Posts: 1,121
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!
Bamboori produces 1 extra Corn!
Someone Else chooses the Trader Role!
He sells 1 Indigo and gains 2 Doubloons!
The Trading House is now empty again!
Previous Actions:
Simon chose the Prospector Role.
snorsorbet chose the Captain Role.
Bamboori chose the Craftsman Role.
Someone Else chose the Trader Role.
Round 8
Actions:
Previous Actions:
Someone Else
Doubloons: 2
Unused colonists: 0
Corn: 2
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
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 (Governor)
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: 3
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: 5 slots free (occupied: -)
Transport ship 2: 6 slots free (occupied: -)
Transport ship 3: 6 slots free (occupied: 1x Sugar)
Trading House: 4 slots free (Used: -)
Available Roles:
Settler (+1 Doubloon)
Mayor (+1 Doubloon)
Builder (+1 Doubloon)
Craftsman
Trader
Captain
Prospector
---
snorsorbet is the new Governor. Choose a role.
03:28 [BluePhoenix] sleep is for weakling.
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Posts: 891
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Joined: Mar 2008
I'll build a factory.
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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Posts: 1,121
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04-18-2010, 09:05 AM
(This post was last modified: 04-18-2010, 09:06 AM by Ramond.)
Game 1 (4 players)
Round 8
Actions:
snorsorbet chooses the Builder Role and gains 1 Doubloon!
He builds a factory and gets a colonist on it! (-4 Doubloons)
Previous Actions:
snorsorbet chose the Builder Role.
Someone Else
Doubloons: 2
Unused colonists: 0
Corn: 2
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
Corn (x)
Corn (x)
Indigo (x)
Indigo ()
Quarry (x)
Victory Points from shipping goods: 10
Simon
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
Corn (x)
Indigo (x)
Indigo (x)
Tobacco (x)
Coffee (x)
Quarry (x)
Victory Points from shipping goods: 4
snorsorbet (Governor)
Doubloons: 0
Unused colonists: 0
Corn: 2
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 8 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
{3} Factory (x)
Plantations: 7 slots free
Corn (x)
Corn (x)
Indigo (x)
Quarry (x)
Quarry (x)
Victory Points from shipping goods: 7
Bamboori
Doubloons: 7
Unused colonists: 0
Corn: 3
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)
Corn ()
Sugar (x)
Sugar (x)
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.
1x 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: 5 slots free (occupied: -)
Transport ship 2: 6 slots free (occupied: -)
Transport ship 3: 6 slots free (occupied: 1x Sugar)
Trading House: 4 slots free (Used: -)
Available Roles:
Settler (+1 Doubloon)
Mayor (+1 Doubloon)
Builder (snorsorbet)
Craftsman
Trader
Captain
Prospector
---
Bamboori, choose a building to buy.
Someone Else, choose a building to buy.
Simon, choose a building to buy.
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 736
Threads: 55
Joined: Apr 2008
04-18-2010, 10:08 AM
(This post was last modified: 04-18-2010, 10:18 AM by Bamboori.)
Indigo plant.
awesome building you got there ~ Bamboori
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: 2,654
Threads: 113
Joined: Mar 2008
Thanks given by:
Posts: 1,265
Threads: 49
Joined: Nov 2008
Thanks given by:
Posts: 1,121
Threads: 17
Joined: Mar 2008
Game 1 (4 players)
Round 8
Actions:
snorsorbet chooses the Builder Role and gains 1 Doubloon!
He builds a factory and gets a colonist on it! (-4 Doubloons)
Bamboori builds nothing!
Someone Else builds an Indigo Plant! (-2 Doubloons)
Simon builds a Tobacco Storage! (-4 Doubloons)
Previous Actions:
snorsorbet chose the Builder Role.
