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03-24-2010, 06:48 PM
(This post was last modified: 03-25-2010, 08:09 PM by Bamboori.)
corn. ship 1.
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Posts: 1,122
Threads: 17
Joined: Mar 2008
04-03-2010, 11:02 AM
(This post was last modified: 04-03-2010, 11:02 AM by Ramond.)
Game 1 (4 players)
Round 7
Actions:
snorsorbet chooses the Captain Role and gains 1 Doubloon!
He ships his 1 Indigo on Transport Ship 1 and gains 2 Victory Points!
Bamboori ships his 1 Corn on Transport Ship 1 and gains 1 Victory Point!
Previous Actions:
Simon chose the Prospector Role.
snorsorbet chose the Captain Role.
Someone Else
Doubloons: 0
Unused colonists: 0
Corn: 2
Indigo: 3
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse (x)
{2} Office (x)
Plantations: 7 slots free
Indigo (x)
Corn (x)
Corn (x)
Quarry (x)
Indigo ()
Victory Points from shipping goods: 6
Simon (Governor)
Doubloons: 7
Unused colonists: 0
Corn: 1
Indigo: 2
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 6 slots free
Indigo (x)
Quarry (x)
Corn (x)
Tobacco (x)
Coffee (x)
Indigo (x)
Victory Points from shipping goods: 1
snorsorbet
Doubloons: 3
Unused colonists: 0
Corn: 2
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
Plantations: 7 slots free
Corn (x)
Indigo (x)
Quarry (x)
Corn (x)
Quarry (x)
Victory Points from shipping goods: 5
Bamboori
Doubloons: 6
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 1
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Hacienda ()
{1} Small Market (x)
{2} Sugar Mill (x) (x) (x)
Plantations: 5 slots free
Corn (x)
Corn (x)
Sugar (x)
Sugar (x)
Corn ()
Coffee ()
Coffee ()
Victory Points from shipping goods: 5
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
4 quarries left
68 colonists left (4 on colonist ship)
103 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.
4x 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.
2x 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.
1x 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.
1x 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: 4 slots free (occupied: 1x Indigo)
Transport ship 2: 5 slots free (occupied: 1x Corn)
Transport ship 3: 7 slots free
Trading House: 1 slots free (Used: Corn, Indigo, Sugar)
Available Roles:
Settler
Mayor
Builder
Craftsman (+1 Doubloon)
Trader
Captain (snorsorbet)
Prospector (Simon)
---
Someone Else, choose to unload Corn or Indigo first.
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 746
Threads: 55
Joined: Apr 2008
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:
Posts: 1,122
Threads: 17
Joined: Mar 2008
Game 1 (4 players)
Round 7
Actions:
snorsorbet chooses the Captain Role and gains 1 Doubloon!
He ships his 1 Indigo on Transport Ship 1 and gains 2 Victory Points!
Bamboori ships his 1 Corn on Transport Ship 2 and gains 1 Victory Point!
Someone Else ships his 2 Corn on Transport Ship 2 and gains 2 Victory Points!
Previous Actions:
Simon chose the Prospector Role.
snorsorbet chose the Captain Role.
Someone Else
Doubloons: 0
Unused colonists: 0
Corn: 0
Indigo: 3
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse (x)
{2} Office (x)
Plantations: 7 slots free
Indigo (x)
Corn (x)
Corn (x)
Quarry (x)
Indigo ()
Victory Points from shipping goods: 8
Simon (Governor)
Doubloons: 7
Unused colonists: 0
Corn: 1
Indigo: 2
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 6 slots free
Indigo (x)
Quarry (x)
Corn (x)
Tobacco (x)
Coffee (x)
Indigo (x)
Victory Points from shipping goods: 1
snorsorbet
Doubloons: 3
Unused colonists: 0
Corn: 2
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
Plantations: 7 slots free
Corn (x)
Indigo (x)
Quarry (x)
Corn (x)
Quarry (x)
Victory Points from shipping goods: 5
Bamboori
Doubloons: 6
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 1
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Hacienda ()
{1} Small Market (x)
{2} Sugar Mill (x) (x) (x)
Plantations: 5 slots free
Corn (x)
Corn (x)
Sugar (x)
Sugar (x)
Corn ()
Coffee ()
Coffee ()
Victory Points from shipping goods: 5
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
4 quarries left
68 colonists left (4 on colonist ship)
101 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.
4x 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.
2x 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.
1x 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.
1x 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: 4 slots free (occupied: 1x Indigo)
Transport ship 2: 3 slots free (occupied: 3x Corn)
Transport ship 3: 7 slots free
Trading House: 1 slots free (Used: Corn, Indigo, Sugar)
Available Roles:
Settler
Mayor
Builder
Craftsman (+1 Doubloon)
Trader
Captain (snorsorbet)
Prospector (Simon)
---
Simon, choose to unload Corn or Indigo first.
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 1,264
Threads: 49
Joined: Nov 2008
Thanks given by:
Posts: 1,122
Threads: 17
Joined: Mar 2008
Game 1 (4 players)
Round 7
Actions:
snorsorbet chooses the Captain Role and gains 1 Doubloon!
He ships 1 Indigo on Transport Ship 1 and gains 2 Victory Points!
