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Author Topic: Distant Colony - Boardgame - Game over!  (Read 39275 times)

GreatWyrmGold

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Re: Distant Colony - Boardgame - Round 2
« Reply #165 on: July 30, 2013, 12:54:20 pm »

I'll take one Unskilled colonist to go, please.
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Dariush

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Re: Distant Colony - Boardgame - Round 2
« Reply #166 on: July 30, 2013, 01:15:32 pm »

Farms: +1 Food
Harvester:  -1 Food, +1 Raw Res. (RR)
Colonial Center: -1 Food, +2 Wealth
Production bonus: +1 W

Kashyyk: +3 Wealth, -1 RR
Space Station: +1 Basic Machine (BM), +1 Food, -9 Wealth

Net result: -3 W, +1 BM

Kashyyk, I'm willing to trade for 3 wealth.

Also, Meph, did you actually nerf complexes by making them look like two separate buildings stuck onto each other that produces less end VP than the original buildings together?
« Last Edit: July 31, 2013, 05:03:26 am by Dariush »
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Toaster

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Re: Distant Colony - Boardgame - Round 2
« Reply #167 on: July 30, 2013, 01:32:35 pm »

Since Dariush is okay with three, I'm guessing you won't do two with me.  So we'll assume that it didn't happen.

Meph:  How exactly does reservation work?  Do you only get the colonist you reserve next time it's available, or does it magically appear in your temp housing?
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Kashyyk

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Re: Distant Colony - Boardgame - Round 2
« Reply #168 on: July 30, 2013, 01:40:22 pm »

As half wealth is not permitted. I will alternate between 3 and 2.

Kashyyk, I'm willing to trade for 3 wealth.

Done.

Acquire Unskilled Colonist.
Farm: +1 Food
Dariush: -3 Wealth, +1 Basic Raw
GWG: -2 Wealth, +1 Basic Raw
Goods Factory: -1 Basic Raw, -1 Food, +1 Basic Good
Colonial Center: -1 Food, +2 Wealth
Phase Choice Bonus: +1 Wealth

Result: -1 Food, -2 Wealth, +1 Basic Good, +1 Basic Raw

I buy one food from the Space Station.
« Last Edit: July 31, 2013, 04:09:14 am by Kashyyk »
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Mephansteras

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Re: Distant Colony - Boardgame - Round 2
« Reply #169 on: July 30, 2013, 02:07:42 pm »

Quote from: Dariush
Also, Meph, did you actually nerf complexes by making them look like two separate buildings stuck onto each other that produces less end VP than the original buildings together?

Complexes are a trade off between Time and Vp. They only require a single build action to create (and staff with the Build phase bonus), which makes them more time efficient. The downside is the loss of VP. Early on, you're generally better off building the buildings one at a time. Near the end game, though, when time constraints become more important and resources are abundant the ability to effectively build two buildings at the same time becomes much more powerful.


Meph:  How exactly does reservation work?  Do you only get the colonist you reserve next time it's available, or does it magically appear in your temp housing?

You're basically doing a recruitment drive. So the next time Colonization happens after you reserve the colonist it shows up, along with your normal pick for that Colonization Phase. So anyone who Reserved an Expert last time gets both and Expert and an Unskilled this time. Both go into your temp housing. Note that this does reduce the colonist pool, so those Experts taken now will not show up later.
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Re: Distant Colony - Boardgame - Round 2
« Reply #170 on: July 30, 2013, 02:18:27 pm »

Gotcha.

Colonization:  Take Unskilled, reserve Expert
Production:  Farm +1 Food; Harvester -1 Food +1 Basic Raw
Net Change: +1 Basic Raw
Trade:  Sell 1 Basic Raw for 2 Wealth, Buy 1 Basic Machine for 7 Wealth
Net Change: -5 Wealth
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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.

Dariush

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Re: Distant Colony - Boardgame - Round 2
« Reply #171 on: July 30, 2013, 02:22:39 pm »

Complexes are a trade off between Time and Vp. They only require a single build action to create (and staff with the Build phase bonus), which makes them more time efficient. The downside is the loss of VP. Early on, you're generally better off building the buildings one at a time. Near the end game, though, when time constraints become more important and resources are abundant the ability to effectively build two buildings at the same time becomes much more powerful.
I still think they should be buffed, even if only a bit. Maybe substract one resource from the cost?

