Century of Economy 2019

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  • #5668
    Xerecs
    Moderator

    It is that time of year again, hoist the sails, adventure is here!

    Fleets (In order of game play):

    Spanish

    Cursed

    American

    Pirate

    English

    French

    Each fleet will stat with 40 points, and no Custom pieces may be used in a stating fleet, only Spanish Main to Return to Savage Shoes may be used for starting fleets.

     

    –Custom Pieces–

    Custom ships and crew may and will be used. Due to the now huge quantity of Custom ships, there is a limit to what may be used. Only ships and crew from my two custom sets and JW Darkhursts first set will be used. They are:
    Pirates, Return of Davy Jones

    Pirates, Fiends of the Blood Islands

    Pirates of the Dark Tides

    –Custom terrain and islands–

    Storms are a Custom terrain piece. At the end of a round of turns, a d6 is rolled. Match the result to the number printed on any Storms in play. roll the d6 again. Match the result to the number printed around the edge of the Storm, and move the Storm L in a straight line in that direction. Two or more Storms collide or move into contact with one another, they merge and move as one Storm. If a game piece comes into contact with a Storm, it is immediately placed inside of it. Roll a d6, the result is the number of masts, segments, flags or damage points removed from the game piece. If the result is more than the number of remaining masts, segments, flags or damage point, the game piece is eliminated from the game.

    Voya Nui is a gold only island, but is massive. It has one docking point, a small beach inside of its bay. A Hoist cannot hoist onto Voya Nui without fist docking and exploring at the beach. When a ship explores Voya Nui, roll a d8. The result is the stack of coins that may be explored and looked at that explore action.

    Shipwrecks may be found around the map. They do not start the game with gold on them, but gold may eventually be found there.

    –Resources–

    Resources are the primary source of gold for factions. There are six resources, represented by face-up coins. The value of a resource can and will change, depending on the Value roll (See resource value table). At the end of their tun, a faction may cash in as many resources as they want, (up to what they have stored on their HI) for the equivalent in gold. That Gold may and will be used to purchase and launch new ships and crew as the game progresses (See launching).</p>
    Resource Value Table
    Value roll…………1…..2……3……4…….5……6

    Lumber…………..1……3……2……5……4…….6

    Medicine…………2……4……1……6……3……5

    Spices……………..3……5……6……1……2……4

    Metals…………….4……6……5……2……1……3

    Food………………..5……1……4……3……6…..2

    Finished Goods….6…..2……3……4……5…..1

     

    Duplicates rule

    The no duplicates rule is partially lifted. Factions may have two different versions of a ship in play at once.
    EX: All versions of HMS Apollo may be used at once.

    Named crew with different versions may not be used at once by the same faction.

    EX: The Pirates may only use 1 version of Jack Hawkins at once. However, his Corsair version may be used by a different faction at the same time.

     

     

    –Island Upgrades–

    –Colonies–
    Colonies may only be built on gold islands; they CANNOT be built on Resource islands. A colony is built to level one by docking two ships at the same already explored island. One ship must have 5 gold on it, and the other MUST have a colonizer crew. Building the colony counts as a general action, and ships cannot dock and build a colony in the same turn, unless they both have an explorer crew, or access to an extra action.
    Colonies may be upgraded to a max level of five. Each time you upgrade a colony, you must have the required gold one on ship, and the colonizer on another.

    Costs of a Colony:

    Level 1: 5G+ Colonizer crew.

    Level 2: 8G+ Colonizer crew+ level 1 colony.

    Level 3: 11G+ colonizer crew+ level 2 colony.

    Level 4: 22G+ colonizer crew+ level 3 colony.

    Level 5: 25G+ colonizer crew+ level 4 colony.

    Colonies produce gold coins at random. This happens at the end of their turn, and counts as their action. A colony can only generate one coin per turn, up to its current level

    EX: A level three colony can generate one coin per turn, up to three coins max.

    Colonies have defenses, in case of boarding attempts and to defend against shoot actions.

    A level 1-3 colony is considered a 2 mast ship for boarding actions levied against it. A level 4 colony is considered a 3 mast ship, and a level five colony is considered a 4 mast ship (See boarding modifications). Colony cannons may shoot from any point of the island they are built on.

