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Author Topic: Distant Colony v2 - Boardgame - Game Over!  (Read 19196 times)

Toaster

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #60 on: March 13, 2014, 03:05:52 pm »

Meph, can we trade colonists?

Yes.  I did a "train my colonist for me" deal with someone last game.
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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 v2 - Boardgame - [SIGNUPS]
« Reply #61 on: March 13, 2014, 03:10:26 pm »

Players may Trade amongst themselves freely, regardless of Phase. Wealth, Resources, and Colonists may all be traded.

This also includes trades within a phase, so if someone wanted to Trade Food with another player during the Production Phase the resources in that trade can be used immediately. Note that traded colonists go to Temporary Housing, although they can be taken from a building if desired.
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Toaster

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #62 on: March 13, 2014, 03:11:30 pm »

I can't imagine this ever being useful, but can you at-will unstaff any building?
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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 v2 - Boardgame - Round 1
« Reply #63 on: March 13, 2014, 03:13:00 pm »

I can't imagine this ever being useful, but can you at-will unstaff any building?

Huh. Never thought about that. Technically, no, at least with how the rules are written, although if someone had a good reason to I'd probably let them. Unless whatever it was seemed like an exploit of some sort, but I'm not sure what situation would cause that.
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Mephansteras

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Re: Distant Colony v2 - Boardgame - Round 2
« Reply #64 on: March 13, 2014, 10:40:09 pm »

Since GWG's decision doesn't really effect too much, I'm going to go ahead and wrap up the turn.

GWG I went with the assumption that you activated both Farms and the Colony Center, giving you a net +1W, +1 Food from the Production phase. If you wanted to activate both Farms and NOT the Colony Center to get +2 Food instead just let me know.

Everyone! Send in your Phase Choices if you have not done so



Space Station
Colonist Pool: 65
VP Pool: 75
Trade Environment: Expansion

Available Colonists:
    2 Criminal
    3 Unskilled

Available Resources:
ResourceAmountBuys AtSells At
Food1221
Basic Raw532
Rare Raw265
Basic Goods754
Rare Goods287
Basic Machines976
Soldier24VP3VP
Officer25VP4VP





Settlements

Kashyyk
VPs: 0
Temporary Housing:
Reserved Colonist:
Wealth: 8
Resources: 4 Food
Warehouse: 4/5
Contracts: None
Size: 3/15
Colonial Center - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Skilled


GreatWyrmGold
VPs: 0
Temporary Housing:
Reserved Colonist:
Wealth: 8
Resources: 3 Food
Warehouse: 3/5
Contracts: None
Size: 3/15
Colonial Center - 1 Unskilled
Farm - 1 Unskilled
Farm - 1 Skilled


Toaster
VPs: 0
Temporary Housing:
Reserved Colonist: Expert
Wealth: 7
Resources: 2 Food, 1 Basic Raw
Warehouse: 3/5
Contracts: None
Size: 3/15
Colonial Center - 1 Unskilled
Farm - 1 Unskilled
Harvester - Skilled


xelada - First Player
VPs: 0
Temporary Housing:
Reserved Colonist:
Wealth: 8
Resources: 2 Food, 1 Basic Raw
Warehouse: 3/5
Contracts: None
Size: 3/15
Colonial Center - 1 Unskilled
Farm - 1 Unskilled
Harvester - Skilled


notquitethere
VPs: 0
Temporary Housing: 1 Skilled, 1 Solider
Reserved Colonist:
Wealth: 8
Resources: 2 Food, 1 Machine
Warehouse: 3/5
Contracts: None
Size: 3/15
Colonial Center -
Farm - 1 Unskilled
Barracks -




Turn Order:       
xelada
notquitethere
Kashyyk
GreatWyrmGold
Toaster   
   
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Kashyyk

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Re: Distant Colony v2 - Boardgame - Round 2
« Reply #65 on: March 14, 2014, 12:37:56 pm »

Just letting y'all know, I'll be picking Trade.

If someone were to pick Production, that'd be grand. Not sure what else y'all want.
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notquitethere

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Re: Distant Colony v2 - Boardgame - Round 2
« Reply #66 on: March 14, 2014, 01:37:43 pm »

Hmm, Xeleda already said they were getting trade. This is... inefficient.
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GreatWyrmGold

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Re: Distant Colony v2 - Boardgame - Round 1
« Reply #67 on: March 14, 2014, 09:54:18 pm »

Not my fault, I still don't have a charging cord.

Survey: +1 Wealth
Colonization: Skilled Colonist
Build: Farm (Staff with Skilled)
Production: Farm (+1 Food)

Just wait...things will pick up.
I take it you are also activating your Colony Center for +1W?
Don't I only have one colonist?

GWG, you now have two farms, you could have activated both of them.
...Do farms not need people running them?
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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 v2 - Boardgame - Round 2
« Reply #68 on: March 14, 2014, 10:12:07 pm »

You start with a fully staffed farm. So at the beginning of the game you have two Unskilled Colonists, one staffing the Colony Center and the other your Farm.
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GreatWyrmGold

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Re: Distant Colony v2 - Boardgame - Round 2
« Reply #69 on: March 14, 2014, 10:23:50 pm »

Oh.

...

Yeah, both farms and also the CC.
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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 v2 - Boardgame - Round 2
« Reply #70 on: March 14, 2014, 10:39:35 pm »

Phase choices are in:

PlayerPhase
KashyykTrade
GreatWyrmGoldColonization
ToasterOrganize
xeladaTrade
notquitethereColonization

Phases this round are Colonization, Trade, and Organization. Toaster will be taking First Player during Organization this round.

Current Turn Order
xelada
notquitethere
Kashyyk
GreatWyrmGold
Toaster
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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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Re: Distant Colony v2 - Boardgame - Round 2
« Reply #71 on: March 14, 2014, 11:18:01 pm »

No production?  Heh.

Colonization:  Claim Expert, get stuck with whatever criminal is left
Trade:  Buy 1 Basic Machine for 7W
Organization:  Expert goes to CC, ex-CC Unskilled goes to Harvester, ex-Harvester Skilled goes to temp housing.

Net:  +1 Expert, +1 Criminal, +1 Basic Machine, -7W, reorganized workforce.
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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.

notquitethere

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Re: Distant Colony v2 - Boardgame - Round 2
« Reply #72 on: March 15, 2014, 04:04:25 am »

Colonization:  Reserve Expert, claim Unskilled
Trade: Sell 2 food for 2W, Buy 2 basic goods for 10W. Sell Soldier for 3VP.
Organization:  Move new Unskilled to Barracks, Move Skilled to Colonial Centre

Net:  +1 unskilled, -1 soldier, +2 Basic Goods, -2 food, -8W, +3VPs, reorganized workforce

Spoiler: Colony (click to show/hide)
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notquitethere

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Re: Distant Colony v2 - Boardgame - Round 2
« Reply #73 on: March 15, 2014, 04:07:17 am »

I'm taking Build next time, so you guys should probably attempt a more even spread on the next round. Production would be nice.
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GreatWyrmGold

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Re: Distant Colony v2 - Boardgame - Round 2
« Reply #74 on: March 15, 2014, 07:55:22 am »

I'll do Production.

Colonization: Reserve an Expert, get stuck with criminal scum.
Trade: Sell 2 Food (+2 Wealth)*, Buy 1 Basic Machine (-7 Wealth)
Organize: Move the Skilled guy to the Colony Center and that unskilled guy to the farm.


*Unless someone else wants to try and buy/trade/whatever the food from me.
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