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Re: Distant Colony - Boardgame - Round 2
« Reply #172 on: July 30, 2013, 02:30:29 pm »

I disagree- I think they're fine as is.  Do note that the farm and lab complexes don't suffer from a penalty, and are literally just two taped together.
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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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PyroDesu

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Re: Distant Colony - Boardgame - Round 2
« Reply #173 on: July 30, 2013, 04:46:46 pm »

Take the unskilled.

Production:
Farm produces (+1 Food)
Harvester produces (-1 Food, +1 Basic Raw)
Production played bonus (+1 Wealth)
Total Output: 1 Basic Raw, 1 Wealth

Trade:
-1 Basic Raw (+2 Wealth)
+1 Basic Machine (-7 Wealth)
Total Output: 1 Basic Machine
Total Consumption: 1 Basic Raw, 5 Wealth

Overall:
Total Output: 1 Basic Machine
Total Consumption: 4 Wealth
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GreatWyrmGold

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Re: Distant Colony - Boardgame - Round 2
« Reply #174 on: July 30, 2013, 04:52:19 pm »

Right, we're doing all the phases together.

Colonization:
I'll take one Unskilled colonist to go, please.

Production:
Colonial Center: +2 Wealth, -1 Food
Farm: +1 Food
Harvester: +1 Basic Raw Material, -1 Food

Trade: Um, I'm confused. "Costs X and Buys for Y" seems like it means that we can buy it for X and sell for Y, but then there's a separate Export table. And then there's that "Materials" table...
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Mephansteras

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Re: Distant Colony - Boardgame - Round 2
« Reply #175 on: July 30, 2013, 04:55:54 pm »

This is the currently available set of resources and their prices:


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


Note that Turn order matters here, so if the first three people bought Advanced Machines, no one else would be able to buy one. There should be enough to go around for the basics, since this is the Expansion type trade set-up, but it's important to watch out for. Especially when different trade set-ups show up.
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GreatWyrmGold

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Re: Distant Colony - Boardgame - Round 2
« Reply #176 on: July 30, 2013, 05:03:18 pm »

Ah, okay. I will:

1. Sell my Basic Raw for 2 Wealth unless someone wants to buy it from me. (I now have 10 Wealth.)
2. Buy 1 Basic Machines.
3. Reserve a contract for 1 Basic Goods for next time Trade comes about.
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evilcherry

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Re: Distant Colony - Boardgame - Round 2
« Reply #177 on: July 30, 2013, 08:43:27 pm »

I really want our board in view after every single turn.

Colonization:
Take the unskilled.

Production:
Farm produces (+1 Food)
Harvester produces (-1 Food, +1 Basic Raw)
Colonial Center (+2 Wealth)
Production played bonus (+1 Wealth)
Total Output: 1 Basic Raw, 3 Wealth

Trade:
-1 Basic Raw (+2 Wealth)
-1 Food (+1 Wealth)
+1 Basic Goods (-7 Wealth)
+1 Basic Machine (-5 Wealth)
Total Output: 1 Basic Goods, 1 Basic Machine, -9 wealth, -1 Basic Raw, -1 Food

Overall:
Total Output: 1 Basic Goods, 1 Basic Machine
Total Consumption: 12 Wealth

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Mephansteras

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Re: Distant Colony - Boardgame - Round 2
« Reply #178 on: July 30, 2013, 11:11:57 pm »

I really want our board in view after every single turn.

Not quite sure what you mean. I update everyone's status at the end of every turn in the OP. Do you want that copied into a post as well?
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PyroDesu

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Re: Distant Colony - Boardgame - Round 2
« Reply #179 on: July 31, 2013, 12:34:06 am »

I really want our board in view after every single turn.

Not quite sure what you mean. I update everyone's status at the end of every turn in the OP. Do you want that copied into a post as well?

Would be more typical of this kind of game. Honestly, I'm fine just keeping another tab of this thread open on the front page, both as rule reference and because that's where the stats are if I forget them.
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Quote from: syvarris
Pyro is probably some experimental government R&D AI.
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