Sorry, travelling. Now stupid Dropbox has crashed and taking forever to sync. Will get my turn up shortly!

Since NASA did nothing, am I just using the UN turn?

Yes, I suppose so.

Yes, sorry, that was the intention… I was trying to accelerate things, but didn’t quite work out :P

Hmm, my rocket move from last turn did not stick, so the first thing I had to do was fix that.

[B]PRC rocket lands on Vesta and adds refinery to stack.

PRC crew and RRMU both perform Income op for net 3 WT.[/B]

Over to Shimizu!

Rocket takes off afterburning and flies to Ersatz Bernal. Inspirations on thrusters (Photon Heliogyro) and colonists (Juiced Cosmonauts). Crew, Malcolm and Pantrophists perform income ops for a total of 4 WT. Survivalists pay 4 WT to launch refinery into space, and UN is paid 1 WT for protection. Freigther moves.

Over to ESA!

Edit: I forgot to subtract one fuel from the rocket for the afterburn. Josh, could you do that, please?

ESA drifts toward Saturn and takes income. My VP:

Claims, colonies, factories: 7 (3 claims, 3 factories, 1 colony)
3 factories worth 6VP each: 18
Ventures/Glory: 0
1 factory at a science site: 2
In power/future stars: 0

Total VP: 27

Not good. So… that’s it? We’re done? NASA wins?

I know we talked about doing another one, but interest seems to have severely waned in the last few weeks. Maybe when 3rd edition actually releases?

We still need to do the end game auction, but UN will get it and his VPs are already accounted for.

I would love to hear people’s thoughts on the game. I want to write a post-mortem once I get some free time (work’s been crazy these past weeks). This was my first colonization game, but I think I saw some issues with the game that seem to be fixed in the 3rd edition (most egregious one is the colony->logistics interaction and the Emanipator huge benefit in this version of the game -it locks access to many futures-). I also think that while the game plays a little like a MP solitaire game, this is just a mirage, and it requires a very aggressive playstyle from most players (something we all failed to do) to avoid runaway leader problems.

Hopefully this weekend I’ll be able to write my full thoughts. As a sinopsis I’ll say that I thought Grunden had the game when he became an emancipator, but then he put it in jeopardy by making a colony and was not aggressive enough to push me out of my VPs and regaint he colony cube and make it a factory again.

We still need to do the end game auction, but UN will get it and his VPs are already computed in.

I would love to hear people’s thoughts on the game. I want to write a post-mortem once I get some free time (work’s been crazy these past weeks). This was my first colonization game, but I think I saw some issues with the game that seem to be fixed in the 3rd edition (most egregious one is the colony->logistics interaction and the Emanipator huge benefit in this version of the game -it locks access to many futures-). I also think that while the game plays a little like a MP solitaire game, this is just a mirage, and it requires a very aggressive playstyle from most players (something we all failed to do) to avoid runaway leader problems.

Hopefully this weekend I’ll be able to write my full thoughts. As an overview I’ll say that I thought Grunden had the game when he became an emancipator, but then he put it in jeopardy by making a colony and was not aggressive enough to push me out of my VPs and regain the colony cube and make it a factory again.

My major sticking point was lack of a working GW thruster. The Zubrin is nice, but pretty fuel hungry for dealing with outer system travel. All those TNO labs are where the majority of your victory points came from; I totally would’ve been out there snapping those up too.

During Anarchy you could have built a factory and take the colony cube to end that deadlock. That would have been 8 points versus the 1 point the colony gave you, putting you at 80 VP, and that would also have allowed you to move the mars cube to a science site to guarantee victory. Of course I also made a major mistake (well, one of many) claiming that second venture and assuming Shimizu would claim the future, which made my score be 6VP lower.

But yes TNO factories are a huge VP revenue source, so much that if somebody monopolizes them it seems hard to catch up. Or at least that’s my takeaway from this game: go for GW ASAP, then a lab for promotion and then go into the outer systems.

My largest mistake was letting you bid me that high on that colonist. I should’ve taken 19WT (or whatever it was) off of you and just done another colonist future (like the smart-pets one). After that I spent a lot of time dealing with my cash situation. After emancipation I could no longer gain 2WT every turn with the Vatican Observers, and we were past the majority of the claim/factory phase for that income stream. If I’d kept my bankroll (and taken yours), you never would’ve gotten power for a turn and your future; and I would’ve had the wherewithal to accomplish the ‘D’ thruster future.

