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Author Topic: Colony [OOC]  (Read 7879 times)

a1s

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Re: Colony [OOC]
« Reply #45 on: December 09, 2014, 06:51:37 pm »

From what I can tell, its offlimits unless you have a spy getting intel on them.
It says you'll get your spy's report of their report in your report. So it's still off-limits. I'm just wondering how they're marked.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Iituem

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Re: Colony [OOC]
« Reply #46 on: December 09, 2014, 07:06:27 pm »

Yeah, if a spoiler has someone's name it's privileged information.  If you have a spy sending you intel on them, you will get the info in your own, privileged report.

Note that this can result in you spying on someone's spy reports on someone else.

And yes, posting may commence.  I will add in quests tomorrow.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Criptfeind

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Re: Colony [OOC]
« Reply #47 on: December 09, 2014, 07:28:17 pm »

I got a couple of questions about the town inputs and outputs and such. I make four timber a turn, and three of it is used by the town to make furniture for whatever it uses it for, and then. The fourth is stockpiled? Do I own that? Or is the town also buying it and just stockpiling it itself for some reason? It looks like the town is getting it, because I am making eight gold. (Although then later if I am reading how grain works correctly then my expected next turn income is saying I only get 6 gold from the timber)

Similar question for cloth, four cloth gets made, and two of it is purchased by the town, presumably the other two are exported on the trading ship, but it looks like the town is purchasing the cloth for five from the mills and then selling it for 4 to the ship.

Also it doesn't look like the textile mill is paying for the cloth it is using? Instead it's gold column is recording the amount that the town is paying for it's cloth to be used in other buildings (which don't record that, appropriately I guess, but weirdly)? The net gain for Hander looks right, unless he is selling to the town and the town sells it on at a loss (although it looks like npc buyers, all else being equal, will buy from players, and if more then one player is selling they will buy equally as possible from them?)

Um. Basically, for the most part I don't think anything is wrong (except that my gain from timber might be too high), but it all looks very weirdly and inconsistently put together.
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a1s

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Re: Colony [OOC]
« Reply #48 on: December 09, 2014, 07:55:26 pm »

This Gentleman's agreement makes quoting problematic. :-\
I guess I'll have to remember not to in the future.
(I didn't see anything, aside from it being two lines long, in case you're wondering)
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Iituem

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Re: Colony [OOC]
« Reply #49 on: December 09, 2014, 07:57:40 pm »

Ah.  It is weird and inconsistent, probably because I revised it about three times.  I'll go bugchecking on it tomorrow.

Your expected returns are accurate; you sell 4 Timber for 2 Gold each, and receive 8 Gold from Grain sales (16), then spend 2 Gold supporting your Caravans while they're idling.  20 + 16 - 2 = 34.

The town is buying and stockpiling your timber, and I'll adjust the calculations to reflect that.  You can give orders to maintain your own stockpiles instead.

Grain is bought weirdly, sorry.  Grain bought for town consumption is bought at £2/Grain, but grain bought by the town to sell to the traders is bought at £1/Grain.  The default is to sell to town unless you give orders to stockpile.

Town overpaying for Cloth is a bug.  It's been fixed so that the Town is effectively a simple intermediary - buy at 4, sell at 4, but only for the 'excess' goods.  Textiles not paying for cloth is a bug.  Ergh.  Fixed.

What a nightmare.  I'll sort it out in the morning.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Criptfeind

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Re: Colony [OOC]
« Reply #50 on: December 09, 2014, 08:08:48 pm »

Ahhhh! Right, if the offer to swap my caravans out for cash is still there, I'll take it.
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a1s

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Re: Colony [OOC]
« Reply #51 on: December 09, 2014, 08:10:03 pm »

Given the relative lack of use of Caravans at this point in the game, Wealth startups can exchange their Caravans for 4 extra Gold instead.
Yes please. Both caravans. BTW, Is that 4 gold/caravan or 4 total?
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Iituem

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Re: Colony [OOC]
« Reply #52 on: December 09, 2014, 08:13:11 pm »

