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Author Topic: Through the Ages I - GAME OVER - Watno wins!  (Read 45927 times)

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Re: Through the Ages I - Turn 15: Rapidly advancing
« Reply #425 on: December 19, 2012, 10:40:02 pm »

Someone just asked me about how many turns they expect the game to last from here, and I thought for fairness and to benefit everyone I should share my thoughts, which is that everyone* will have probably about another 6 turns - and almost certainly between 5 and 7. As a short reminder, remember that everyone is guaranteed at least one turn after the card row runs out. If it runs out at the start of Watno's turn, that will be the last round, otherwise, it will be the round after which is the last (i.e. if it runs out on Qvist's turn, then there are 7 more player turns remaining, on Galz' there'll be 6, and on Kuildeous' there'll be 5).

*Kuildeous has 1 more than this by virtue of not having taken his turn this round.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Kuildeous

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Re: Through the Ages I - Turn 15: Rapidly advancing
« Reply #426 on: December 19, 2012, 11:13:35 pm »

Man, my choices are not easy ones.

No political action
Discard Age II card
Discard Age II card
Discard Age III card

Expand population
Expand population
Discover Opera
Play mineral deposits (+3 res)
Build opera (-8 res)
Take Rockets
Take Satellites

Draw 3 military cards


Final count: 6 food, 7 resources
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Re: Through the Ages I - Turn 15: Rapidly advancing
« Reply #427 on: December 19, 2012, 11:22:20 pm »

Kuildeous scores 10 culture, 5 science, and produces 2 (5-3 consumption) food and 6 resources (6-0 corruption). He then draws 3 military cards.

Scientific Method is discarded, meaning no more age II cards on the card row, and the card row is refreshed.

Current Player: Watno
It is currently age III
Turn: 16

Watno
Culture: 48 (+7)
Science: 13 (+6)
Strength: 27
Resources: 13
Food: 7
Civil Cards: II: 3, III: 3
Military Cards: II: 3, III: 3

Qvist
Culture: 26 (+4)
Science: 8 (+6)
Strength: 14
Resources: 11
Food: 2
Civil Cards: II: 1, III: 1
Military Cards: II: 5, III: 3

Galzria
Culture: 54 (+6)
Science: 17 (+6)
Strength: 15
Resources: 9
Food: 0
Civil Cards: II: 2, III: 1
Military Cards: II: 1, III: 5

Kuildeous
Culture: 49 (+10)
Science: 7 (+5)
Strength: 13
Resources: 7
Food: 6
Civil Cards: III: 2
Military Cards: II: 1, III: 5

Card Row (Check spreadsheet for more details)
1 CA: Air Forces (removed at end of turn)
1 CA: First Space Flight
1 CA: Tanks
1 CA: Fundamentalism
1 CA: Professional Sports
2 CA: Mechanized Agriculture
2 CA: Communism
2 CA: Mineral Deposits
2 CA: Democracy
3 CA: Hollywood
3 CA: Movies
3 CA: Oil
3 CA: Rockets
Civil Cards remaining: 35

Current Events: 5
Next event: Age II
Military cards remaining: 30
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Watno

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #428 on: December 20, 2012, 03:00:19 am »

Political action auto-passing due to last round's event. Discard inc.
Take First Space Flight (3)
Play Air Force
Play Frugality to increase population
Build Air Force
Increase population
Take Tanks
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Galzria

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #429 on: December 20, 2012, 10:34:59 am »

Guhhh.... Damn Military is overpower for scoring Culture points at the end of the game. :-/ Even if I blast my per turn output to, say, 20 culture (which I can't), that's still only about 10 more than each of you, which translates into 5 strength per turn at the end of the game... Something ya'll can easily keep up with with all your damn Cannon's and Rockets and Air Forces.

Boo.

/inajam

I should've looked at the scoring sheet sooner. ;D Oh well...
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Watno

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #430 on: December 20, 2012, 10:47:22 am »

I think you misunderstood something. there's no culture for military at game end, except if someone plays an impact of strength, which is only 15 points for first.
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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #431 on: December 20, 2012, 10:48:04 am »

I thought it read 2 culture per strength?
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Watno

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #432 on: December 20, 2012, 10:49:36 am »

That's only for the simple game.
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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #433 on: December 20, 2012, 12:28:35 pm »

Watno scores 7 culture, 6 science, and produces 4 (7-3 consumption) food and 10 resources (10-0 corruption). He then draws 3 military cards.

Air Forces is discarded, card row is refreshed. As with Opera, the two rockets together is not a mistake.

