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Author Topic: Power Grid I (Game Over-liopoil wins!)  (Read 47142 times)

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bozzball

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Re: Power Grid I (Turn 5, City Building)
« Reply #275 on: February 13, 2013, 03:37:07 am »

Build in San Fran
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Tables

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Re: Power Grid I (Turn 5, City Building)
« Reply #276 on: February 13, 2013, 06:47:46 am »

I'd have taken that oil at $4. Or at least I still want that oil at $4.
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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.

theorel

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Re: Power Grid I (Turn 5, City Building)
« Reply #277 on: February 13, 2013, 07:21:14 am »

Okay, @liopoil: would you have bought another oil at $4?  (trying not to be biased by what Tables would do?)
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liopoil

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Re: Power Grid I (Turn 5, City Building)
« Reply #278 on: February 13, 2013, 08:35:58 am »

okay, I'm a bit confused. My resource purchases are complicated because of garbage. can you show me the resource market?
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theorel

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Re: Power Grid I (Turn 5, City Building)
« Reply #279 on: February 13, 2013, 08:49:30 am »


(Except for coal, this was the resource market after you bought your 3 oil...there was 4 additional coal available at that time)

3. liopoil (4)
Plants(Resources):
1. 03: 2O->1 (3) 2. 24: 2G->4 (2) 3. 35: 1O->5 (2)
Money: $43

This is what you have available (your 3 purchased oil are already accounted for there)
« Last Edit: February 13, 2013, 08:50:56 am by theorel »
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liopoil

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Re: Power Grid I (Turn 5, City Building)
« Reply #280 on: February 13, 2013, 03:41:13 pm »

Thank you. I buy another oil.
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theorel

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Re: Power Grid I (Turn 5, City Building)
« Reply #281 on: February 13, 2013, 04:58:04 pm »

Okay, I'm going to assume that Tables doesn't (since the only difference on his turn would have been liopoil having one more oil).
And I'm going to move on:
QVist builds Kansas City for $18.

liopoil's turn to build cities.
« Last Edit: February 13, 2013, 05:00:09 pm by theorel »
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theorel

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Re: Power Grid I (Turn 5, City Building)
« Reply #282 on: February 13, 2013, 05:02:09 pm »

Current Game State: Turn 5, City Building: liopoil

Turn Order (# cities)
1. Galzria (7)
2. Tables (5)
3. liopoil (4)
4. QVist (5)
5. bozzball (4)

Power Plant Market:
16: 2O->3
19: 2G->3
22: _->2
29: 1 C/O->4

Future:
31: 3C->6
36:3C->7
37:_->4
39: 1U->6

Player Information:
1. Galzria (7)
Plants(Resources):
1. 20: 3C->5 (3) 2. 13:_->1 3. 27: _->3
Money: $50 - 15 = $35
2. Tables (5)
Plants(Resources):
1. 09: 1O->1(0) 2. 21: 2C/O->4 (2C/1O) 3. 18:_->2
Money: $67 - 4 = $63
3. liopoil (4)
Plants(Resources):
1. 03: 2O->1 (4) 2. 24: 2G->4 (2) 3. 35: 1O->5 (2)
Money: $43 - 4 = $39
4. QVist (4)
Plants(Resources):
1. 08: 3C->2 (0)  2. 07: 3O->2 (2) 3.  30: 3G->6 (3)
Money: $21 - 18 = $3
5. bozzball (3)
Plants(Resources):
1. 05:2C/O->1 (4C) 2. 25: 2C->5 (4) 3. 15: 2C->3 (2)
Money: $20 - 19 = $1

Resources in Reserve:
0C, 3O, 10G, 1U

11 plants left 'til Step 3

Map:

Resources:

Current Market:

Future Market:

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liopoil

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Re: Power Grid I (Turn 5, City Building)
« Reply #283 on: February 13, 2013, 05:03:33 pm »

Build Norfolk and Raleigh for 38
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Tables

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Re: Power Grid I (Turn 5, City Building)
« Reply #284 on: February 13, 2013, 06:25:26 pm »

Yeah, not too fussed about it. Like, really, I don't care at all, and am totally not adding liopoil on the list of people to test the tesla coil on, behind Galzria for starting near me. Not at all.

Build Birmingham
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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: Power Grid I (Turn 5, City Building)
« Reply #285 on: February 13, 2013, 06:31:00 pm »

Savannah for $22
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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

theorel

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Re: Power Grid I (Turn 5, City Building)
« Reply #286 on: February 13, 2013, 09:49:45 pm »

Okay, Tables/liopoil: you guys have choices on what you're burning.

Technically Tables should say first, then liopoil if it matters to you.

