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Author Topic: Distant Colony - Boardgame - Game over!  (Read 39207 times)

Toaster

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Re: Distant Colony - Boardgame - Round 22
« Reply #540 on: November 11, 2013, 09:28:06 pm »

GeeDubGee:  I'm in for another Unskilled -> Skilled deal, but it might be a turn before I could pay you.
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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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GreatWyrmGold

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Re: Distant Colony - Boardgame - Round 22
« Reply #541 on: November 11, 2013, 09:34:33 pm »

Indeed. I'd be interested in a Basic Goods.
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evilcherry

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Re: Distant Colony - Boardgame - Round 22
« Reply #542 on: November 11, 2013, 09:56:47 pm »

Indeed. I'd be interested in a Basic Goods.
I can sell (since I can't build now anyway)

GreatWyrmGold

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Re: Distant Colony - Boardgame - Round 22
« Reply #543 on: November 11, 2013, 10:07:27 pm »

Indeed. I'd be interested in a Basic Goods.
I can sell (since I can't build now anyway)
Would this be a skilled-for-unskilled swap, or just me giving you a skilled guy? If the latter, I'd need at least two BGs.
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evilcherry

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Re: Distant Colony - Boardgame - Round 22
« Reply #544 on: November 11, 2013, 10:15:08 pm »

Indeed. I'd be interested in a Basic Goods.
I can sell (since I can't build now anyway)
Would this be a skilled-for-unskilled swap, or just me giving you a skilled guy? If the latter, I'd need at least two BGs.
I see no problem for Skilled = unskilled + 1 BG. Deal.

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Re: Distant Colony - Boardgame - Round 22
« Reply #545 on: November 11, 2013, 10:32:20 pm »

I've been ninjaed
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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 22
« Reply #546 on: November 11, 2013, 10:42:28 pm »

I still have a Skilled guy.
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Dariush

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Re: Distant Colony - Boardgame - Round 22
« Reply #547 on: November 12, 2013, 06:56:45 am »

Yeah, no point in playing anymore. No way anyone can beat EC's 3 VP/production output. +1 W, skilled, Xeno farm-staff-with-expert, swap skilled into rare goods factory, whatever.

evilcherry

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Re: Distant Colony - Boardgame - Round 22
« Reply #548 on: November 12, 2013, 10:16:56 am »

I guess it is why everyone should rush-end this game (While of course I'd prod prod prod till kingdom come).

And Yes I'm pushing for the Terraformer

S: +W!
Col: 1 Unskilled
Build: Eviction orders for an idle unskilled labour.
Trade: Sell BR RR Xeno for 8; buy as much BG as possible
Conduct deal with GWG (BG + Unskilled for Skilled)
Org: Put Skilled into ALab.
« Last Edit: November 12, 2013, 10:24:50 am by evilcherry »
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Mephansteras

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Re: Distant Colony - Boardgame - Round 22
« Reply #549 on: November 12, 2013, 12:28:21 pm »

Yeah, no point in playing anymore. No way anyone can beat EC's 3 VP/production output. +1 W, skilled, Xeno farm-staff-with-expert, swap skilled into rare goods factory, whatever.

Sure you can. A Building based VP strategy is very competitive with a Science based VP strategy. Remember, those VP chits are noticeable but they don't tell anywhere close to the full story as far as how everyone is doing.
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Re: Distant Colony - Boardgame - Round 22
« Reply #550 on: November 12, 2013, 01:10:51 pm »

Thanks, Pyro!

Survey:  +1 W
Colonization:  +1 Unskilled
Build: Build Basic Machine Factory, staff with Skilled
Trade: Pokemons
Organization:  Be shocked that no one picked Production


Net:  +1 W, +1 Unskilled, +1 Basic Machine Factory staffed with Skilled
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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 22
« Reply #551 on: November 12, 2013, 02:05:25 pm »

No, it is not competitive. EC gets 3 VP in a single production phase by using two guys. To get the same 3 VP through buildings, one needs to get the resources for building, waste a phase on building, spend a slot and somewhere get the people to staff it. Even with the 1 VP/prod coming from CC, there is nothing any of us can do. Even building a single laboratory requires enormous investment that only I can spare and still leave me stuck at least 1 VP/prod behind despite draining all my resources. As it stands, I'm 10 points ahead of EC in building VPs and 1 VP ahead in chits. If I immediatly grab for the only way to get extra VPs - laboratory - I'll be 12 points ahead, in total. So, in the absolutely best case I'll have 12 turns of slowly decaying advantage, despite having a fully established production line, to a player who made a beeline for two buildings. This is not good balance, riiiight there.