Yes, but I´m not sure even with that switch in futures you would had overcome the VP difference. The claim disk I used for a future would have been used in a 9VP net factory instead, so you would have gotten extra VP, but I wouldn´t have lost any. It would have been much closer and you might have won that way, but it´s not that clear to me what the outcome would have been.

But yes, I agree with you that buying the D thruster when you couldn´t bid was one of the reasons I got the game and probably my best move in the whole game. And the 19WT bid was a huge deal too. In all honesty, I only realized halfway through the auction I couldn´t use it (and that I could only have one colonist future anyways).

Ok, let me try to write some sort of post-Mortem, don’t have much time, so it will be sloppy:

Overall, I think we were all way too nice in this game. The only way to overcome a player getting ahead seems to be playing dirty, but I think the complexity of the game along with our more-or-less gentlemanly attitude made the game be much more two sided than it should have been. Also, once a player really gets going, the options to interfere diminish greatly, so all this interaction/backstabbing has to happen from the get go to keep things tidy.

Luck also helps a lot. That early M factory was incredible.

So, whay I did and why:

For at least half of the game I was basically trying to figure out things on the fly. I think the fact that most of us (except Grunden, maybe) were noobs made the early auctions really weird. In a way, I think so many idea turns can be a very bad idea, since it can make it too easy to grab an early colonist or an early GW thruster. It was good we ended early, I think.

Then, I can’t remember whether I got the M GW thruster or the M factory earlier, but definitely it seems players have to try as hard as possible to avoid somebody else get a powerful thruster early on. Grabbing those claims in mars and denying Grunden the elevator was probably the first move that really put me ahead.

And speaking of the Space elevator, that’s probably the best venture available. No extra WT, but the ability to boost and decommission in such a convenient spot saves whole turns.

Anyway, once I got my big thruster, I was for the longest time dumbfounded as to how to proceed. Getting glory seemed like a good idea, but in retrospect, while I probably denied some VP to other players, it wasn’t that big of a deal and I lost too many turns. It seems to me, after getting a GW thruster the next step has to be promoting that thruster to stop needing to refuel. But I didn’t realize it and I spend many, many turns colonizing the inner solar system without realizing the mobile factory benefits. Namely, once you have a mobile factory you can industrialize by crazy (i you have a GW thruster probably it’s about one factory each two turns) and factories weight very, very little, so moving them in your thruster once built is way more efficient than building them on site.

Also, I was trying to get to be the emancipator, since the emancipator is very OP in the current rules (basically, it holds the keys to many easy to get futures). I think our lack of political fighting and election calling was also because of our inexperience. My feeling is that you should never allow one player to remain in power for long, specially when purple cards start to appear and emancipation becomes feasible. But Grunden read me perfectly and took the emancipation.

So it was around when I started trying to play for maybe winning, and I realized what could do this with my mobile factories that I made two huge mistakes reading the rules. First, I didn’t realize that by winning an election I could have claimed an early future (I think I could have won an election just by playing my cards well, by pretending it didn’t really matter). Also, I read the original rules regarding Future stars (when you place cubes on the stars) and not the rules we were using (when you placed claim disks). Basically, a cube on a future star is worth 14VP tops, while a cube on a TNO factory is worth 11VP at least. Thus, with this wrong reading of the rules, I though futures were useless and that I’d rather colonize TNO. So I set my long term strategy into migration. Since it was unlikely the 4 futures would be claimed in the 16 or so turns I foresaw this strategy panning out, at least without me claiming any future.

So, those two mistakes, plus me being some turns behind due to the stupid glory hoarding, along with Grunden’s focused playstyle basically meant Grunden had all the options to take the game (I figured this by the time I left the Pluto system after industrializing).

The change on plans was to try to take futures fast, to get those VP and avoiding Grunden to come near TNO (since I had the D thruster in my hand, it would be a slow strategy for him to follow). Grunden didn’t seem to be reacting to me or trying to compete for TNO labs, and as I kept industrializing my VP projections gave me the victory, specially so once I claimed that second future star.

However, before I could claim that future, there was an election cycle we would go through (an election cycle where I had to put the politics in anarchy to claim my future star) and Grunden could use that anarchy to build a factory and decommission his colony, thus ending the deadlock and catching me on VPs even without getting into TNO (those 5VPs for being in power at the end are huge). Luckily for me, he didn’t take the opportunity, and I knew I would claim the last future before the next election cycle, so once we were out of the blue sector I was pretty sure the game was over.