Once we have that, I can figure out restocks and stuff.
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liopoil

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Re: Power Grid I (Turn 5, City Building)
« Reply #287 on: February 13, 2013, 09:51:13 pm »

well, I'm fine with giving tables a little more info, so:

I burn three oil, powering all 6
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Tables

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Re: Power Grid I (Turn 5, City Building)
« Reply #288 on: February 14, 2013, 06:14:45 am »

Burn the oil
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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.

theorel

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Re: Power Grid I (Turn 5, Bureaucracy)
« Reply #289 on: February 14, 2013, 06:37:53 am »

Bureaucracy:

Player Information:
1. Galzria (8)
Plants(Resources):
1. 20: 3C->5 (3-3=0) 2. 13:_->1 3. 27: _->3
Money: $35 - 22 = $13+90 = $103
2. Tables (6)
Plants(Resources):
1. 09: 1O->1(0) 2. 21: 2C/O->4 (2C/1O - 1C/1O = 1C) 3. 18:_->2
Money: $63 - 21 = $42 + 73 = $115
3. liopoil (6)
Plants(Resources):
1. 03: 2O->1 (4-2=2) 2. 24: 2G->4 (2) 3. 35: 1O->5 (2-1=1)
Money:  $39 - 38 = $1 + 73 = $74
4. QVist (5)
Plants(Resources):
1. 08: 3C->2 (0)  2. 07: 3O->2 (2) 3.  30: 3G->6 (3-3=0)
Money: $3+64=$67
5. bozzball (4)
Plants(Resources):
1. 05:2C/O->1 (4C) 2. 25: 2C->5 (4-2=2) 3. 15: 2C->3 (2)
Money: $1+54=$55

Resources in Reserve:
0C+6, 3O+4, 10G+3, 1U
---
6C, 7O, 13G, 1U

Restocking...
6C, 5O, 3G, 1U
Left in reserve:
0C, 2O, 10G, 0U


Plant 39 goes underneath, and Plant 12: 2C/O->2 comes out.

10 plants left 'til Step 3

(Interesting Note: 4 of the lowest 5 numbers left in the deck are Uranium plants.  These are the 5 left which are lower than 29, the other 5 are higher than 29.  Random.org does not like radioactive power plants.)

Game State Post Incoming...
« Last Edit: February 14, 2013, 06:49:24 am by theorel »
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theorel

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Re: Power Grid I (Turn 6, Auction - Galzria)
« Reply #290 on: February 14, 2013, 06:54:46 am »

Current Game State: Turn 6, Power Plant Auction: Galzria

Turn Order (# cities)
1. Galzria (8)
2. liopoil (6)
3. Tables (6)
4. QVist (5)
5. bozzball (4)

Power Plant Market:
12: 2C/O->2
16: 2O->3
19: 2G->3
22: _->2

Future:
29: 1 C/O->4
31: 3C->6
36:3C->7
37:_->4

Player Information:
1. Galzria (8)
Plants(Resources):
1. 20: 3C->5 (0) 2. 13:_->1 3. 27: _->3
Money: $103
2. liopoil (6)
Plants(Resources):
1. 03: 2O->1 (2) 2. 24: 2G->4 (2) 3. 35: 1O->5 (1)
Money:  $74
3. Tables (6)
Plants(Resources):
1. 09: 1O->1(0) 2. 21: 2C/O->4 (1C) 3. 18:_->2
Money: $115
4. QVist (5)
Plants(Resources):
1. 08: 3C->2 (0)  2. 07: 3O->2 (2) 3.  30: 3G->6 (0)
Money: $67
5. bozzball (4)
Plants(Resources):
1. 05:2C/O->1 (4C) 2. 25: 2C->5 (2) 3. 15: 2C->3 (2)
Money: $55

Resources in Reserve:
0C, 2O, 10G, 0U

10 plants left 'til Step 3

Map:

Resources:

Current Market:

Future Market:
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Tables

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Re: Power Grid I (Turn 6, Auction-Galzria)
« Reply #291 on: February 14, 2013, 07:00:04 am »

Ugh, well, that's a terrible power plant market.
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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: Power Grid I (Turn 6, Auction-Galzria)
« Reply #292 on: February 14, 2013, 08:32:07 am »

Pass
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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

liopoil

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Re: Power Grid I (Turn 6, Auction-liopoil)
« Reply #293 on: February 14, 2013, 05:31:50 pm »

that is awful. Here, tables, you can have it! Pass
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Tables

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Re: Power Grid I (Turn 6, Auction-liopoil)
« Reply #294 on: February 14, 2013, 05:40:43 pm »

Pass
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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.

theorel

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Re: Power Grid I (Turn 6, Auction-QVist)
« Reply #295 on: February 14, 2013, 08:30:48 pm »

Note for those who might have missed it in the rules.  If no one buys a plant, the lowest plant is removed from the game at the end of the auction phase.  Just to be clear so no one thinks they need to buy a plant to make this market change.  If no one buys a plant we'll still have at least 2 plants change by next turn (though there may only be one new plant in the active market.)
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Qvist

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Re: Power Grid I (Turn 6, Auction-QVist)
« Reply #296 on: February 15, 2013, 04:37:04 am »

And.... pass

bozzball

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Re: Power Grid I (Turn 6, Auction-bozzball)
« Reply #297 on: February 15, 2013, 10:05:21 am »

Pass. Buy four coal for 17
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theorel

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Re: Power Grid I (Turn 6, Auction-bozzball)
« Reply #298 on: February 15, 2013, 01:25:41 pm »

Plant 12 is removed from the game.
Plant 33: _->4 goes into the future market, and Plant 29: 1 C/O->4 goes into the active market again.

QVist's go to buy resources.

Resource Market:
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Qvist

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Re: Power Grid I (Turn 6, Auction-bozzball)
« Reply #299 on: February 15, 2013, 06:10:09 pm »

I buy 3 Garbage for $15 and 1 Oil for $3.
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