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Impermanent
Apr 1, 2010
I research math, engineering, and gather food from F15.

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the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 2, TURN 3, PLAYER 2 (Impermanent)

Quick Rules | Rulebook | Player Aid
Wonders Revealed: Great Pyramid

Action 1: Mathematics is researched. 2 food is consumed. Culture level increases.
Action 2: Engineering is researched. No food is consumed (Mathematics).
Action 3: City F15 is activated to gather resources. 2 food is collected from 1 fertile and 1 sea space.



Mykkel, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Mad Rancher):


Red status (Impermanent):

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Wouldn't he collect 1 food and 1 gold due to the port?

edit: Also wouldn't he reveal a wonder with engineering?

Emmideer fucked around with this message at 03:41 on Oct 18, 2014

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

1. Activate C3 for food gathering
2. Research writing
3. Build a city in E9

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Technically there's no reason he can't continue to collect food instead of gold. I mean there's no particular advantage (outside of Famine events, if he didn't have irrigation already) but at this point it's not likely to make a difference one way or another.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 2, TURN 3, PLAYER 3 (Mykkel)

Quick Rules | Rulebook | Player Aid
Wonders Revealed: Great Pyramid

Action 1: City C3 is activated to gather resources. 2 food is gathered from 1 fertile and 1 barren (Irrigation) space.
Action 2: Writing is researched. 2 food is consumed. Culture level increases.
Action 3: A city is founded at E9.



A RICH WHITE MAN, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Mad Rancher):


Red status (Impermanent):

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Still waiting to see what the wonder revealed by red is?

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Mad Rancher posted:

Still waiting to see what the wonder revealed by red is?

Sorry, didn't see your edit. Thanks for the reminder.

Red's advance of Engineering revealed a new wonder:

Great Lighthouse posted:

Cost: 3 ore, 5 wood, 3 food, 5 culture

Requirements: Must be built in a city with a Port; Engineering, Cartography

Power: 1. Get a free Ship after building the Wonder (in the city where it is built).
2. You may "Move" a ship after activating the city with this Wonder.

Like the Pyramids, the Lighthouse will remain available for anyone.

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
I could've swore I posted already

1. Activate J6, gather 2 food 1 gold. triggering event.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Events only trigger from the culture/mood markers. Do you still want those resources?

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
yes.

2. Research Writing.
3. Research Philosophy.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 2, TURN 3, PLAYER 4 (A RICH WHITE MAN)

Quick Rules | Rulebook | Player Aid
Wonders Revealed: Great Pyramid Great Lighthouse

Action 1: City J6 is activated to gather resources. 2 food is gathered from 2 fertile spaces and 1 gold is gathered from 1 sea (Port) space.
Action 2: Writing is researched. 2 food is consumed. Culture level increases.
Action 3: Philosophy is researched. 2 food is consumed. Mood level increases. 1 idea is gained.



Round 2 ends! The next Status Phase starts.

No objectives have been completed.

All players may choose a free advance.

Again, everyone has the option to destroy one of their size 1 cities for a single gold resource.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Mad Rancher):


Red status (Impermanent):

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
TACTICS, triggering an event.

I am so excited. :D

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

Ill take Tactics as well.

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
Public Education triggering an event.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Still waiting on Impermanent, who is likely to trigger an event that will technically activated before Green/Blue's picks. But we can at least process Mad Rancher's event since it happens first:

Yellow (Mad Rancher) gains Tactics. Culture level increases. An event occurs!

Local Flood posted:

You must reduce the mood of one of your cities adjacent to a Sea space (if possible).

Mad Rancher, please pick one of your cities to lower mood in.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Lower C15.

Impermanent
Apr 1, 2010
I'll take Astronomy

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 2 STATUS PHASE

Quick Rules | Rulebook | Player Aid
Wonders Revealed: Great Pyramid Great Lighthouse

City C15's mood is reduced to Neutral as a result of the flood.
Red (Impermanent) learns Astronomy. Culture level increases. An event occurs!

A Splendid Year posted:

(Barbarian attack symbol: the largest barbarian camp within 2 tiles attacks.)

You gain 3 food.