After that, I think I made only one mistake: claiming that second Venture that gave me just 3VP + 1VP for a mobile factory without attached claim, versus the 12VP that factory would have been worth had I preserved the claim. I think it was a reasonable bet (it was a 5/6 probability of Shimizu getting that future star. Overall, I lost 6VP versus not having claimed that venture and keeping the factory. But even with the mistake, by my projections I was ok as long as Grunden didn’t get too many science factories (the D future before my freighter future was not possible, I think). And Grunden couldn’t because he had a colony.

Basically, my take on the game is that’s it’s a game about denying other players the option to advance as much as a game of advancing yourself. Auctions are as important, if not more, than playing the board, and denying somebody a card (like I denied UN the D-Thruster) can be a game winning move. Of course, having the foresight to be able to look at what other players might want to do and figuring out an strategy for yourself is pretty crazy given the possibility space we have here.

I also think the game not having enough countermeasures for a runaway leader other than being faster than him hurts the second half of the game. I can understand why the game lost steam towards the end, with it being basically a competition between two player. While that can be frustrating in an in-person game, it can be more so in a game played at this rythm. Thankfully it seems the end-game has been heavily reworked on that third edition that will ship to my home sometime next year :P

Right now I’m crazy with work, but in a month or two, when we get final third edition rules, I would totally be up for another game.

Thanks for writing that up. I did kind of stop paying close attention to the game partway through. Next time I hope to be more careful, keep track of what everybody is doing, and interfere more!

Sorry for this post coming so late. I’ve been meaning to do a post-mortem, too (not quite as detailed as Juan’s, though, since I didn’t take notes), but I’ve been very busy these past weeks (past months, really) and haven’t had time to do it properly. However, at this point I figure I’d rather do it poorly than put it off any longer.

I think I got off to a pretty solid start, being the first player to stake a claim (Ceres). However, since Ceres is a size 6 body, and the only thruster I had was a solar sail, I had to bring in the different parts one by one, in order to build a factory. My game really lost a lot of focus over the next 10 turns or so, as I was desperately trying to research a proper thruster (without much success), while also trying to figure out what use Ceres would actually be to me, once industrialized. One mistake I made during this phase of the game was buying the S freighter (at least I think it was the S) for way too much money, which not only set me back quite a bit, but also I never really got much use out of that freighter.

One thing I did want to do early on was claim as many of the other bodies in the Ceres family as possible, in order bring more colonists into space. I had a really nice buggy which I was planning to use for that purpose, but it was sadly lost in a budget cut, while I was (still) trying to find a proper thruster to actually bring it to the Ceres family. In the end I managed to succesfully prospect 2 more of the Ceres worlds, due to a lucky dice roll (that you guys graciously let me keep, despite my jumping the gun and skipping Sharaleo’s turn), but it was too late to be a game changer (or at least, by the time I got 3 colonists in space, it was too late).

Anyway, I think Juan’s early industrialization of Hertha was very important. In my opinion, M is probably the best class, at least early on, and industrializing Hertha is a great early move, provided you have the cards to make it work. In the end, though, I think Juan and Grunden also made actual long term plans and (more or less) stuck to them, while I was a bit more flaky. What about the rest of you? Did you have any concrete plans, or were you kind of winging it, like me?

I think the game played pretty well, despite the clunkiness of Vassal. I think the dice rolling website that we used worked pretty well, too. But I wish there was some simpler system for shuffling the decks, and it would have been nice to not have to upload both a log and save file. Still, all things considered it wasn’t too painful.

The game definitely started dragging towards the end, perhaps the last 20 or so turns. I suppose one reason is that the game really does have a runaway leader problem. War can mitigate that, but at the cost of prolonging the game even further. The game already went to turn 57, while in my opinion the sweet spot would probably have been around turn 40 or 45, so I personally wasn’t very interested in starting a war. Of course, I should blame myself for the game taking so long, since it would have ended sooner had I not missed my future die roll.

Thanks a lot for playing the game everybody! Despite dragging towards the end, I did enjoy it a lot. I would definitely like to play this again, but I’d prefer to wait until the 3rd edition is released (hopefully, there will also be an updated Vassal module as the current 3rd ed. module is even clunkier than the 2nd ed. one). I did browse through the 3rd ed. rules, but can’t really remember the differences. I’m hoping it’ll correct some of the issues we encountered.

Sorry again for taking so long to type this up, but I’m living through the busiest months of my life, so far. :)