Current Player: Qvist
It is currently age III
Turn: 16

Watno
Culture: 55 (+7)
Science: 8 (+6)
Strength: 40
Resources: 16
Food: 5
Civil Cards: II: 2, III: 3
Military Cards: II: 1, III: 6

Qvist
Culture: 26 (+4)
Science: 8 (+6)
Strength: 14
Resources: 11
Food: 2
Civil Cards: II: 1, III: 1
Military Cards: II: 5, III: 3

Galzria
Culture: 54 (+6)
Science: 17 (+6)
Strength: 15
Resources: 9
Food: 0
Civil Cards: II: 2, III: 1
Military Cards: II: 1, III: 5

Kuildeous
Culture: 49 (+10)
Science: 7 (+5)
Strength: 13
Resources: 7
Food: 6
Civil Cards: III: 2
Military Cards: II: 1, III: 5

Card Row (Check spreadsheet for more details)
1 CA: Fundamentalism (removed at end of turn)
1 CA: Professional Sports
1 CA: Mechanized Agriculture
1 CA: Communism
1 CA: Mineral Deposits
2 CA: Democracy
2 CA: Hollywood
2 CA: Movies
2 CA: Oil
3 CA: Rockets
3 CA: Rockets
3 CA: Tanks
3 CA: Air Forces
Civil Cards remaining: 32

Current Events: 5
Next event: Age II
Military cards remaining: 27
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Galzria

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #434 on: December 20, 2012, 12:29:57 pm »

That's only for the simple game.

Oh! I thought it applied across all versions. Cool, then I'm not AS ******* then. :P
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Qvist

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #435 on: December 20, 2012, 03:13:05 pm »

Take Democracy
Play Breakthrough for Rockets (Get 4 Science)
Play Democracy (Pay 6 Science)
Build Wonder (Pay 3 Ressources)
Upgrade Farm (Pay 4 Ressources)
Take Mineral Deposits

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #436 on: December 20, 2012, 03:19:04 pm »

Seed Event
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #437 on: December 20, 2012, 04:36:48 pm »

Woah woah woah, too fast guys. Qvist, I need your political action and military discards
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #438 on: December 20, 2012, 07:34:48 pm »

Okay resolving Qvist's turn now, will then do Galz event straight after (if he was willing to play that without seeing the card row before, I presume he still is now).

Qvist discarded two age II cards and two age III cards.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #439 on: December 20, 2012, 07:39:19 pm »

And having just started resolving the turn, I've discovered an error:

Qvist, you are two science short of doing that. You start your turn with 8 science. Democracy is 8, Rockets is 10 (=18). Your pact saves you 4 (=14) and Breakthrough gives you another four (=10).
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Galzria

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #440 on: December 20, 2012, 10:35:10 pm »

Sadface.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Tables

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #441 on: December 20, 2012, 10:43:55 pm »

This game needed some time to not go at warp speed, though, right?

I'm gonna do a quick check of things, make sure I properly reset things and will recolour any sheets that need it.

Edit: Okay, think I'm all done. Reset Kuildeous' science (had given him an extra one, overcompensated for Qvist's use of it I guess?) and managed to make Watno's tactics bonus fully automatic, so it should work perfectly with both air forced, unairforced, airforce antiquated and unairforce antiquated armies (the way to do all of this is actually really simple, it's a half-line long formula, it's just built up of a few parts).

For TtAII Watno, if you want to make tactics bonuses add up automatically on your sheet (and haven't already), here's how to do it:
To check the number of armies, you just use a min() function on the number of each type of unit and multiply by the tactics bonus (e.g. for a Medieval Army (IC=2) you have =2*min([warriors]+[swordsmen],[knights]).
If the army needs two or more of a type of unit, floor the number of them after dividing by the needed amount (e.g. for a Phalanx (IIC=3) you have =3*min(floor(([warriors]+[swordsmen])/2,1),[knights]).
If the army can have antiquated units (or air forces) then count the bonus first for any armies (the smaller number) then add the extra for all completed armies. Do air forces the same way, with possibly four cases. For example, Shock Troops (no air forces) for a civilisation with Warriors, Riflemen and Tanks would be =6*min([warriors]+[riflemen],floor([tanks]/3,1))+5*min([riflemen],floor([tanks]/3,1)) (blue is scored for both normal and antiquated armies, while red is only scored for full armies).

(Watno's tactics bonus is given by: =min(N23+N22,N24,N25)*4+min(N23,N24,N25)*4+min(N22+N23,N24,N25,N26)*4+min(N23,N24,N25,N26)*4 :)) )
« Last Edit: December 20, 2012, 11:02:33 pm by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #442 on: December 21, 2012, 02:00:04 am »

Sorry, I make an error in every turn.  :-[
But I'm going to be last either way, anyway here's my corrected turn.