    Level 1—3x 3L cannons.

    Level 2—4x 3L cannons.

    Level 3—2x 2S & 2x 3L cannons.

    Level 4—4x 2S cannons.

    Level 5—4x 2L cannons & 1x 2LL cannon.

    –Settlement–
    A settlement is a flag or other token left behind after an explore action on a resource island; it simply marks the island as explored by that faction. Settlements belonging to other factions may be present on the same island.

     

    –Town–

    A town is an upgraded settlement. Building one on an island gives ownership of that island to whichever faction built the Town, only that faction my load resources from that island.

    A town is built by paying 10G at your HI, loading the token onto a ship docked at your HI (the token takes up 2 cargo spaces), and then taking the upgrade to the island you want to upgrade. The upgrade counts as a general action; a ship cannot dock and upgrade a settlement to a town in the same action unless that ship also has an explorer crew aboard, or an Extra Action available.

    Towns have no defenses, and may be targeted by boards and shoot actions. They are considered 2 mast ships in boards (See boarding modifications).

     

    –Ports–

    A port is an upgraded town.
    A port is built by paying 15G at your HI, loading the token onto a ship docked at you HI, and then taking the upgrade to the Town you want to upgrade. The upgrade counts as a general action; a ship cannot dock and upgrade a Town to a Port in the same action unless that ship has an Explorer crew aboard, or an Extra Action available. A port token takes up 3 cargo spaces.

    1. Trading Ports

    A Trading Port allows factions to trade resources with one another. A faction may store different resources at a friendly Trading Port. Upgrading a Town to a Trading Pot will not stop production of resources at that island. Trading Ports offer no protections to ships docked at them.

    A Trading Port has no cannons, but is considered a 4 mast ship when boards are conducted against it (See boarding modifications).

    – Trading at Trading Ports-

    Ships may dock at trading ports NOT OF THEIR OWN FACTION, and trade resources on a 1 for 1 basis. They may trade for resources stored there, or for the islands resource. For every resource traded, pay the owner of the port 2 gold. Ships with the Parley keyword do not have to pay this fee.

    2. Military Ports

    Friendly ships docked at military ports may not be shot at with L range cannons. Friendly ships may also repair at military ports. Upgrading a Town to a military port will shut down production of resources at that island.

    A military Port has four 3S cannons that may shoot from any part of the island it is on. It is also considered a 4 mast ship when boarding actions are conducted against it (See boarding modifications).

     

    –Boarding Modifications–

    When a ship wins a board against another ship, in addition to the standard options, you may also eliminate or take resources that ship may be carrying.

    Ships may initiate boarding actions against Colonies, Towns, and Ports. This is done by docking at the Port, Town, or Colony in question and declaring hostilities, or using the S-Board ability.

    If a ship wins aboard against a level 3-5 Colony or Military Port, they are razed and the island resets to an unexplored wild island.

    If a ship wins a board against a level 1-2 Colony or Town, the colony or town changes to match the nationality attacking ship.

    If a ship wins a board against a Trading Port, she may load as many resources from that Port as she can carry.

    If a ship loses a board to a level 1-3 Colony, the attacking ship loses a mast and is immediately moved S away.

    If a ship loses a board to a level 4-5 Colony, the attacking ship loses two masts and a crew and is moved L away.

    If a ship loses a board to either type of Port, that ship and all her crew are captured and may either be:

    1. Turned in for gold equal to their point cost.

    2. Become a part of the nationality of the defending Port.

    –Shooting Modifications–

    Ships must be hit twice in the same shoot to eliminate a mast; this ability doubles up on ships that already have this ability. Ships with the ability to eliminate two masts in one hit will eliminate masts as normal when they shoot.

    Colonies, Towns, and Ports, may be targeted by shoot actions in an attempt to clear them off the island they are built on. Colonies, Towns, and Ports do not benefit from the two hits to one mast rule, as they do not have masts.

     

    –Colonies–

    When a ship hits a colony, the colony gains a damage point. These hits DO NOT have to come from the same shoot action.

