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(03-11-2010, 02:34 PM)Ramond Wrote: Someone Else, choose a building to buy. (03-11-2010, 01:16 PM)I Wrote: Small Market.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
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Game 1 (5 players)
@Someone Else: I saw that, but both snor and Bamboori bought a small market. So there's no small market left for you to buy.
Round 2
Actions:
Elias chooses the Builder role!
Elias buys a Small Sugar Mill! (-1 Doubloon)
snorsorbet buys a Small Market! (-1 Doubloon)
Bamboori buys a Small Market! (-1 Doubloon)
Previous Actions:
Simon chose the Mayor Role.
Elias chose the Builder Role.
Someone Else
Doubloons: 3
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 11 slots free
{1} Small Indigo Plant (x)
Plantations: 10 slots free
Indigo (x)
Corn (x)
Victory Points from shipping goods: 0
Simon (Governor)
Doubloons: 3
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 11 slots free
{1} Small Indigo Plant (x)
Plantations: 10 slots free
Indigo (x)
Quarry (x)
Victory Points from shipping goods: 0
Elias
Doubloons: 2
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Hacienda ()
{1} Small Sugar Mill ()
Plantations: 10 slots free
Indigo (x)
Coffee (x)
Victory Points from shipping goods: 0
snorsorbet
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Market ()
Plantations: 10 slots free
Corn ()
Indigo (x)
Victory Points from shipping goods: 0
Bamboori
Doubloons: 1
Unused colonists: 0
Corn: 2
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Hacienda (x)
{1} Small Market ()
Plantations: 10 slots free
Corn (x)
Corn ()
Victory Points from shipping goods: 0
Open Plantations: Tobacco, Corn, Corn, Corn, Sugar
7 quarries left
85 colonists left (5 on colonist ship)
120 victory points left
The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).
The number in brackets show the doubloon cost.
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).
Level 1 Buildings:
1x Small Indigo Plant (1) - Needed to produce indigo. Can hold 1 colonist.
3x Small Sugar Mill (2) - Needed to produce sugar. Can hold 1 colonist.
0x Small Market (1) - You gain an extra doubloon when trading a good.
0x Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.
2x Constable Hut (2) - In the Settler Phase you are allowed to take a quarry instead of an open plantation.
2x Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.
Level 2 Buildings:
3x Indigo Plant (3) - Needed to produce indigo. Can hold 3 colonists.
3x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
2x Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.
2x Office (5) - You can sell goods of the same type already available in the trading house.
2x Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).
2x Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.
Level 3 Buildings:
3x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
2x Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.
2x University (8) - Whenever you buy a building, you immediately get a colonist onto it.
2x Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.
2x Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.
Level 4 Buildings (elite buildings): require two building spaces; only 1 instance of each
1x Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.
1x Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts
1x Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).
1x Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.
1x City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).
Transport ship 1: 6 slots free
Transport ship 2: 7 slots free
Transport ship 3: 8 slots free
Trading House: 4 slots free
Available Roles:
Settler
Mayor (Simon)
Builder (Elias)
Craftsman
Trader (+1 doubloon)
Captain (+1 doubloon)
Prospector
Prospector (+1 doubloon)
---
Someone Else, choose a building to buy.
Simon, choose a building to buy. (Waiting for Someone Else.)
In the meantime, snorsorbet, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 746
Threads: 55
Joined: Apr 2008
(03-11-2010, 03:21 PM)Ramond Wrote: @Someone Else: I saw that, but both snor and Bamboori bought a small market. So there's no small market left for you to buy. Whoops.
Small warehouse.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
Thanks given by:
Posts: 1,122
Threads: 17
Joined: Mar 2008
03-11-2010, 03:56 PM
(This post was last modified: 03-11-2010, 03:56 PM by Ramond.)
Game 1 (5 players)
Round 2
Actions:
Elias chooses the Builder role!
Elias buys a Small Sugar Mill! (-1 Doubloon)
snorsorbet buys a Small Market! (-1 Doubloon)
Bamboori buys a Small Market! (-1 Doubloon)
Someone Else buys a Small Warehouse! (-3 Doubloons)
Simon buys a Hospice! (-3 Doubloons)
Previous Actions:
Simon chose the Mayor Role.