Each.  Caravans cost 3 Gold + 1 Upkeep for a turn, so I figure it's fair.  I'll update figures on the morrow for anyone who takes the offer.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

a1s

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Re: Colony [OOC]
« Reply #53 on: December 09, 2014, 08:19:42 pm »

Do people have rights to the resources on their land? Like there's sheep in #3, can von Hoffenburg (the owner) charge whoever builds the other Loom rent for it's use?
Also, should we assume that the revealed provinces have already been prospected for resources?
Finally, how does someone take ownership of a province? Can you just scout it (BTW, do I need an agent for that?) Or is some sort of military show of force needed?
« Last Edit: December 09, 2014, 08:45:49 pm by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Criptfeind

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Re: Colony [OOC]
« Reply #54 on: December 09, 2014, 08:49:06 pm »

Can anyone use buildings like temples and barracks and such owned by other players?

Also, I notice none of the buildings are using tools.
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a1s

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Re: Colony [OOC]
« Reply #55 on: December 09, 2014, 09:19:38 pm »

Also, I notice none of the buildings are using tools.
I'm going to take a wild guess based on the spreadsheet and say
Quote
sell Iron for Gold (1 Iron/6 Gold) each turn.
is actually tools. (6 gold is 3x what iron costs, which is beyond price gouging, and we would never buy any, since there are no forges. Tools we would buy.)

That being said, I'd love to sell someone 2 tools for 11 gold.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Criptfeind

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Re: Colony [OOC]
« Reply #56 on: December 09, 2014, 10:34:21 pm »

No one would buy that because players don't use tools. but as far as I can see the town will break itself to buy tools if one one person is selling. Of course, we are all going to be selling tools I would assume, in secret bids even, so it's unlikely that the town will break itself this turn (although eventually it seems likely.)
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Iituem

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Re: Colony [OOC]
« Reply #57 on: December 09, 2014, 10:47:38 pm »

Do people have rights to the resources on their land? Like there's sheep in #3, can von Hoffenburg (the owner) charge whoever builds the other Loom rent for it's use?
Also, should we assume that the revealed provinces have already been prospected for resources?
Finally, how does someone take ownership of a province? Can you just scout it (BTW, do I need an agent for that?) Or is some sort of military show of force needed?

1.  That is a very interesting possibility I had not considered.  I will rule that yes, the physics of the game allow that - but up until now no tarriffs have been executed.  There's no law against it, however.

2.  All numbered provinces have been prospected.

3.  Scouting it requires at least an agent.  If you combine an agent and a scholar, you can map out a region permanently.  You can tame a province using gold or military force (will post more on this later) to make it produce Grain, then prospect it for resources, but anyone can forcibly claim your province by moving a military unit into it.

Can anyone use buildings like temples and barracks and such owned by other players?

Also, I notice none of the buildings are using tools.

1.  I'm going to rule that the physics allow it.  Production limits still apply (if John is using the barracks to raise a Unit, you can't on the same turn), but if you give permission then sure.

2. The buildings use tools, but it's reflected in the "upkeep" row rather than in building demands.

Also, I notice none of the buildings are using tools.
I'm going to take a wild guess based on the spreadsheet and say
Quote
sell Iron for Gold (1 Iron/6 Gold) each turn.
is actually tools. (6 gold is 3x what iron costs, which is beyond price gouging, and we would never buy any, since there are no forges. Tools we would buy.)

That being said, I'd love to sell someone 2 tools for 11 gold.

Yeah, the trade is a misprint.  It's 6 Gold/Tool, not Iron.  And yes, one supposes one could just charge 20 gold for a single Tool if one had monopoly over the market - but then the GM might exercise common sense and rule that the citizens either a) don't pay or b) form a mob and try to burn your establishment to the ground.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

micelus

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Re: Colony [OOC]
« Reply #58 on: December 09, 2014, 11:42:49 pm »

I'm not very familiar with google docs but where can I see what province creates which resource?
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Criptfeind

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Re: Colony [OOC]
« Reply #59 on: December 09, 2014, 11:46:18 pm »

I think it's just on the map. Green pigs equal wool and broccoli equals timber I assume.
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