    To clear a Colony an attacking ship or ships must exceed the damage point value of the colony being targeted. The DPV of a colony depends on its level:

    Lvl. 1 colony DPV: 2

    Lvl. 2 colony DPV: 2

    Lvl. 3 colony DPV: 3

    Lvl. 4 colony DPV: 3

    Lvl. 5 colony DPV: 5

    When the DPV is exceeded, the colony is destroyed, its token is removed from the game, and the island reverts to an un-explored wild island.

     

    –Towns–
    When a ship hits a Town, the Town gains a damage point. These hits DO NOT have to come from the same shoot action
    To clear a Town, you must exceed the towns DPV. All Towns have a DPV of 3. When the DPV is exceeded, the Town is destroyed; its token is removed from the game and the island reverts to an un-explored wild island, resetting the islands resource.

     

    –Ports–

    When a ship hits a Port, the Port gains a damage point. These hits DO NOT have to come from the same shoot action.</span></p>
    To clear a port, you must exceed the ports DPV. All Ports have a DPV of 5. When the DPV is exceeded, the Port is destroyed; its token is removed from the game and the island reverts to an unexplored wild island, resetting the islands resource.

     

    –Exploring Modifications–

    These apply to resource islands. When an island is first explored, and the resource roll is made, if the exploring ship has an explorer crew, you may re-roll the resource roll ONCE. You must use the second result.

    Abilities that remove explore markers remove settlements.

    If a ship is re-exploring an island after a Colony, Town, Port or Fort was destroyed that ship may use the explorer’s re-roll because the island has reverted to unexplored.

    –Repairing Modifications–

    Forts may use shipwrights to repair one flag per turn, but they may be given NO OTHER ACTION that turn.

    Colonies and Ports may repair damage points without a shipwright. Repairing a damage point takes up the Colony’s or Ports action for the turn; they may not shoot, trade resources, or generate coins.

    If a ship with a shipwright is docked at its HI, for one gold you may repair two masts.

     

    –Fort Modifications–

    Fort construction follows the normal rules with the following modification; their flags must be hit twice to be eliminated. However these hits DO NOT have to come from the same shoot action.

    Forts are the only place where MERCENARY pieces may be brought into play.

    They may be built on the same island as a COLONY but never a PORT. Building a fort on a resource island shuts down the production of resources at that island.

     

    –Resource Modification–
    There is a seventh resource, Crops. Crops have a fixed value of 2 gold, and are acquired by ships docking at friendly Colonies and eliminating resources on a 1 for 1 basis. The level of Colony does not matter, all Colonies have this attribute.

    EX: A ship with 4 lumber tokens docks at a friendly colony and eliminates all of her lumber tokens. She then loads four Crop tokens.

    –Launching–

    Factions may launch new ships and crew at the end of their turn. A ship is worth is point cost in gold, and a crew is worth its point cost in gold as well. Ships and crew may be launched from a factions HI, level 4-5 Colony, Fort, or Port.

    The Privateer factions may only be launched at a Port.

    Mercenary pieces may only be launched from forts.

    –Privateers–

    The minor factions (Vikings, Jades and Corsairs) are the Privateer factions. They can only be launched from a Port, and are eliminated if they dock at a Colony, Fort or HI. They can however be bought back by the same faction if eliminated in this way, by paying their point cost in gold.

    –Mercenaries–

    Mercenaries may only be launched at a friendly Fort, and they are eliminated and cannot be bought back if they dock at a Colony, Port or HI. They may only dock at forts and islands that have not been upgraded.

     

    –Blockading–

    Ports may be Blockaded. To Blockade a Port, at least two ships must dock at the Port and declare a Blockade.

    When a Military port is blockaded, it may not be used as a launch point, may not fire its cannons, and all enemy ships docked there may not be given actions for the duration of the blockade. Blockading ships may not shoot at enemy ships docked at blockaded military ports, and may not shoot at the Military Port itself.

