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Author Topic: Distant Colony - Boardgame - Game over!  (Read 39176 times)

Toaster

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Re: Distant Colony - Boardgame - Round 23
« Reply #570 on: November 21, 2013, 12:42:30 am »

Organization: Participate in the generic contest. (Airsoft war?)


NO.  It must remain generic!
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Mephansteras

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Re: Distant Colony - Boardgame - Round 24
« Reply #571 on: November 21, 2013, 02:34:02 pm »

The Generic Contest kicks off! Entrants from four of the settlements participated to see who could show off the most generic Colonist of all!

GreatWyrmGold - 1 (Catastrophic Failure) - A stunningly gorgeous woman comes out on stage! She is not in the least generic! (Bribery of some sort is suspected)
evilcherry -2 ( Mild Failure ) - The colonist is kind of generic, but shows just a bit too much personality.
Toaster - 3 ( Neutral ) - Utterly boring. Well, there's some personality, but compared the competition this average Joe is just average enough! Victory! (Spoiled a little by a victory speech that was a bit too specific)
PyroDesu - 1 (Catastrophic Failure) - Pyro's contestant shows up in military fatigues with an airsoft rifle. This is not generic enough! When booed off stage he shoots the Judge and is disqualified.




Space Station
Colonist Pool: 16
*** There are no more Experts or Skilled left in the colony pool
VP Pool: 56
Trade Environment: Export

Available Colonists:
    2 Unskilled   
    4 Criminal

Available Resources:
ResourceAmountCostBuys At
Food1421
Basic Raw632
Rare Raw365
Basic Goods754
Rare Goods387
Xeno Materials376
Basic Machines776
Advanced Machines31413




Settlements

GreatWyrmGold
VPs: 6
Temporary Housing: 1 Criminal, 3 Skilled, 1 Unskilled
Reserved Colonist: None
Wealth: 3
Resources: 1 Basic Raw, 1 Basic Goods, 1 Basic Machine
Warehouse: 3/5
Contracts: 1 Basic Goods, 1 Rare Goods, 1 Advanced Machine
Size: 7/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Harvester - 1 Unskilled
Basic Machine Factory - 1 Skilled
University - 1 Unskilled, 1 Expert


Kashyyk- First Player Token
VPs: 2
Temporary Housing: 1 Expert, 3 Skilled, 1 Criminal
Reserved Colonist: None
Wealth: 2
Resources: 3 Basic Goods, 1 Rare Raw
Warehouse: 4/5
Contracts: 1 Basic Machine, 3 Advanced Machine
Size: 10/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Harvester - 1 Unskilled
Goods Factory - 1 Unskilled
Rare Goods Factory - 1 Skilled
Prison - 3 Criminals
Rare Harvester - 1 Skilled


PyroDesu
VPs: 0
Temporary Housing: 1 Expert, 3 Unskilled
Reserved Colonist: None
Wealth: 19
Resources: 1 Basic Goods, 1 Basic Machine
Warehouse: 2/5
Contracts: 1 Advanced Machine
Size: 10/15
Colonial Center - None
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Harvester - 1 Unskilled
Harvester - 1 Unskilled
Goods Factory - 1 Skilled
Goods Factory - 1 Skilled
Basic Machine Factory - 1 Skilled


Toaster
VPs: 10
Temporary Housing: 4 Unskilled
Reserved Colonist: None
Wealth: 2
Resources: 1 Basic Goods
Warehouse: 1/5
Contracts: 1 Advanced Machine, 1 Rare Goods
Size: 8/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Harvester - 1 Unskilled
Basic Goods Factory - 1 Unskilled
Basic Machine Factory - 1 Skilled
Basic Machine Factory - 1 Skilled


evilcherry
VPs: 10
Temporary Housing: 3 Unskilled, 1 Criminal
Reserved Colonist: None
Wealth: 2
Resources: 4  Basic Goods, 1 Rare Raw Resource
Warehouse: 4/5
Contracts: 1 Basic Machine, 1 Basic Goods, 1 Advanced Machine
Size: 9/15
Colonial Center - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm Complex - 2 Unskilled
Harvester - 1 Unskilled
Rare Harvester - 1 Skilled
Xeno Farm - 1 Expert
Advanced Laboratory - 1 Expert, 1 Skilled


Dariush
VPs: 9
Temporary Housing: 1 Expert, 3 Skilled, 1 Unskilled
Reserved Colonist: 1 Unskilled
Wealth: 1
Resources: 1 Food, 1 Rare Goods, 1 Basic Goods, 1 Rare Raw Resource
Warehouse: 4/5
Contracts: None
Size: 11/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Harvester - 1 Unskilled
Rare Harvester - 1 Skilled
Basic Goods Factory - 1 Unskilled
Rare Goods Factory - 1 Expert
Advanced Machine Factory - 1 Expert
Laboratory - 1 Expert


Turn Order:       
    Kashyyk
    PyroDesu
    Toaster   
    evilcherry
    Dariush
    GreatWyrmGold
   
   
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Toaster

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Re: Distant Colony - Boardgame - Round 24
« Reply #572 on: November 21, 2013, 03:30:04 pm »

If anyone picks Colonization I will walk my space dog in the front yard of your colonial center.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

GreatWyrmGold

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Re: Distant Colony - Boardgame - Round 24
« Reply #573 on: November 21, 2013, 03:32:43 pm »

Which reminds me.

Is there some way we could balance out the number of people we get from colonization with the number of people we can employ? Everyone has 4-5 unemployed people, somewhere around a third of the total population. Unemployment was better in the Great Depression!
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Sig
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Mephansteras

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Re: Distant Colony - Boardgame - Round 24
« Reply #574 on: November 21, 2013, 03:49:46 pm »

Which reminds me.

