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Author Topic: Distant Colony - Boardgame - Game over!  (Read 39156 times)

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Re: Distant Colony - Boardgame - Game over!
« Reply #630 on: December 04, 2013, 10:53:01 pm »

Oh hey, did I just ninja-win?
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Mephansteras

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Re: Distant Colony - Boardgame - Game over!
« Reply #631 on: December 05, 2013, 10:12:24 am »

Oh hey, did I just ninja-win?

Yes. Yes you did.
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Re: Distant Colony - Boardgame - Game over!
« Reply #632 on: December 05, 2013, 10:51:18 am »

I'd like to thank everyone at the sandcastle building contest, then.
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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 - Game over!
« Reply #633 on: February 06, 2014, 02:21:00 pm »

Hey guys, I'm thinking of running another of these soon. Figured I'd give first dibs to those of you who played this time.

There will be two major rules changes:

1) Production will provide one free building activation (essentially a free food) as its played bonus.
2) Building will now allow you to build 2 buildings at once as its played bonus. The ability to populate the building when you play it will become standard, so that people actually like it when someone else plays build.
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Re: Distant Colony - Boardgame - Game over!
« Reply #634 on: February 06, 2014, 03:44:58 pm »

That's a considerable buff to those two actions.  Will the other weak one (Survey) be getting anything to make it more appealing?

Also, Organization is now weaker.
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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 - Game over!
« Reply #635 on: February 06, 2014, 03:53:14 pm »

That's a considerable buff to those two actions.  Will the other weak one (Survey) be getting anything to make it more appealing?

Also, Organization is now weaker.
These. Organization needs other things. Maybe buildings have specific shapes, and ORganization lets you move them around?

Anyways, I'm in.
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Mephansteras

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Re: Distant Colony - Boardgame - Game over!
« Reply #636 on: February 06, 2014, 03:56:53 pm »

Well, in my playtests Survey still gets used reasonably often anyway. Since Production no longer necessarily gives you Money, people will often play Survey as a way to get a small influx of cash if they think someone is going to play Trade that turn. Curious to see how it works out here.

As for Organization, it weakens it but only a little. People still often need to switch around populations as the game goes on since you frequently put Skilled and Experts down wherever you can early on and need to change them later as you get more advanced buildings and a pool of Unskilled to use on the other jobs. And people mostly go for it to get First Place anyway, so its overall utility hasn't changed to much. But, again, I'd like to see how that plays out in this format as opposed to the single-session games when I play it live.
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Mephansteras

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Re: Distant Colony - Boardgame - Game over!
« Reply #637 on: March 03, 2014, 02:07:32 pm »

Been doing some more playtests, and I think I may try out a streamlined version here. Well, streamlined in some ways, but I'm adding in a new dimension as well that gives a 3rd way to get Victory Points.

Changes:
  Removed Advanced Machines and Xeno Materials and their attendant buildings. Advanced machines are substituted with 2 normal Machines.
  Complexes now benefit from economy of scale, allowing a fully staffed building to produce 3 items instead of 2 (material costs are still 1-1, though).
  Survey Station now provides Basic Raw/Rare Raw/1 VP for U/S/E.
  Added Rehabilitation center to allow Criminals to be converted into Unskilled.
  Adding Military Buildings - These buildings allow you to train colonists into Soldiers or Officers, which can be Deployed off-world during the Trade Phase for VP.
     Barracks - Trains Unskilled+ into Soldiers
     Officer School - Trains Skilled+ into Officers
     Boot Camp - Trains Criminals into Soldiers
     Military HQ - Provides the Organize phase ability during Production for your Military buildings. Basically, this lets someone going heavy military actually get a decent production chain going. Otherwise you'd end up behind everyone else since you'd need 4 phases to do everything (Colonize for new people to train, Production to train them, Trade to get the VP, and Organize to get new people into the Military buildings to train).

Military should add a nice dimension to the game. It gives you a way to reduce your number of unused Colonists while gaining VP, and is easy to dabble in. Going heavy into Military requires a fair amount of investment, but should be a viable path.
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Mephansteras

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Re: Distant Colony - Boardgame - Game over!
« Reply #638 on: March 05, 2014, 04:35:52 pm »

Ok, new game is Now in Signups!
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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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