    When a trading port is blockaded, it may not be used as a launch point, all trading of resources stops, and all ships docked at the port (other than the Blockading ships) may not be given actions for the duration of the blockade. Blockading ships may load or eliminate resources stored at the port or may load the islands natural resource, up to their cargo limit; but may not shoot at enemy ships docked at the Trading Port, or at the Port itself.

     

    Victory Conditions

    1. Most ideal, last fleet sailing wins.

    2. More likely, Fleet with most ships still afloat when the game is called to an end wins.

     

    I will be posting the links to the reports on YouTube here as replies, on the Facebook Group and the Discord.

     

    ADDED: Marine crew will eliminate masts as normally, as they are independent of a shoot action, and otherwise would be next to useless.

    AMENDED: The Crop rules have been modified, since in the time that I’ve created them they’ve never been used. Changed to be on a one-for-one basis, like trading ports, but have stayed the same otherwise.

    • This topic was modified 5 years, 5 months ago by Xerecs.
    • This topic was modified 5 years, 5 months ago by Xerecs.
    • This topic was modified 5 years, 4 months ago by Xerecs.
    #5690
    Ben
    Keymaster

    Awesome, looking forward to it as I do every year!!  😀   Should be interesting with some custom islands/etc in the mix as well.

    #5692
    Xerecs
    Moderator

    Thanks, I’m looking forward to it as well. This Summer our time is constrained more than ever, so the victory condition number 2 is most likely to occur. However, (small spoiler) we have the least amount of islands this year than ever before, so that should force more combat and competition for islands.

    Tying in to what I said above, every island from my OTC entry is being used, except for the Bone Temple Island, and the Skull rock Lagoon (SrL because I didn’t like how the base turned out, so I removed the Skull rock from the rest, you’ll see :D).

    As a site note, I don’t think the site likes copying and pasting in from a word Doc. I had to edit the main post twice since a bunch of code looking stuff was intermixed with the text. I’m not sue what caused it, but a heads up.

    #5693
    Ben
    Keymaster

    Thanks, I’m looking forward to it as well. This Summer our time is constrained more than ever, so the victory condition number 2 is most likely to occur. However, (small spoiler) we have the least amount of islands this year than ever before, so that should force more combat and competition for islands.

    Ah yes, I forgot to mention that at least it’s not most total gold as the win condition.  XD    Less islands does sound like a good idea, especially for a time-restricted game.  Looking forward to seeing the custom islands in action!

    As a site note, I don’t think the site likes copying and pasting in from a word Doc. I had to edit the main post twice since a bunch of code looking stuff was intermixed with the text. I’m not sue what caused it, but a heads up.

    Yeah, sorry the forum doesn’t always work optimally.  In the past I’ve had success just pasting into the Visual tab, which usually keeps the formatting from the original document.  If pasting to the Text tab, some of it may not be recognized correctly.

    #5694
    Xerecs
    Moderator

    Yeah, sorry the forum doesn’t always work optimally.  In the past I’ve had success just pasting into the Visual tab, which usually keeps the formatting from the original document.  If pasting to the Text tab, some of it may not be recognized correctly.

    I did post into the visual tab. I think it just didn’t agree with the formatting I’d done on my Doc. Hopefully it’ll be fine the next time I copy+paste from a word doc.

    #6044
    Xerecs
    Moderator

    The fist report is now up!

    So it Begins….. CoEC report 1

    • This reply was modified 5 years, 4 months ago by Xerecs.
    #6055
    Xerecs
    Moderator

    Report two is now up!

    Century of Economy, report 2

    #6059
    Ben
    Keymaster

    Awesome, loving the reports so far!!  😀

    #6089
    Xerecs
    Moderator

    Thanks, the way things are going I’ll probably have reports up on the weekends only, since I’ll be playing most weekdays.

    #6382
    Xerecs
    Moderator

    Small piece of news first. I have modified a small aspect of the ruleset, essentially tweaked how the Crops function and added a note about Marines.

    report 3 is up

     

    #6406
    Ben
    Keymaster

    Great report.  I appreciate the time and effort that goes into these big games and reports; I know what it’s like.  🙂  (except for the video reports)  I noticed you posted this one around 2:30am PST!