...there are no barbarians in range. Red is safe. EDIT: Red is at the pre-Storage food cap and gains no food.

Green (Mykkel) learns Tactics. Culture level increases.
Blue (A RICH WHITE MAN) learns Public Education. Mood level increases. An event occurs!

Revolution posted:

(Gold mine symbol: Gain 2 gold.)

You must both:
1. Lose an action this turn if you have any left, and...
2. Transfer all of your advances from one Government category to another Government category that you have access to (if possible).
You may ignore one of the above effects for each Army unit you choose to eliminate.

2 gold is gained. Blue has neither any actions to lose nor Government advances to switch.



Everyone draws 1 Objective and 1 Action card. PMs will go out shortly.

Nobody chooses to burn down a city.

Mad Rancher still has the highest combined Culture + Mood level, so the turn order remains the same.

Round 3 begins! Mad Rancher, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Mad Rancher):


Red status (Impermanent):

the holy poopacy fucked around with this message at 21:49 on Oct 20, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Free action: Gather 1 food, 1 wood, 1 ore, and 1 idea from D14
1. Buy Draft with 2 ideas, gain 1 mood token (and 1 culture token too, I guess)
2. Buy 3 armies at D14 for 2 food, 2 ore, and 1 mood, making D14 neutral.
3. Spend 2 food to send 1 army to capture F14 and 2 armies to D10 (roads)

Thanks :)

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 3, TURN 1, PLAYER 1 (Mad Rancher)

Quick Rules | Rulebook | Player Aid
Wonders Revealed: Great Pyramid Great Lighthouse

Free action: City D14 is activated to gather resources. 1 food, 1 wood, and 1 ore are collected from 1 fertile, 1 forest, and 1 mountain space. 1 idea is gained (Public Education).
Action 1: Draft is researched for 2 ideas. 1 mood token is gained (Free Education). Culture level increases.
Action 2: City D14 is activated to build units. 2 armies are built for 2 food and 2 ore, and 1 more army is built for 1 mood token (Draft). D14's mood drops.
Action 3: Units move. 1 army moves D14 -> F14 (Roads, 1 food is consumed.) F14 is captured and its settler is killed. 2 gold is looted, Red gains a settler, and F14's mood becomes angry.
2 armies move D14 -> D10 (Roads, 1 food is consumed.) A battle occurs:

Yellow rolls 3 + 1 = 4 (no hits.)
Barbarians roll 1 = 1 (no hits.)

Yellow rolls 3 + 2 = 5 (1 hit.)
Barbarians roll 2 = 2 (no hits.)

City D10 is captured. 1 gold is looted.



Mad Rancher, you have the option to raze the barbarian city for an additional gold.

Impermanent, you gain a Settler in a city of your choice as refugees from the captured city. It is then your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Mad Rancher):


Red status (Impermanent):

the holy poopacy fucked around with this message at 21:49 on Oct 20, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Nah, keep 'em.

Also, you forgot to put Draft on my research sheet.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
Thanks, I thought I had everything but there was a lot to keep track of.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
How does Red have 5 food with no Storage?

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
:doh: Could have sworn Red had researched Storage. Sorry Impermanent! The free food from the event is lost.

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
dearest jon joe please stop making me last signed mood

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

A RICH WHITE MAN posted:

dearest jon joe please stop making me last signed mood

deal, you can come 2nd or 3rd.

Impermanent
Apr 1, 2010
Well, that is a poor round for me. I'll take the settler in J15, adn will gather

STone at I16 and Wood at K12, and research Cartography.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 3, TURN 1, PLAYER 2 (Impermanent)

Quick Rules | Rulebook | Player Aid
Wonders Revealed: Great Pyramid Great Lighthouse

A settler spawns at I15.

Action 1: City I15 is activated to gather resources. 1 stone is collected from a mountain space.
Action 2: City J12 is activated to gather resources. 1 wood is collected from a forest space.
Action 3: Cartography is researched. No resources are consumed (Astronomy).



Mykkel, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Mad Rancher):


Red status (Impermanent):

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

1. collect food and wood from E3.
2. Research Priesthood.
3. If the above action means I can take Mathmatics for free I do so. If not I'll move settlers E3 to D4, F6 to G7.