Elias chose the Builder Role.
Someone Else
Doubloons: 0
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse ()
Plantations: 10 slots free
Indigo (x)
Corn (x)
Victory Points from shipping goods: 0
Simon (Governor)
Doubloons: 3
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{2} Hospice ()
Plantations: 10 slots free
Indigo (x)
Quarry (x)
Victory Points from shipping goods: 0
Elias
Doubloons: 2
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Hacienda ()
{1} Small Sugar Mill ()
Plantations: 10 slots free
Indigo (x)
Coffee (x)
Victory Points from shipping goods: 0
snorsorbet
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Market ()
Plantations: 10 slots free
Corn ()
Indigo (x)
Victory Points from shipping goods: 0
Bamboori
Doubloons: 1
Unused colonists: 0
Corn: 2
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Hacienda (x)
{1} Small Market ()
Plantations: 10 slots free
Corn (x)
Corn ()
Victory Points from shipping goods: 0
Open Plantations: Tobacco, Corn, Corn, Corn, Sugar
7 quarries left
85 colonists left (5 on colonist ship)
120 victory points left
The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).
The number in brackets show the doubloon cost.
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).
Level 1 Buildings:
1x Small Indigo Plant (1) - Needed to produce indigo. Can hold 1 colonist.
3x Small Sugar Mill (2) - Needed to produce sugar. Can hold 1 colonist.
0x Small Market (1) - You gain an extra doubloon when trading a good.
0x Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.
2x Constable Hut (2) - In the Settler Phase you are allowed to take a quarry instead of an open plantation.
1x Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.
Level 2 Buildings:
3x Indigo Plant (3) - Needed to produce indigo. Can hold 3 colonists.
3x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
1x Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.
2x Office (5) - You can sell goods of the same type already available in the trading house.
2x Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).
2x Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.
Level 3 Buildings:
3x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
2x Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.
2x University (8) - Whenever you buy a building, you immediately get a colonist onto it.
2x Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.
2x Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.
Level 4 Buildings (elite buildings): require two building spaces; only 1 instance of each
1x Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.
1x Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts
1x Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).
1x Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.
1x City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).
Transport ship 1: 6 slots free
Transport ship 2: 7 slots free
Transport ship 3: 8 slots free
Trading House: 4 slots free
Available Roles:
Settler
Mayor (Simon)
Builder (Elias)
Craftsman
Trader (+1 doubloon)
Captain (+1 doubloon)
Prospector
Prospector (+1 doubloon)
---
snorsorbet, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
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Posts: 891
Threads: 16
Joined: Mar 2008
I'll settle a quarry.
I did this to you for obvious reasons. You have just wasted a lot of time. Congratulations.
Still with the same joke? ;D - Simoneon
TITLE: a idea
make cave for bear?
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Threads: 17
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Game 1 (5 players)
Round 2
Actions:
snorsorbet chooses the Settler Role!
snorsorbet takes a quarry!
Bamboori's Hacienda gets him a Sugar Plantation!
Previous Actions:
Simon chose the Mayor Role.
Elias chose the Builder Role.
snorsorbet chose the Settler Role.
Someone Else
Doubloons: 0
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse ()
Plantations: 10 slots free
Indigo (x)
Corn (x)
Victory Points from shipping goods: 0
Simon (Governor)
Doubloons: 3
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{2} Hospice ()
Plantations: 10 slots free
Indigo (x)
Quarry (x)
Victory Points from shipping goods: 0
Elias
Doubloons: 2
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Hacienda ()
{1} Small Sugar Mill ()
Plantations: 10 slots free
Indigo (x)
Coffee (x)
Victory Points from shipping goods: 0
snorsorbet
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Small Indigo Plant (x)
{1} Small Market ()
Plantations: 9 slots free
Corn ()
Indigo (x)
Quarry ()
Victory Points from shipping goods: 0
Bamboori
Doubloons: 1
Unused colonists: 0
Corn: 2
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 10 slots free
{1} Hacienda (x)
{1} Small Market ()
Plantations: 9 slots free
Corn (x)
Corn ()
Sugar ()
Victory Points from shipping goods: 0
Open Plantations: Tobacco, Corn, Corn, Corn, Sugar
6 quarries left
85 colonists left (5 on colonist ship)
120 victory points left
The level indicates how many quarries you can max use for these buildings - and how many victory points you get for this building (even if they are not manned, so if you buy a building you get those victory points in any case).