    I like how the music gives the game a different feel.  Reminds me of naval history documentaries, or that I’m actually involved in the game from like a shop in port or something. 🙂

    Wow, did not expect that to be the first shoot action!  Not sure why the Cursed sailed the Raven back there….

    Never seen such a strategy in regards to the Spanish and their trading ports.  Their fleet size makes allies optional, and I think I would much rather have the resources at home so I could cash them in when they become valuable.

    Interesting that you can launch your own faction ships at a trading port.  No crew is a big mistake I think… unless it’s some kind of chain exploring operation.

    Shipwreck Pathway is really cool!

    Great shots at the end!

    #6409
    Xerecs
    Moderator

    I noticed you posted this one around 2:30am PST!

    Heh, yeah. I’m probably not going to do that again.

     

    No crew is a big mistake I think

    I agree, but I think the Spanish (o their controller) is going for a power move or something, since all of the ships he launched had 4-5 cargo already. With no crew and two cargo masters….

     

    #6655
    Xerecs
    Moderator
    #6656
    Ben
    Keymaster

    Huzzah!

    Double catamarans are basically an abomination. XD
    Fascinating to finally see the ability of St. Pierre come into play.
    Ah, I remember nearly running out of 6 coins during CTO and probably EE and rummaging through my treasure tin for more. XD Funny since I was just in there again for possibly the first time since CTO ended, and I could tell because there were lots of the same numbers all in one place. XD (typical leftovers from a resource game)
    I think this is probably your best-looking game yet, which makes sense given the abundance of custom islands. (I think my previous favorite was the winter EE game, but I’m not totally sure) It might be harder to reach things on the table, but I like the look of this more square ocean than the more elongated ones of some past games.
    Glad you’re piling on the generic crew, it can make the game a bit more flavorful in a way.
    Awesome that you’re using chain exploring!! Rare but fun! (also nice to not need to move some of those ships every turn, I remember XD)
    LOVE the wide/music shots as always. The Atlanta sailing into the sun reminded me of PotC. 🙂
    If I had the fleet size and purchasing power of the Spanish, I wouldn’t want to send any hoists out and about without an escort or three.
    Seems like nobody in your group wants the French to win again or something… kinda wish I could join the game and kick some ass with them. XD
    Will be funny if their “gold threat” actually incentivizes other factions to HI raid them lol. A fleet in being is the real deterrent.

    #6657
    Xerecs
    Moderator

    Thanks for watching!

    Seems like nobody in your group wants the French to win again or something… kinda wish I could join the game and kick some ass with them. XD
    Will be funny if their “gold threat” actually incentivizes other factions to HI raid them lol. A fleet in being is the real deterrent.

    It would incentivize the pirates, but the Pirates have other plans at the moment….. The French controller is JW Darkhurst, who traditionally has had worse luck than you when it comes to cannon rolls. 😀 I asked him why he’s never aggressive in these games, and he replied with “I don’t like stating a fight I know I can’t win”. With the gold the French have (and the English to boot) he could easily put together a decent to deadly battle fleet, he just doesn’t want to.  :X

    Make no mistake, he very much wants to win, he’s just hoping he doesn’t have to fight too much. 😀

    #6768
    Xerecs
    Moderator

    Amidst the despair of losing Miniature Trading, I offer an escape, join me for Report 5 of Century of Economy, 2019.

    • This reply was modified 5 years, 4 months ago by Xerecs.
    #6778
    Ben
    Keymaster

    Cool!  Slightly surprised the English and Americans haven’t fired on each other given the close quarters.  Seems the Spanish will be able to increase their lead given the resource change.

    #6788
    Xerecs
    Moderator

    Thanks for watching!

    Cool!  Slightly surprised the English and Americans haven’t fired on each other given the close quarters.  Seems the Spanish will be able to increase their lead given the resource change.

    Neither the English or the Americans want to get involved with a heated conflict with one another, at least not yet. The resource change is going to have major implications however. 😀

    #7384
    Xerecs
    Moderator

    Took a while due to the Holiday and other stuff, but Report 6 is now up!

