SettlementsKashyyk - Final VP 23
VPs: 14
Temporary Housing: 7 Unskilled
Reserved Colonist:
Wealth: 23
Resources:
Warehouse: 0/5
Contracts: 1 Machine, 1 Rare Goods
Size: 10/15
Colonial Center - Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm Complex - 2 Unskilled
Laboratory - 1 Expert
Rare Harvester - 1 Skilled
Advanced Goods Factory - 1 Skilled
Market - 1 Unskilled
GreatWyrmGold - Final VP
VPs: 0
Temporary Housing: 3 Unskilled, 1 Criminal
Reserved Colonist:
Wealth: 8
Resources:
Warehouse: 0/5
Contracts: 2 Basic Goods, 3 Machines
Size: 10/15
Colonial Center - 1 Skilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Prison - 4 Criminals
Harvester - 1 Unskilled
Goods Factory - 1 Unskilled
Goods Factory - 1 Expert
Market - 1 Unskilled
Toaster - Final VP 11
VPs: 11
Temporary Housing: 2 Criminals, 1 Experts, 5 Unskilled
Reserved Colonist:
Wealth: 11
Resources:
Warehouse: 0/5
Contracts: Officer
Size: 9/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm Complex - 2 Unskilled
Harvester - Unskilled
Goods Factory - Skilled
Laboratory - Expert
Laboratory - Expert
xelada - Final VP 32
VPs: 14
Temporary Housing: 2 Skilled
Reserved Colonist:
Wealth: 6
Resources: 1 Machines, 1 Basic Goods
Warehouse: 2/5
Contracts: 1 Officer, 1 Machine
Size: 11/15
Colonial Center - 1 Skilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Barracks - 1 Unskilled
Barracks - 1 Unskilled
Harvester - 1 Unskilled
Goods Factory - 1 Unskilled
Machine Factory - 1 Skilled
Boot Camp -
Military HQ -
notquitethere - Final VP 47
VPs: 45
Temporary Housing: 2 Skilled, 3 Unskilled
Reserved Colonist:
Wealth: 5
Resources:
Warehouse: 0/5
Contracts: Basic Goods
Size: 8/15
Colonial Center - 1 Expert
Farm - 1 Unskilled
Farm - 1 Unskilled
Barracks -
Barracks -
Officer School - 1 Skilled
Officer School - 1 Skilled
Boot Camp -
Breakdown:
| Kashyyk | GreatWyrmGold | Toaster | xelada | notquitethere |
VP Chips | 14 | 0 | 11 | 14 | 45 |
Unemployment | -7 | -5 | -10 | -2 | -5 |
Wealth & Resources | 2 | 0 | 1 | 1 | 0 |
Buildings | 14 | 15 | 11 | 19 | 7 |
Clearly Military needs a big nerf, which I have in the current rules. Other then that, though, do you guys have any comments on the rules?
For my side, I've already put a few changes in based on this and some other play tests I've run.
1) Military has been nerfed considerably. Values for buying/selling have gone down across the board, soldiers can no longer be bought, and the # of Officers available to buy is always very low.
2) Trade in general has been tweaked to make Contracts much more valuable. Available resources have been reduced considerably across the board.
3) The bonus for Build has been changed. Now, the basic effect of build lets you build a single tile building. The bonus for playing Build is that you can build either two small buildings or a Complex. It is no longer possible to build a Complex without playing build yourself.