Ok, game is starting!
Everyone PM me with your Phase Card Choice.
Once I have all of the Phase Choices I will post them here and you can take your turns.
I was thinking about it, and decided that it might be helpful to give an example turn with notes about what is going on.
This is a pretend mid-game turn:
Start of turn status:
Trade Environment: Standard
Mephansteras
VPs: 0
Temporary Housing: 2 Unskilled, 1 Expert
Wealth: 12
Resources: 1 Basic Goods, 1 Rare Goods, 1 Machinery
Colony Cards: 2
Warehouse: 3/10
Size: 6/15
Colonial Center - Skilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Harvester - 1 Unskilled
Goods Factory - 1 Unskilled
Warehouse
Phase Choices for the Turn:
Build
Production
Trade
I played Production this turn to get the Free activation for one of my colonists.
Colony Cards in my Hand:
Negotiation - Trade - You buy Basic Goods at -1 Cost
Recycling - Production - Gain 1 Basic Raw Resource
Plan: With this Colony, I'm working on setting up some Laboratories to get a VP engine going. I have all the materials I need for a Lab now (1 Basic Goods, 1 Rare Goods, 1 Machinery).
However, I only want to build a single size building, so I opted not to play Build and just bet on someone else playing that. The ability to build two buildings or a single Complex doesn't help right now, which the Production Phase and Card benefit are both good this turn.
I am a bit short on Food, though, since my farms only produce 2. I'll save one by having played Production, and I'll save another by using my Recycle Colony Card to get a Basic Raw Resource without having to use my Harvester.
Once the Laboratory is done I'll want to get more Farms going, so I'm going to buy some more Machinery. Big question is do I buy 1 and build a Farm next turn, or do I buy 2 and build a Farm Complex the following turn. For this example I'll go with the Farm Complex plan.
Now, I'd be posting this next section in one post as my Turn, but I'll break up a bit so you can see what I do in each phase.
Survey: Did not happen, so ignore
Colonisation: Did not happen, so ignore
Build: Laboratory and Staff with Expert
-- This is going to add a Laboratory to my Buildings list, add 1 to my space, and cost me 1 Basic Goods, 1 Rare Goods, and 1 Machinery. I can also immediately Staff a building when it is built, so I can move my Expert in now. Otherwise I'd have to wait for an Organization Phase to happen.
Production:
Used Recycle Colony Card - +1 Basic Raw Resource
Farms: +2 Food
Harvesters: Did not use
Factories: -0 Food (Free Activation), -1 Basic Raw, +1 Basic Goods
Labs: -1 Food, +1 VP
Colonial Center: -1 Food, +2 Wealth
-- Note that I specifically note that I used a Colony Card in this phase. Otherwise, I simply note every building that I used and the inputs/outputs of that building. Also, note that my Colonial Center is producing 2 Wealth instead of 1 because it is staffed with a Skilled colonist.
Trade: + 2 Machinery, - 14 Wealth
-- With the Wealth bonus from my Colonial Center I have just enough to buy two Machinery. I could play the Negotiation Colony Card here, but since I don't need to I'll save that for a later turn.
Organization: Did not happen, so ignore
Player Trade: Did not happen, so ignore
Net: -1 Rare Goods, +1 Machinery, -14 Wealth, + 1 VP
Post Turn Status:
Mephansteras
VPs: 1
Temporary Housing: 2 Unskilled
Wealth: 0
Resources: 1 Basic Goods, 2 Machinery
Colony Cards: 1
Warehouse: 3/10
Size: 7/15
Colonial Center - Skilled
Farm - 1 Unskilled
Farm - 1 Unskilled
Harvester - 1 Unskilled
Goods Factory - 1 Unskilled
Warehouse
Laboratory - 1 Expert