Take Democracy
Play Breakthrough for Democracy (Pay 2 Science [8-2-4=2])
Build Wonder (Pay 3 Ressources)
Upgrade Farm (Pay 4 Ressources)
Take Oil

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #443 on: December 21, 2012, 02:11:38 am »

Sorry, I make an error in every turn.  :-[
But I'm going to be last either way, anyway here's my corrected turn.

Don't worry about it. Corrected turn looks fine, am processing now.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #444 on: December 21, 2012, 02:17:07 am »

Qvist scores 6 culture, 6 science, and produces 4 (7-3 consumption) food and 8 resources (9-1 corruption). He then draws 0 military cards (Robespierre/Revolution).

Fundamentalism is discarded, card row is refreshed.

Current Player: Galzria
It is currently age III
Turn: 16

Watno
Culture: 55 (+7)
Science: 8 (+6)
Strength: 40
Resources: 16
Food: 5
Civil Cards: II: 2, III: 3
Military Cards: II: 1, III: 6

Qvist
Culture: 32 (+6)
Science: 12 (+6)
Strength: 14
Resources: 12
Food: 6
Civil Cards: III: 2
Military Cards: II: 3, III: 2

Galzria
Culture: 54 (+6)
Science: 17 (+6)
Strength: 15
Resources: 9
Food: 0
Civil Cards: II: 2, III: 1
Military Cards: II: 1, III: 5

Kuildeous
Culture: 49 (+10)
Science: 7 (+5)
Strength: 13
Resources: 7
Food: 6
Civil Cards: III: 2
Military Cards: II: 1, III: 5

Card Row (Check spreadsheet for more details)
1 CA: Professional Sports (removed at end of turn)
1 CA: Mechanized Agriculture
1 CA: Communism
1 CA: Mineral Deposits
1 CA: Hollywood
2 CA: Movies
2 CA: Rockets
2 CA: Rockets
2 CA: Tanks
3 CA: Air Forces
3 CA: Ideal Building Site
3 CA: Efficient Upgrade
3 CA: Modern Infantry
Civil Cards remaining: 29

Current Events: 5
Next event: Age II
Military cards remaining: 27
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #445 on: December 21, 2012, 02:20:17 am »

Galzria plays an age III event, scoring three culture.

Event: Terrorism (Age II)
The civilization with the least culture points destroys 1 urban building of each other civilization.

Qvist is a terrorist! Qvist, please choose an urban building of each other player to destroy (worker is returned to their unused worker pool)
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #446 on: December 21, 2012, 02:33:06 am »

Let's see. What all is considered an Urban Building? Lab, Theater, Library, Arena, ... these buildings right?
Watno: Here I have only the choice between an Lab or Bread and Circuses right? I destroy a Lab.
Galzria: Only Temple or Lab to choose from, right? I destroy a Lab
Kuildeous: I destroy a Opera

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #447 on: December 21, 2012, 02:35:48 am »

Yeah, that's correct. Processed. When Galz gets on he can take his turn.

(Strictly speaking you've mixed building type and building name, as Lab is the type of building, but each of them only has Alchemy and I'd have presumed you're going for the biggest of each anyway, so it's totally clear)
« Last Edit: December 21, 2012, 02:37:03 am by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #448 on: December 21, 2012, 08:58:46 am »

Take Movies (2)
Play Movies
Take Mineral Deposit
Take Arena
Play Ideal Building Site on Movies.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

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Re: Through the Ages I - Turn 16: Modern Military, Modern Technology
« Reply #449 on: December 21, 2012, 10:18:17 am »

I'm amazed that we've made it this far in only 2 weeks. I remember thinking that this game would take months to finish.

I suppose this really means that our players (and moderator) have no lives. But, hey, I'll take what I can get. I've been having fun with this game and am happy to sit down and plot out my next move. I'm sure things will slow down over the holidays, but I admire your commitment to checking f.ds on a near-obsessive basis.

I borrowed a copy of the game so that I could get a full game going on Sunday with four players. I showcased the game to two of those players last night. I had hoped to play the Advanced game, but we were short on time. We played the Advanced rules but stopped close to the end of Age I. They at least got to see aggression cards (but no successful aggression since nobody got above 3 strength), colonization, and mine upgrades. It doesn't take too much to explain war and tactics to them. Technically, people drew tactics, but they didn't have enough guys to build an army, so they didn't bother. I'm looking forward to Sunday, and I'll actually be disappointed if a fifth player shows up (though that may mean Puerto Rico comes out).
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