Yeah, might as well build a laboratory instead of a xeno farm. Hooray for a dozen turns of doing nothing except getting those measly 2 VPs/prod and twiddling thumbs.

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Re: Distant Colony - Boardgame - Round 22
« Reply #552 on: November 12, 2013, 02:13:49 pm »

So fire off repeated colonizations.  The game will be over in four turns.
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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 22
« Reply #553 on: November 12, 2013, 02:40:44 pm »

No, it is not competitive. EC gets 3 VP in a single production phase by using two guys. To get the same 3 VP through buildings, one needs to get the resources for building, waste a phase on building, spend a slot and somewhere get the people to staff it. Even with the 1 VP/prod coming from CC, there is nothing any of us can do. Even building a single laboratory requires enormous investment that only I can spare and still leave me stuck at least 1 VP/prod behind despite draining all my resources. As it stands, I'm 10 points ahead of EC in building VPs and 1 VP ahead in chits. If I immediatly grab for the only way to get extra VPs - laboratory - I'll be 12 points ahead, in total. So, in the absolutely best case I'll have 12 turns of slowly decaying advantage, despite having a fully established production line, to a player who made a beeline for two buildings. This is not good balance, riiiight there.

Yeah, might as well build a laboratory instead of a xeno farm. Hooray for a dozen turns of doing nothing except getting those measly 2 VPs/prod and twiddling thumbs.

Nonsense. I beat two players who went heavy VP lab builds just the other day with a production build very similar to yours. You just have to control things on your terms and end the game by building things or getting colonists before they get enough VP chits to overwhelm you. Go look at the end VP values for buildings in the rules set. Those factories of yours are worth quite a bit. With the amount of money you can make using your production chain you can make even more buildings the continue earning VPs while bringing the game to an end.

Trust me, we have played a LOT of this game in RL. There are many viable strategies to victory, but a lot of it is knowing what to push for near the end so that your particular strategy is the one that comes out on top.
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Dariush

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Re: Distant Colony - Boardgame - Round 22
« Reply #554 on: November 12, 2013, 03:09:53 pm »

Well, yes, I can mass-colonize to end the game ASAP (and that's what I'll be forced to do). But that just feels... cheap. I wasted so much time and effort on planning a production line and now after using it to full extent a mere one time it gets reduced to its mere VP value.

This game needs a sabotage option. It needs better balanced phases. It needs HIGHLY nerfed trading between players. It needs way more depth. It needs... okay, it may benefit from phase order manipulation (and, for example, preventing certain phases from happening to other players). Everyone being restricted to the same set of phases every turn really limits strategic depth. In RFTG it worked because different people depended on different phases for their strategy. Here, everyone depends on production. It needs many more strategies (and ways to gain VP) other than science and building/production one (and maybe the prison one). It needs many more buildings, and scrap and major rebalance of many existing ones. What advantage does terraformer have over two advanced factories, for example? It needs one less phase to build and requires two colonists, at the cost of taking up way more space and costing more resources. Nnnnope. Complexes need to be buffed. Warehouses are useless. Market is even worse. Trade needs to be completely overhauled. I see no way for contracts to ever be useful, TBH. The 1-wealth gaps between all buy/sell values are stupid and force people to trade in 0.5 IOUs. The gaps between tiers are bullshit. Rare Goods costs 2 more than Rare Raw, which costs 5? Nnnope. Changing trading environment only when one of the player trades is stupid. This removes all planning for emergencies and allows everyone to just stock up on whatever is expensive at the moment and sell at the next trade phase. Players who fell behing need a way to catch up. Otherwise they'll just lose interest in playing. Most of all, I really dislike the way you used phases. In RFTG (of which they are a quite obvious ripoff, what with being almost completely identical to theirs with an importation of colonization from Puerto Rico and deletion of Consume), they were used more or less equally. Here, survey is a dump stat, play bonuses are either throwaway or indispensable with nothing in between and so on. In short, IMO this game needs a major overhaul. The one thing I admit I rather liked, though, was food directly mapped to the number of productions a player can accomplish. Now if only staffed farms weren't free food, that would have been even better.

This is all subjective and you may feel free to disregard this post, but really. After Clanmen and your mafia games I felt extremely disappointed by shallowness, linearity and imbalance of this game.
« Last Edit: November 12, 2013, 03:21:40 pm by Dariush »
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