Is there some way we could balance out the number of people we get from colonization with the number of people we can employ? Everyone has 4-5 unemployed people, somewhere around a third of the total population. Unemployment was better in the Great Depression!

That is one of the things Markets are for. They're cheap and they give unskilled colonists a place to work.
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GreatWyrmGold

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Re: Distant Colony - Boardgame - Round 24
« Reply #575 on: November 21, 2013, 03:54:02 pm »

That would mean that a solid third of each colony would need to be occupied by markets, which would almost never be used since their effect is kinda...lackluster, unless you need lots of wealth for something and have enough sellable goods.
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Sig
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Mephansteras

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Re: Distant Colony - Boardgame - Round 24
« Reply #576 on: November 21, 2013, 03:55:59 pm »

That would mean that a solid third of each colony would need to be occupied by markets, which would almost never be used since their effect is kinda...lackluster, unless you need lots of wealth for something and have enough sellable goods.

It may also be an issue with 6 player games. My 3-4 player games generally have only 1-2 unused colonists for most players at the end, and markets are only occasionally used even then. I'll have to ponder it.
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Mephansteras

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Re: Distant Colony - Boardgame - Round 24
« Reply #577 on: November 22, 2013, 12:00:25 pm »

Phase choices are in:

PlayerPhase
GreatWyrmGoldBuild
KashyykTrade
PyroDesuBuild
ToasterBuild
evilcherryProduction
DariushColonization

Phases this round are Colonization, Build, Production, and Trade.

Current Turn Order
Kashyyk
PyroDesu
Toaster
evilcherry
Dariush
GreatWyrmGold

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Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

GreatWyrmGold

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Re: Distant Colony - Boardgame - Round 24
« Reply #578 on: November 22, 2013, 12:28:41 pm »

Colonization: Take a crook. Unless everyone else wants one, in which case take an unskilled hobo.

Build: Build one of those basic goods factories. Staff it with as many unskilled hobos as I can.

Production: Farms, plus a harvester-goodsfactory-chain to make a nice new Basic Goods, plus the CC for a VP.

Trade: Sell my Basic Machines and Basic Raw for 8 Wealth, bringing me up to 11. Buy 2 Basic Goodses, bringing me up to 4.
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Sig
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[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Dariush

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Re: Distant Colony - Boardgame - Round 24
« Reply #579 on: November 22, 2013, 01:50:42 pm »

Col: best available, reserve unskilled;
Prod: +2 VP, -1 BG, -1 RRR, +1 AM;

Toaster

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Re: Distant Colony - Boardgame - Round 24
« Reply #580 on: November 22, 2013, 02:16:26 pm »

Colonization:  Best available, assuming for some insane reason a non-crook is available
Build:  Market.  Instastaff with Unskilled.
Production:  3x Farm, Harvester, Basic Goods Factory, CC.
Trade:  Attempt to foist off "holistic space crystals" (aka rocks I found out back) off on the traders for massive wealth.
« Last Edit: November 26, 2013, 03:10:22 pm by Toaster »
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

PyroDesu

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Re: Distant Colony - Boardgame - Round 24
« Reply #581 on: November 23, 2013, 08:01:18 pm »

Colonization: Non qualifiés

Build: Farm, instant staff: Unskilled

Production: (Much obliged, Evil. You just reduced this cycle time by a turn.)
Farms produce: +5 Food
Harvesters produce: -2 Food, +2 Basic Raw
Good Factories produce: -2 Food, -2 Basic Raw, +2 Basic Good
Machine Factory lays idle

Trade: Send some cool-looking geodes back with the traders for their troubles, but not selling or buying anything.
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Pyro is probably some experimental government R&D AI.

evilcherry

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Re: Distant Colony - Boardgame - Round 24
« Reply #582 on: November 23, 2013, 09:54:04 pm »

Lets see.
Build: warehouse complex
Prod: 3vp, br, rr, 1w net.
Trade: sell 2br, 2rr, buy as much basic machine as possible
« Last Edit: November 23, 2013, 10:01:56 pm by evilcherry »
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Kashyyk

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Re: Distant Colony - Boardgame - Round 24
« Reply #583 on: November 24, 2013, 01:01:58 pm »

Didn't spot this, sorry.


Colonisation: Acquire Unskilled.

Build: Market (-1 Basic Good)

Production:
Farms: +3 Food
Harvester: +1 Basic Raw, -1 Food
Goods Factory: +1 Basic Good, -1 Basic Raw, -1 Food
Rare Harvester: +1 Rare Raw, -1 Food

Trade: -2 Rare Raw, +2 Basic Good, +1 Basic Good Contract

Net: -1 Rare Raw, +2 Basic Good , +1 Market
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Mephansteras

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Re: Distant Colony - Boardgame - Round 24
« Reply #584 on: November 26, 2013, 01:53:15 pm »

Colonization:  Best available, assuming for some insane reason a non-crook is available
Build:  Basic Goods Factory.  Instastaff with Unskilled.
Production:  3x Farm, Harvester, Basic Goods Factory, CC.
Trade:  Attempt to foist off "holistic space crystals" (aka rocks I found out back) off on the traders for massive wealth.

Damn. Sorry, everyone, internet ate my post and I didn't realize that it never went out. Toaster, you only have 1 Basic Goods, so you don't have enough for a Factory. Did you want to build something else instead?

Evilcherry: You only have 1 Basic Raw and 2 Rare Raws to sell. That puts you at 15 wealth which can buy 2 Basic Machines. You good with that?
« Last Edit: November 26, 2013, 01:57:50 pm by Mephansteras »
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One
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