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Poll

Do you want me to give Strategy Hints

Yes, but only generic ones and only at the beginning of the game
- 5 (38.5%)
Yes, but only for the first few Seasons
- 1 (7.7%)
Yes! We need help!
- 1 (7.7%)
No Hints, please, I'd rather figure it out on my own
- 4 (30.8%)
Other
- 2 (15.4%)

Total Members Voted: 12


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Author Topic: Clansmen - Clan Nac Mac Feegle - Year 2 - Autumn  (Read 24584 times)

Mephansteras

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #105 on: July 26, 2012, 12:22:15 pm »

The game goes for 4 years because in the tabletop version that takes about 4 hours of time to play out. Which is already much too long.

A Farming bonus might work, but we'll have to see. You're forgetting that Respect is how you win the game, making a building that gives respect important and not at all pointless.

As for the Winter 'Events' I see what you mean. Those are poorly named, I'll fix that. Those are a Season Phase that happens only in Winter. They are neither Optional nor Random. Nor Events, in the sense that I use that term in this game.

I'll clarify the rules on Trading as well. By default you can only perform a Single Trade with the homeland (so, 2 Food for 1 Goods or 1 Wood for 1 Stone, but not both). Otherwise the Caravan action would be useless, as would the Paved Roads and some of the Tales Cards.
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Dariush

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #106 on: July 26, 2012, 12:30:59 pm »

The game goes for 4 years because in the tabletop version that takes about 4 hours of time to play out. Which is already much too long.
16 seasons is 4 hours, meaning one season is 15 minutes? Are you calculating for slowpokes? :P Because I'm pretty sure giving the mod several actions and having him process that does not take 15 minutes. Maybe make this online version a bit longer?
A Farming bonus might work, but we'll have to see. You're forgetting that Respect is how you win the game, making a building that gives respect important and not at all pointless.
Farming bonus is an incentive not to hold off building fences until the very end.
I'll clarify the rules on Trading as well. By default you can only perform a Single Trade with the homeland (so, 2 Food for 1 Goods or 1 Wood for 1 Stone, but not both). Otherwise the Caravan action would be useless, as would the Paved Roads and some of the Tales Cards.
What happened to the 'Homeland is just on the other side of this invisible border that lies to the left of column A' idea? :(

Mephansteras

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #107 on: July 26, 2012, 12:40:50 pm »

Well, 4 hours is what I've seen so far in my 2 playtests. Hopefully it'll get quicker.

I may make a specialized version for online later on, but for now I'm trying to use this to help me playtest the boardgame so I'm going to keep it all in sync. When we finish this we can always start up a new game of it.

The homeland IS just over there, but that just means that those lands are already claimed by another Clan. How far you have to travel to trade with people is another question entirely.
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Dariush

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #108 on: July 26, 2012, 01:01:24 pm »

Okay, what I'm going to do is:
1) Put down a laborer at A20;
2) Build a stone house at A22;
3) Explore C20.

Is it me or it is impossible to have no weakened population during the first winter? (unless you immediatly trade food for stone and build stone houses every season, but that would leave you at... 1 food in summer (assuming no lakes being worked), since you won't be able to hunt during the spring... and you'll have some good food-income tiles not to starve... sounds kinda complicated to be a common strategy)
« Last Edit: July 26, 2012, 01:03:55 pm by Dariush »
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Mephansteras

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #109 on: July 26, 2012, 01:09:31 pm »

That's what Wooden Houses are for, since you can build 2 in a Season.
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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #110 on: July 26, 2012, 01:36:23 pm »

I'm going to Stone House C16.
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micelus

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #111 on: July 26, 2012, 02:30:59 pm »

Build fence at 10C.
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Mephansteras

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #112 on: July 26, 2012, 02:42:51 pm »

Build fence at 10C.

Two questions:

1) Are you sure you want to build a Fence instead of Houses? Your people will need to have housing before winter sets in if they're to avoid being Weakened next Spring.

2) If you still do, do you want to just build a single Fence or do you want to build 2 of them (each would take 1 wood, but you can build 2 in a season)
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micelus

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #113 on: July 26, 2012, 02:57:17 pm »

I didn't see the wooden house building completely 0_0.

2 Houses, at 10C and 8C.
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Mephansteras

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #114 on: July 26, 2012, 10:11:11 pm »

You're up, Scelly9
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Scelly9

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #115 on: July 26, 2012, 10:14:00 pm »

Stone House A4
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Dariush

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #116 on: July 27, 2012, 03:59:25 am »

...Why does everyone do only one action?

Toaster

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #117 on: July 27, 2012, 08:30:34 am »

In a turn, instead of everyone doing all their actions, they're done in rounds. (So ABCDABCD instead of AABBCCDD.)
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Dariush

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #118 on: July 27, 2012, 08:55:38 am »

Oh. But... why? Isn't giving all both actions at once just plain faster and easier on both mod's and players' sanities?

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Re: Clansmen - Clan Nac Mac Feegle - Year 1 - Spring
« Reply #119 on: July 27, 2012, 09:01:24 am »

You might want to wait on the results of an explore or see what your neighbors are up to.

Speaking of exploration, with Dariush's action up there I believe that means I need to Explore C14.
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