Is it me or is Mad Rancher leaving us all in the dust?

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe

Mykkel posted:

Is it me or is Mad Rancher leaving us all in the dust?

Essentially. Note also that if a player is wiped out, the game ends at the next Status Phase--which means that the game could very well be over in a couple of turns. The 3 government advance trees are very, very powerful and unfortunately there aren't many development routes that can compete with them, so with MR having the first and only government he's had a pretty huge edge.

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

Gabriel Pope posted:

Essentially. Note also that if a player is wiped out, the game ends at the next Status Phase--which means that the game could very well be over in a couple of turns. The 3 government advance trees are very, very powerful and unfortunately there aren't many development routes that can compete with them, so with MR having the first and only government he's had a pretty huge edge.

The main reason the government trees are so powerful is because all three of them give you an extra action each turn, in one way or another. Economic Freedom is a free gather action each turn, Absolute Power is a straight up action of any sort, and Dogma will give you other advances in Theocracy without spending an action (you were going to build your 2 resource temples anyway!) , plus the no-action-needed units of Fanaticism.

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 3, TURN 1, PLAYER 3 (A RICH WHITE MAN)

Quick Rules | Rulebook | Player Aid
Wonders Revealed: Great Pyramid Great Lighthouse

Action 1: City E3 is activated to gather resources. 1 food and 1 wood is collected from 1 fertile and 1 forest space.
Action 2: Priesthood is researched. 2 food is consumed.
Action 3: Mathematics is researched. No resources are consumed (Priesthood). Culture level increases. An event occurs!

Epidemic posted:

Sanitation: Players with the "Sanitation" advance may ignore these effects.

All players remove one of their units from any Land space (or two if they have the "Roads" advance).

Players who have fewer land units than they are required to remove must replace the mood of a city for each missing unit.



Mykkel must choose a settler to die to the epidemic.
A RICH WHITE MAN's settler at J6 dies!
Mad Rancher must choose 2 units to die to the epidemic (Roads).
Impermanent's settler at I15 dies!

A RICH WHITE MAN, it is now your turn.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Mad Rancher):


Red status (Impermanent):

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer
Heh.

Destroy both military at D10.

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.

kill the settler at E3.

shouldn't I have 1 wood and 1 ore?

Mykkel fucked around with this message at 01:29 on Oct 22, 2014

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
1. Learn Public Education. -1 idea, -1 gold
2. Learn Voting. -2 gold, +1 mood

will trigger an action card and obj card draw, which I'll wait for before using my third action.

A RICH WHITE MAN fucked around with this message at 06:09 on Oct 22, 2014

Emmideer
Oct 20, 2011

Lovely night, no?
Grimey Drawer

A RICH WHITE MAN posted:

1. Learn Public Education. -1 idea, -1 gold
2. Learn Voting. -2 gold, +1 idea
3. Learn Economic Liberty. -1 gold, -1 idea, +1 idea

You get ideas for science advances, not other stuff.

A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
sorry thats +1 mood, not +1 idea

the holy poopacy
May 16, 2009

hey! check this out
Fun Shoe
ROUND 3, TURN 1, PLAYER 3 (Mykkel) cont'd

Quick Rules | Rulebook | Player Aid
Wonders Revealed: Great Pyramid Great Lighthouse

A blue settler dies at E3 due to epidemic.
Two yellow armies die at D10 due to epidemic.

ROUND 3, TURN 1, PLAYER 4 (A RICH WHITE MAN)

Action 1: Free Education is researched (*Public Education is the one you already have.) 1 idea and 1 gold are consumed. Mood level increases.
Action 2: Voting is researched. 2 gold is consumed. 1 mood token is gained (Free Education). An Action Card and Objective Card are drawn.



A RICH WHITE MAN, you have one action remaining.

Green status (Mykkel):


Blue status (A RICH WHITE MAN):


Yellow status (Mad Rancher):


Red status (Impermanent):

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A RICH WHITE MAN
Jul 30, 2010

See them other chickenheads? They don't never leave the coop.
Activate J6, gather 2 food, 1 gold.

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