Bamboori ships 1 Corn on Transport Ship 2 and gains 1 Victory Point!
Someone Else ships 2 Corn on Transport Ship 2 and gains 2 Victory Points!
Simon ships 2 Indigo on Transport Ship 1 and gains 2 Victory Points!
snorsorbet ships 2 Corn on Transport Ship 2 and gains 2 Victory Points!
Bamboori ships 1 Sugar on Transport Ship 3 and gains 1 Victory Point!
Someone Else ships 2 Indigo on Transport Ship 1 and gains 2 Victory Points!
Simon ships 1 Corn on Transport Ship 2 and gains 1 Victory Point!
Previous Actions:
Simon chose the Prospector Role.
snorsorbet chose the Captain Role.
Someone Else
Doubloons: 0
Unused colonists: 0
Corn: 0
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse (x)
{2} Office (x)
Plantations: 7 slots free
Indigo (x)
Corn (x)
Corn (x)
Quarry (x)
Indigo ()
Victory Points from shipping goods: 10
Simon (Governor)
Doubloons: 7
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 6 slots free
Indigo (x)
Quarry (x)
Corn (x)
Tobacco (x)
Coffee (x)
Indigo (x)
Victory Points from shipping goods: 4
snorsorbet
Doubloons: 3
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
Plantations: 7 slots free
Corn (x)
Indigo (x)
Quarry (x)
Corn (x)
Quarry (x)
Victory Points from shipping goods: 7
Bamboori
Doubloons: 6
Unused colonists: 0
Corn: 0
Indigo: 0
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Hacienda ()
{1} Small Market (x)
{2} Sugar Mill (x) (x) (x)
Plantations: 5 slots free
Corn (x)
Corn (x)
Sugar (x)
Sugar (x)
Corn ()
Coffee ()
Coffee ()
Victory Points from shipping goods: 6
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
4 quarries left
68 colonists left (4 on colonist ship)
93 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.
4x 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.
2x 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.
1x 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.
1x 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: 0 slots free (occupied: 5x Indigo)
Transport ship 2: 0 slots free (occupied: 6x Corn)
Transport ship 3: 6 slots free (occupied: 1x Sugar)
Trading House: 1 slots free (Used: Corn, Indigo, Sugar)
Available Roles:
Settler
Mayor
Builder
Craftsman (+1 Doubloon)
Trader
Captain (snorsorbet)
Prospector (Simon)
---
Bamboori, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 2,657
Threads: 113
Joined: Mar 2008
Thanks given by:
Posts: 1,122
Threads: 17
Joined: Mar 2008
Game 1 (4 players)
Round 7
Actions:
Bamboori chooses the Craftsman Role and gains 1 Doubloon!
He produces 2 Sugar and 2 Corn!
Someone Else produces 1 Indigo and 2 Corn!
Simon produces 1 Indigo and 1 Corn!
snorsorbet produces 1 Indigo and 2 Corn!
Previous Actions:
Simon chose the Prospector Role.
snorsorbet chose the Captain Role.
Bamboori chose the Craftsman Role.
Someone Else
Doubloons: 0
Unused colonists: 0
Corn: 2
Indigo: 2
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Warehouse (x)
{2} Office (x)
Plantations: 7 slots free
Indigo (x)
Corn (x)
Corn (x)
Quarry (x)
Indigo ()
Victory Points from shipping goods: 10
Simon (Governor)
Doubloons: 7
Unused colonists: 0
Corn: 1
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 6 slots free
Indigo (x)
Quarry (x)
Corn (x)
Tobacco (x)
Coffee (x)
Indigo (x)
Victory Points from shipping goods: 4
snorsorbet
Doubloons: 3
Unused colonists: 0
Corn: 2
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
Plantations: 7 slots free
Corn (x)
Indigo (x)
Quarry (x)
Corn (x)
Quarry (x)
Victory Points from shipping goods: 7
Bamboori
Doubloons: 7
Unused colonists: 0
Corn: 2
Indigo: 0
Sugar: 2
Tobacco: 0
Coffee: 0
Buildings: 9 slots free
{1} Hacienda ()
{1} Small Market (x)
{2} Sugar Mill (x) (x) (x)
Plantations: 5 slots free
Corn (x)
Corn (x)
Sugar (x)
Sugar (x)
Corn ()
Coffee ()
Coffee ()
Victory Points from shipping goods: 6
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
4 quarries left
68 colonists left (4 on colonist ship)
93 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.
4x 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.
2x 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.
1x 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.
1x 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: 0 slots free (occupied: 5x Indigo)
Transport ship 2: 0 slots free (occupied: 6x Corn)
Transport ship 3: 6 slots free (occupied: 1x Sugar)
Trading House: 1 slots free (Used: Corn, Indigo, Sugar)
Available Roles:
Settler
Mayor
Builder
Craftsman (Bamboori)
Trader
Captain (snorsorbet)
Prospector (Simon)
---
Bamboori, choose to produce 1 Sugar or 1 Corn extra.
In the meantime, Someone Else, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 746
Threads: 55
Joined: Apr 2008
Trader.
Trades 1 Indigo for 2 doubloons (due to the awesome office and privilege)
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: 2,657
Threads: 113
Joined: Mar 2008
Thanks given by:
|