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Old 09-10-2008, 18:04   #21
Matrix
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I;m pretty convinced that an expert silver miner will not generate 8 silver, more likely just 3. Or that's what my 2 expert silver miners managed to scrounge from the silver deposits the 2 games I started. But maybe I;m doing something wrong.
Something must be missing there. Either it's not a silver resource, or you're not using an expert silver miner, but three really seems to low to me.

Silver resources are really scarce in this game, and we should take advantage of the fact that it's so close in our proximity.
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Old 09-10-2008, 20:33   #22
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Originally Posted by ProPain View Post
I;m pretty convinced that an expert silver miner will not generate 8 silver, more likely just 3. Or that's what my 2 expert silver miners managed to scrounge from the silver deposits the 2 games I started. But maybe I;m doing something wrong.
Base yield on silver is 3, mining gets +1, which means any colonist should get at least 4 silver. An expert gets twice that, so that is 8 silver per turn.

I've played 3 games so far (got silver in 2) and I had 8 silver per deposit in both games...
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Old 10-10-2008, 02:30   #23
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Turn 17 : 1508 AD - Switch Colonist to Lumberjack.
Boat moves towards our island.

Turn 18: Price of trade goods has risen. Wow.

Turn 20: We have a Silver Miner waiting in Europe!
Get 182 gold on the ruin.
Move boat closer to Europe to pick him up asap.

Turn 21: The king asks for gold. I decided to anger him. As far as I have read the consequences are not that bad, are they?

The scout talks to the chief. They give us 372 g and can provide Expert Cotton Planters.

Turn 22: The caravel goes to Europe.

turn 23: Joining the Scout. Only until the ship is back.

Turn 24: Buy 100 tools and load the silver miner.
Joining the carpenter. 6 turns til church.

Saving...
Things to dscuss: Should one colonist pick up the tools and go working as a pioneer?

Should the Scout do something else than adding food?
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File Type: jpg turn24.jpg (91.7 KB, 10 views)
File Type: jpg turn24_shabbaville.jpg (98.0 KB, 11 views)
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Old 10-10-2008, 02:46   #24
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I believe that when you anger the king, he'll ask for more and more frequently. And when refusing again means having a "silver party" or "cigar party", that's not what we want.

Anyway, I think it's a good idea to have a poineer to upgrade the land.
The scout could be making cigars instead of food. Or he could help the carpenter, since we have a surplus of lumber.
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Old 10-10-2008, 10:11   #25
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I believe that when you anger the king, he'll ask for more and more frequently. And when refusing again means having a "silver party" or "cigar party", that's not what we want.
I haven't really found a connection between the king's anger and tax rates. Usually I don't give gold if he asks for too much, but I give in to tax increases. Unless I can hold an "ore party" instead of a "silver party", but in most cases my most valuable trade resource would go into the harbor. I can live with anger, but I can't live with 100 tons of silver sitting in the bottom of my port.

Anyway, about the pioneer: a cabin on the wood source would be nice, but that'd take 20 turns. I'd only make a pioneer early in the game when it's useless in the city or if I'm running low on food.
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Old 10-10-2008, 17:30   #26
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I haven't really found a connection between the king's anger and tax rates. Usually I don't give gold if he asks for too much, but I give in to tax increases. Unless I can hold an "ore party" instead of a "silver party", but in most cases my most valuable trade resource would go into the harbor. I can live with anger, but I can't live with 100 tons of silver sitting in the bottom of my port.
.
Me agree. I normally don't give in to cash demands, tax raises that would hamper my trade income are basically unavoidable imo so I kiss rings then.

The old version would usually pick the goods you have the most of in your warehouse so you could easily have a food party or something. I have the impression the king has gotten quite a bit smarter cause in my single player game he invariable has my colonists threathen with a cigar party, which is my primary source of income. Havent found out what triggers the 'party-resource' but I', thinking amount produced/turn has something to do with it.
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Old 11-10-2008, 10:27   #27
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OK, who's picking up the next turnset? Stapel, you're with us?
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Old 11-10-2008, 11:15   #28
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Got it!
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Old 11-10-2008, 11:25   #29
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Turn 0: No changes. However, I do plan to get our seasened scout ashore. It should never have been in the colony, me thinks.
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Old 11-10-2008, 11:32   #30
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Here's a dot map.

And another one!
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Last edited by Stapel; 11-10-2008 at 11:48.
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