Someone Else
Doubloons: 0
Unused colonists: 0
Corn: 2
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 8 slots free
{1} Small Indigo Plant (x)
{2} Indigo Plant () () ()
{1} Small Warehouse (x)
{2} Office (x)
Plantations: 7 slots free
Corn (x)
Corn (x)
Indigo (x)
Indigo ()
Quarry (x)
Victory Points from shipping goods: 10
Simon
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 8 slots free
{1} Small Indigo Plant (x)
{3} Tobacco Storage () () ()
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 6 slots free
Corn (x)
Indigo (x)
Indigo (x)
Tobacco (x)
Coffee (x)
Quarry (x)
Victory Points from shipping goods: 4
snorsorbet (Governor)
Doubloons: 0
Unused colonists: 0
Corn: 2
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 8 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
{3} Factory (x)
Plantations: 7 slots free
Corn (x)
Corn (x)
Indigo (x)
Quarry (x)
Quarry (x)
Victory Points from shipping goods: 7
Bamboori
Doubloons: 7
Unused colonists: 0
Corn: 3
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)
Corn ()
Sugar (x)
Sugar (x)
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:
2x 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:
2x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
1x 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: 5 slots free (occupied: -)
Transport ship 2: 6 slots free (occupied: -)
Transport ship 3: 6 slots free (occupied: 1x Sugar)
Trading House: 4 slots free (Used: -)
Available Roles:
Settler (+1 Doubloon)
Mayor (+1 Doubloon)
Builder (snorsorbet)
Craftsman
Trader
Captain
Prospector
---
Bamboori, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 2,654
Threads: 113
Joined: Mar 2008
mayor. colonists on corn and coffee.
also, can i buy a coffee roaster?
Thanks given by:
Posts: 1,121
Threads: 17
Joined: Mar 2008
Too late, you said nothing befoer...
Game 1 (4 players)
Round 8
Actions:
Bamboori chooses the Mayor Role and gains 1 Doubloon!
He gets 2 colonists!
Someone Else gets 1 colonist!
Simon gets 1 colonist!
snorsorbet gets 1 colonist!
Previous Actions:
snorsorbet chose the Builder Role.
Bamboori chose the Mayor Role.
Someone Else
Doubloons: 0
Unused colonists: 1
Corn: 2
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 8 slots free
{1} Small Indigo Plant (x)
{2} Indigo Plant () () ()
{1} Small Warehouse (x)
{2} Office (x)
Plantations: 7 slots free
Corn (x)
Corn (x)
Indigo (x)
Indigo ()
Quarry (x)
Victory Points from shipping goods: 10
Simon
Doubloons: 3
Unused colonists: 0
Corn: 1
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 8 slots free
{1} Small Indigo Plant (x)
{3} Tobacco Storage (x) () ()
{2} Hospice (x)
{1} Hacienda (x)
Plantations: 6 slots free
Corn (x)
Indigo (x)
Indigo (x)
Tobacco (x)
Coffee (x)
Quarry (x)
Victory Points from shipping goods: 4
snorsorbet (Governor)
Doubloons: 0
Unused colonists: 1
Corn: 2
Indigo: 1
Sugar: 0
Tobacco: 0
Coffee: 0
Buildings: 8 slots free
{1} Small Indigo Plant (x)
{1} Small Market (x)
{3} University (x)
{3} Factory (x)
Plantations: 7 slots free
Corn (x)
Corn (x)
Indigo (x)
Quarry (x)
Quarry (x)
Victory Points from shipping goods: 7
Bamboori
Doubloons: 8
Unused colonists: 0
Corn: 3
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)
Corn (x)
Sugar (x)
Sugar (x)
Coffee (x)
Coffee ()
Victory Points from shipping goods: 6
Open Plantations: Indigo, Coffee, Tobacco, Indigo, Indigo
4 quarries left
68 colonists left (0 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:
2x 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:
2x Tobacco Storage (5) - Needed to produce tobacco. Can hold 3 colonists.
3x Coffee Roaster (6) - Needed to produce coffee. Can hold 2 colonists.
1x 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: 5 slots free (occupied: -)
Transport ship 2: 6 slots free (occupied: -)
Transport ship 3: 6 slots free (occupied: 1x Sugar)
Trading House: 4 slots free (Used: -)
Available Roles:
Settler (+1 Doubloon)
Mayor (Bamboori)
Builder (snorsorbet)
Craftsman
Trader
Captain
Prospector
---
Someone Else, choose where to put your 1 colonist. You can also move your colonists to other spots.
Someone Else, choose a role.
03:28 [BluePhoenix] sleep is for weakling.
Thanks given by:
Posts: 736
Threads: 55
Joined: Apr 2008
Colonist to Indigo.
Craftsman.
Eggstra Indigo.
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:
|