     

    #7388
    Ben
    Keymaster

    (reposted from youtube)

    Love it!! Lots of great grand shots at the beginning.
    Spanish should basically run away with the game, especially since some of the other factions are fighting each other and not forming an anti-Spanish coalition. (which hasn’t been discussed?)
    Nice to see your factions going at it. This gave me a new idea for a dumb custom. XD

    The Spanish chain exploring is super long, but that can make it incredibly vulnerable. Wondering if a faction will be daring enough to suicide a ship into the line and make it falter. Then all the ships have to regroup or add a new one to replace. XD Makes me wonder what I wondered back when I may have been the first to do it – it’s possible that you could profit more from regular gold running. But of course, chain exploring is super convenient since you don’t have to move those ships every turn, which speeds things up. I think that’s actually why the Spanish did it in the 2011 cumulative game – it was a novel idea, and probably helped me get through some of their long turns lol. XD

    Looks like the Cursed are this year’s French. ?? (massive eye rolling) That player could be booted from the game with other people taking over their factions. I mean don’t the Cursed want to win? You all know what you’re getting into with these games at this point; there should be no surprise at all at the time commitment.
    Though I like how the Chum Maker is just casually showing up. XD Forgot you had her. “hey I kinda stink but I’m worth way more than you guys!” ? (though not the Guichuan)

    Hate Pirata Codex, such a fun ruiner. Does make things simple and easier to (not) remember though.

    Do you guys always play all together, or do people sometimes take their faction turns alone or with 1 other person around as well? Quite the time feat if it’s always everyone there.

    Looks like at least 3000+ points in play. If you do a point count it would be cool to record if you surpass CG1 as the second biggest game ever. If the Spanish go on a long launching spree and fill their area with massed ships they could surpass the CG3 American fleet as the biggest ever.

    Love how grand the ocean is. I know it must be annoying sometimes reaching into the middle area. Someday I hope to have an ocean with a big hole in the middle where I can crawl under and pop up in the middle for easier playing on a big ocean. XD (along with tables that move/slide easily in order to get to stuff.)

    Not really sure who to root for. The Pirates seem to be in trouble. I like what the Americans have been doing. Kinda hoping the Cursed or someone will start to get reckless against the Spanish.

    #7395
    Xerecs
    Moderator

    Brace yourself. 😀 Report 7 is now up!

    #7402
    Xerecs
    Moderator

    (which hasn’t been discussed?)

    I never said it hasn’t. Just a little difficult to have secretive conversations when you all live together. 😀 In addition to that some of the factions need to be SHOWN that the Spanish are a threat, and others are hesitant to fight an ally.

    If I do a point count I might only post it here and on the FB group, since I don’t really want to make a video about it. I don’t think I’ll have surpassed CG1  o CG3 though.

    The Pirates are in trouble, and the Spanish were friendly to them, or made overtures along that line…..

    #7404
    Ben
    Keymaster

    In addition to that some of the factions need to be SHOWN that the Spanish are a threat, and others are hesitant to fight an ally.

    I think it’s pretty obvious – even if they don’t have a ton of gunships in the water, they could quickly and easily.  Their biggest obstacle might actually be logistics and space constraints, but they could get a launch point in more open waters if they wanted to.

    If I do a point count I might only post it here and on the FB group, since I don’t really want to make a video about it. I don’t think I’ll have surpassed CG1  o CG3 though.

    I think it would make sense to at least mention it in a video at the beginning or end of a report, since people might see the reports for years to come without seeing a text writeup.  I think the recorded high of 3,516 points from CG1 is very much within reach, but more launching probably needs to happen first.

    Ah, Pirates and Spanish as possible friends.  Quite the alien concept in my games.  XD

    #7408
    Xerecs
    Moderator

    I was speaking about the English specifically, they’re being played like one of the factions from CTO, if they haven’t seen it with one of their ships, then they don’t know about it. The English have seen the Pirates and are convinced that they are a great threat atm. It doesn’t help when the person ‘in charge of the English flavor wise is also hostile to pirates. 😀

    Good idea, if I do a point count, I’ll probably mention it then.