The number in brackets show the doubloon cost.
You can NOT have two identical buildings. However, it is possible to fe. have a small indigo plant and a normal size one (as they're actually different buildings).
Each non-production building has 1 free colonist space (aka only 1 colonist needed to man this building).
Level 1 Buildings:
1x Small Indigo Plant (1) - Needed to produce indigo. Can hold 1 colonist.
3x Small Sugar Mill (2) - Needed to produce sugar. Can hold 1 colonist.
0x Small Market (1) - You gain an extra doubloon when trading a good.
0x Hacienda (2) - Additionally to a plantation you can choose in the Settler Phase, you get a random plantation.
2x Constable Hut (2) - In the Settler Phase you are allowed to take a quarry instead of an open plantation.
1x Small Warehouse (3) - At the end of the Captain Phase you can store one TYPE of a good additionally to the one good.
Level 2 Buildings:
3x Indigo Plant (3) - Needed to produce indigo. Can hold 3 colonists.
3x Sugar Mill (4) - Needed to produce sugar. Can hold 3 colonists.
1x Hospice (4) - Whenever you get a plantation or quarry, you immediately get a colonist onto it.
2x Office (5) - You can sell goods of the same type already available in the trading house.
2x Large Market (5) - You gain 2 extra doubloons when trading a good (additionally to Small Market, and vice versa).
2x Large Warehouse (6) - At the end of the Captain Phase you can store TWO TYPES of a good (additionally to the Small Warehouse, and vice versa) additionally to the one good.
Level 3 Buildings:
3x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
2x Factory (7) - In the Craftsman Phase you gain extra doubloons for producing different types of goods. 0 for 1 type, 1 for 2 types, 2 for 3 types, 3 for 4 types and 5 for 5 types.
2x University (8) - Whenever you buy a building, you immediately get a colonist onto it.
2x Harbour (8) - You gain an extra victory point for each load of goods you load onto a transport ship.
2x Wharf (9) - In the Captain Phase you can load one type of goods (no amount limit) onto a transport ship that belongs to you alone.
Level 4 Buildings (elite buildings): require two building spaces; only 1 instance of each
1x Guild Hall (10) - You gain an extra victory point for each small production house you possess and two extra victory points for each normal production house.
1x Residence (10) - You gain victory points depending on the amount of plantations you possess. <10: 4pts, 10: 5pts, 11: 6pts, 12: 7pts
1x Fortress (10) - You gain an extra victory point for every 3 colonists (rounded down).
1x Customs House (10) - You gain an extra victory point for every 4 victory points you've gained through shipping goods in the Captain Phase.
1x City Hall (10) - You gain an extra victory point for each non-production building you possess (includes the city hall itself).
Transport ship 1: 6 slots free
Transport ship 2: 7 slots free
Transport ship 3: 8 slots free
Trading House: 4 slots free
Available Roles:
Settler (snorsorbet)
Mayor (Simon)
Builder (Elias)
Craftsman
Trader (+1 doubloon)
Captain (+1 doubloon)
Prospector
Prospector (+1 doubloon)
---
Bamboori, pick a plantation from the open plantations.
Someone Else, pick a plantation from the open plantations.
Simon, pick a plantation from the open plantations.
Elias, pick a plantation from the open plantations.
Meanwhile, Bamboori, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
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Man Simon and Someone Else are lucky, well Someone Else is lucky because he gets to go first.
I am back, not really.
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(03-11-2010, 09:39 PM)Simoneon Wrote: Sugar You arent going to choose that one.
If bamboori doesnt choose it, I choose it and Im first.
Incase bamboori chooses sugar I choose corn.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
Thanks given by:
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