactive Citizen, 1 Inactive Farmer
7 Tools & 23 Coins
2 Cards
5 Food & 3 Robes & 2 Coal & 2 Ore



Board:



Watno, add the 3 tiles.
ghostofmars. tell me your Atruist and Industrialist choices.

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Re: Colonists (Era 4, End of Year 1)
« Reply #282 on: July 21, 2018, 10:05:42 am »

I miscouneted and made 1 more brick than I wanted to :(
 
Casino Builder above Theater Builder.
tailor above Boarding House Builder
Iron Mine right of Tailor Shop Builder
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Re: Colonists (Era 4, End of Year 1)
« Reply #283 on: July 22, 2018, 01:48:03 am »

Industrialist colony produces maximum, except for only a single coal. Altruist produces 1 food,1 robe, 1 tool, and 2 planks. In total I produce 7 food, 1 robe, 1 clay, 5 planks, 4 bricks, 1 iron, and 4 tools. Then I activate the stables and eat 5 food (7-2 due to altruist) and consume 1 robe.
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Re: Colonists (Era 4, End of Year 1)
« Reply #284 on: July 23, 2018, 11:35:57 am »


Watno, you have
2 Inactive Merchants, 0 Inactive Citizen, 4 Inactive Farmer
12 Tools & 39 Coins
3 Cards
11 Wood & 1 Food & 5 Clay & 5 Brick & 7 Ore & 1 Iron & 1 Robe



ghostofmars, you have
1 Inactive Merchant, 1 Inactive Citizen, 1 Inactive Farmer
7 Tools & 25 Coins
1 Card
7 Food & 3 Robes & 2 Coal & 4 Ore & 1 Clay & 5 Planks & 1 Iron & 4 Briccks



Board:



New tiles:



New market:


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Re: Colonists (Era 4, Year 2, Summer, Turn 1, Watno)
« Reply #285 on: July 23, 2018, 12:42:39 pm »

Swap Coalburner and Joiner
Make 3 Coal.
Make 3 Iron.
Take 3 Clay
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Re: Colonists (Era 4, Year 2, Summer, Turn 1, Watno)
« Reply #286 on: July 24, 2018, 07:01:17 am »

swap iron mine builder and taylor shop builder
chief officer +1 tool +1$, swap ore mine and library builder
altruist to ore mine
librarian - get 1 coal and 1 tool
iron smelter - 3 iron
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Re: Colonists (Era 4, Year 2, Summer, Turn 1, Watno)
« Reply #287 on: July 25, 2018, 04:48:05 am »


Watno, you have
2 Inactive Merchants, 0 Inactive Citizen, 3 Inactive Farmer
12 Tools & 39 Coins
3 Cards
2 Wood & 1 Food & 8 Clay & 5 Brick & 1 Ore & 4 Iron & 1 Robe



ghostofmars, you have
1 Inactive Merchant, 1 Inactive Citizen, 1 Inactive Farmer
9 Tools & 26 Coins
1 Card
7 Food & 3 Robes & 1 Clay & 5 Planks & 4 Iron & 4 Bricks



Board:



Watno, I had to activate one of your Storage Sheds to pay the 9 Wood.

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Re: Colonists (Era 4, Year 2, Winter, Turn 1, Watno)
« Reply #288 on: July 25, 2018, 11:47:04 am »

Swap Casino Builder and Boarding House Builder.
Build 2 Casinoes.
Take 3 Cloth
Take 1 Food + 1 Ore at right market.
Swap both Storage Sheds for Hunting Lodges.

Activate the Casinoes and Hunting Lodges in Winter
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Re: Colonists (Era 4, Year 2, Winter, Turn 1, Watno)
« Reply #289 on: July 25, 2018, 12:18:23 pm »

Swap Hunting Grounds builder with Storage Shed builder
Altruist to clay pit
Build Casino
Take 3 wood at Riverbank Forest
Go to Librarian for 1$ and 4/2 cards

Storage Hall Builder south of House builder
Coal Burner north of Loamburner

I activate the Casino in the production phase. Industrialist colony produces maximum. Altruist produces 1 food,1 robe, 1 tool, and 2 bricks. My net total is -2 food, -1 robe, -2 wood, 1 clay, 3 planks, 6 bricks, 1 iron, and 4 tools.
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Re: Colonists (Era 4, Year 2, Winter, Turn 1, Watno)
« Reply #290 on: July 28, 2018, 04:36:59 am »


ghostofmars, you have
0 Inactive Merchants, 1 Inactive Citizen, 1 Inactive Farmer
10 Tools & 32 Coins
3 Cards
5 Food & 2 Robes & 2 Clay & 8 Planks & 3 Iron & 8 Bricks & 1 Wood & 1 Coal



Watno, you have
0 Inactive Merchants, 0 Inactive Citizen, 2 Inactive Farmer
10 Tools & 53 Coins
3 Cards
12 Wood & 4 Food & 6 Clay & 1 Brick & 4 Ore & 2 Robes



Board:



New tiles:



New market:



ghostofmars, I think your net total was missing 1 coal.