    #7409
    Ben
    Keymaster

    Responding to Report 7:
    Love that midsize American launch. Especially the Mohican setup; one of the most underrated 3 masters. Love the maxed out crew setups in general, makes a lot of sense given the gold available.
    Notre Dame looks cool and intimidating. Love the realistic shadows at 6:42.
    Love the grand wide angle shots showing pretty much the whole ocean; those are still my favorites for the most part. Really gives me a better idea of where all the factions are and the HI locations/etc, not to mention the big scale.
    I hope the French don’t just sit on the gold and get a worse position in the standings simply because they didn’t launch enough.
    No don’t kill Marty! XD
    So funny to see Ophidious decapitated! Glad they did that though, I think someone needed to hit those English Mycrons.
    Just when the Pirates started to look down and out, they get some capital ships (including the Zeus), and then a trio of Merc cancellers. Whoa. 🙂
    24:46: Wow, they’ve basically got an assembly line factory going on. XD Along with lines of battle to partition off their waters. Amazing. Brilliant use of the hoist. They have more gold than they can realistically spend. The English battle fleet of CG1 with ~800 gold was extremely powerful. Spanish have like 4x the spending power. O_O
    Cursed ConcH, btw not Conk. 🙂
    Wow that English turn of shooting reminds me of some of my worst turns in big games from 2011/2012. Now I see what JW was talking about. XD
    30:19 A perspective I’m not used to seeing; makes me think the French should launch gunships and start whittling away at the Spanish gold fleet from around the island.

    #7410
    Xerecs
    Moderator

    A perspective I’m not used to seeing; makes me think the French should launch gunships and start whittling away at the Spanish gold fleet from around the island.

    the French have been actively trading with the Spanish, and are not too badly off for it. Convincing them to tun on their only trade partner would take some doing.

    Agreed, the Spanish have more gold than they can spend, probably.

    Cobb and Becket are die rolling admirals, but yeah. Although the pirates doing that will make them a bigger threat in the eyes of the English, something the Americans are tying to convince them otherwise.

    #9225
    Xerecs
    Moderator

    Been a hot month (literally, I live in SoCal :D) since I made a report or any sizeable update to this years CoEC, and I am sad for that. 🙁 A few real life issues forced a week-long hiatus for the game, along with some health scares (not me, but family related). So. September is almost upon us, and I will try to get the rest of the reports out before October. Ambitious perhaps but I think it will be possible. I only have 948 pictures to go through…….. Oh good gravy, what have I done? 😀

     

    Stay tuned for more!

    #9471
    Xerecs
    Moderator

    It’s finally here! Report 8 is now up!

    #9472
    Ben
    Keymaster

    From YT comment….
    That Spanish fleet is insanely huge. The wall of ships reminds me of the Pirates in Command the Oceans.
    Well maybe the Cursed would have a resource island to go to if they hadn’t farted around for days on end!! ?
    Definitely feels like the Spanish should be able to beat the Americans.
    I like having ships roll for the reef that a shipwreck is on, makes it more dangerous and realistic. (sometimes I put UT’s or extra high value coins there to compensate for the risk)
    12:50 You know the faction is rich when their launches are launched on top of spilled piles of gold or resources. XD
    16:10 Just epic, it’s the forest of masts!
    I’m imagining the back pain of having to constantly reach some of the center areas, especially Voya Nui bay. I know what these games are like so props to playing it so big and long.
    Funny to see a few of the ships I used in the 6×150 game today. 🙂

    #9544
    Xerecs
    Moderator

    Indeed, the Spanish fleet is large, but just wait….. 😀
    I’m not sure why the Cursed did what they did, but I do agree.
    I think the Gui did roll for the reef, but I’m not sure now what happened after, or how she took no damage. It was something I was thinking about while making the report, and I can only assume I allowed them to explore the wreck if any part of the ship touched any part of the wreck. So I assume that the Gui touched a mast or something of the wreck and didn’t actually touch the reef.
    They are rich indeed, and i was SO annoyed that he didn’t clean it up until the game was almost over. All those coins are medicine resource that the Spanish have stored at trading port on Pride rock…..
    reaching into the center of the table was sometimes annoying and difficult, but it wasn’t as bad as it has been in previous years.

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