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Re: Colonists (Era 4, Year 3, Summer, Turn 1, ghostofmars)
« Reply #291 on: July 28, 2018, 09:46:36 am »

The 1 wood I have should be on a Forester hut

Swap community hall builder and ore pit
Build a community hall
Build two tailor shop
Altruist to SW riverbank forest
Jump to NW market taking 1 iron and 1 tool.
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Re: Colonists (Era 4, Year 3, Summer, Turn 1, ghostofmars)
« Reply #292 on: August 05, 2018, 11:13:12 am »

Back from vacation, will need some time to calculate everything though.
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Re: Colonists (Era 4, Year 3, Summer, Turn 1, ghostofmars)
« Reply #293 on: August 05, 2018, 11:57:12 am »

Or maybe I'll just go with it.

Draw cards at Librarian.
Take Robe + wood at left market
Swap Storage Shed builder down one space.
Build 2 Storage Sheds.
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Re: Colonists (Era 4, Year 3, Summer, Turn 1, ghostofmars)
« Reply #294 on: August 09, 2018, 02:58:27 am »

Swap community hall builder and ore pit

The swapped tiles need to be adjacent or is there again something I am missing?

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Re: Colonists (Era 4, Year 3, Summer, Turn 1, ghostofmars)
« Reply #295 on: August 09, 2018, 03:18:14 am »

Swap community hall builder and ore pit

The swapped tiles need to be adjacent or is there again something I am missing?
You are right, I meant to swap it with the Grove.
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Re: Colonists (Era 4, Year 3, Summer, Turn 1, ghostofmars)
« Reply #296 on: August 09, 2018, 03:35:07 am »


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



Watno, you have
0 Inactive Merchants, 0 Inactive Citizen, 2 Inactive Farmer
8 Tools & 54 Coins
5 Cards
9 Wood & 4 Food & 6 Clay & 1 Brick & 4 Ore & 3 Robes



Board:


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Re: Colonists (Era 4, Year 3, Winter, Turn 1, ghostofmars)
« Reply #297 on: August 09, 2018, 12:22:04 pm »

The altruist should be on the other riverbank forest

developer - blacksmith anvil for 4 tools
farm builder - build 2 farms
swap grand baker and factory builder
altruist to grand baker
developer - build church
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Re: Colonists (Era 4, Year 3, Winter, Turn 1, ghostofmars)
« Reply #298 on: August 16, 2018, 01:00:37 pm »

Swap Farm Builder and Joiner.
Build 2 Farms.
Turn Storage Sheds into Factories.
Build 2 Storage Sheds.
Take Cloth + Wood at left market.
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Re: Colonists (Era 4, Year 3, Winter, Turn 1, ghostofmars)
« Reply #299 on: August 18, 2018, 09:45:50 am »



altruist to grand baker


You mean Baker right? Altruist has a Range of 2.

Swap Farm Builder and Joiner.
Build 2 Farms.
Turn Storage Sheds into Factories.
Build 2 Storage Sheds.
Take Cloth + Wood at left market.

After you built 2 Farms you have no room left for buildings. So the Factories would go on to where the Storage Sheds are, but then you certainly can't build 2 more Storage Sheds.

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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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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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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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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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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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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:


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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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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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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:


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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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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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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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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.

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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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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.

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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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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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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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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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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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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:


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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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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

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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)

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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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Re: Colonists (Game End, Watno won)
« Reply #325 on: September 13, 2018, 09:25:01 am »

Congratulations to Watno and thanks to Qvist for modding.

I got closer to you than I would have thought at the start of year 5. I hoped you wouldn't be able to get a lot of Merchants, but with me being just 1 Merchant up it was not good enough.
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Re: Colonists (Game End, Watno won)
« Reply #326 on: September 13, 2018, 01:05:22 pm »

Thanks ghostofmars for playing and especially Qvist for modding.

I don't think I'll be playing this game again though. It seems to lack interesting decisions and interaction for its length and the calculations involved.
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