Century of Economy 2020

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  • #11019
    Xerecs
    Moderator

    It is time. Time to once again hoist sails, show colors, ready cannons and set sail. Century of Economy is here once again! I am attempting to make the most of quarantine and am starting the game early. Hopefully this will allow us to play for longer.

     

    Century of Economy

    Fleets and Order of play:

    Spanish

    Cursed

    Americans

    French

    Pirates

    English

     

     

    Starting Conditions

    Each fleet will start 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.

    Every island will have gold on it at the start of the game, most of this gold will be Unique Treasure. With a few exceptions, this gold will not replenish over the course of the game.

     

    –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 first two custom sets and JW Darkhurst’s 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. If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If any part of a game piece touches 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 points, the game piece is eliminated from the game. If a storm spends more than three rounds over a body of land, it is removed from the game.

     

    Shipwrecks may be found around the map. They do not start the game with gold on them, but gold may eventually be found there. A faction may place one crew on a shipwreck, that crew may use the Shipwreck’s cannons, if it has any still.

     

    Some custom islands have abilities and special functions. They are:

    Voya Nui:

    Voya Nui can only be accessed by the beach in Voya Nui bay (or a hoist).

    Voya Nui can produce up to two different resources (one for each half of the island). An explore action is needed to explore each half. Voya Nui can never produce food as a resource.

    Gold can be found on Voya Nui; 8 stacks of coins are arranged around the island. When Voya Nui is explored, roll a d8 to determine which stack of coins is explored. Stacks are replenished when only two remain, or after an eruption.

    Up to two forts may be built on Voya Nui, one for each of the island’s arms.

    Only one type of port can be built on this island, but you may build a fort and a port on this island.

    Colonies may be built on Voya Nui, one for each of the islands arms. A fort may be built in conjunction with a colony on the same arm, but a Port cannot.

    IF at the beginning of the first round of a new resource value, all players roll a 5-6, Voya Nui mountain erupts. All ships within Voya Nui Bay lose a mast and have up to two masts replaced with fire masts. All ships within L+L of the island (outside of the bay) loose a mast and have another replaced with a fire mast. After erupting, Voya Nui cannot be docked at for three turns, all remaining gold coins are removed, and its resources are re-set.

     

    Shipwreck Pathway:

    If a faction constructs a town or a port on the pathway, the cannons of the shipwreck may be used to help defend the island.

     

    Lagoon Island:

    Ships may only dock at the piers/docks extending from the island. These docks/piers are also where ships are launched from.

    Ships may be launched at the interior dock. Ships launched here may be transported (portaged) over land to an exterior dock of the controller’s choice. Portage of a ship will take turns equal to the number of masts on a ship, plus one additional for its hull. I.E. it will take 4 total turns to move a 3-mast ship from the interior dock to an exterior.

    The interior dock and area can only be accessed by ships launched there, or by pieces that can submerge or fly. Submerged ships cannot end their move action under the island while trying to get to the interior. The Ghost Ship ability, and abilities that allow ships to sail through islands cannot be used to access the interior dock or interior island.

    A ship that is being transported from interior to exterior may be shot at by enemy ships.

    Cargo that is on a ship being transported is placed on the Dock that the ship is being transported to. It may be re-loaded by the ship at any time after the hull has been moved.

    While ships may be launched at the interior and moved to the exterior, the reverse is not possible.
    The interior lagoon island CAN NOT have any structures built on it, and ships CAN NOT be launched from it.

    The interior island CAN NOT be accessed by docking at one of the exterior docks, it can only be accessed by ships inside the lagoon.

    More than one fort may be built on the island. Each fort is placed above one of the exterior docks/piers. (may/will be necessary to remove the base of a fort to accomplish this)
    Only one type of port can be built on this island, but you may build a fort and a port on this island. Like forts, ports are built over one of the exterior piers/docks.

    Colonies may be built on the Lagoon Island, they are built over a dock like all other island upgrades. A fort may be built in conjunction with a colony, but a Port cannot.

     

    Bone Temple Island:

    While docked at this island, you may eliminate a crew. If you do, choose one enemy ship to give an action to on that ships turn; or decide that that ship receives no action on her turn.

     

    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).

    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

     

    Chests

    Chests can be found on gold islands, but are hidden. When a ship explores a gold island, or loads treasure from a gold island, roll a d6. On a 5-6 a chest or chests are found. Roll a d6 again. On a 1-3 one chest is found; on a 4-5, two chests are found; on a 6, three chests are found.

    Chests take up cargo space, and have no gold value until they are unloaded at your home island, or turned in as part of a quest. When unloaded at a home island, roll two d6 for each chest. The chest is worth gold equal to the result.

    Abilities that steal, trade, eliminate or refer to treasure and resources also apply to chests.

     

    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 (unless otherwise noted). 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 your 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).

    Friendly ships may repair at Trading Ports.

    – 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.

    Abilities that refer to taking gold or treasure may be used and applied to resources.

    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.

    1. 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.

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

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

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

    5. 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.

    6. 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 action 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.

    Marine crew will eliminate masts as normal, whether on land or on a ship, as they are independent of a ship’s shoot action, and do not use any of a ships cannons when shooting.
    Colonies, Towns, or 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(s) 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.
    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–

    When an island is explored for the first time, the player who explored it may look at the coins on the island and make the resource roll. You do not need two separate explore actions to completely explore an island.

    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. A fire mast may be used to mark a partial hit on a fort.

    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 (unless otherwise noted). 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 4 Crop tokens.

    –Launching–

    Factions may launch new ships and crew at the end of their turn. A ship is worth its 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 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.

    Privateer pieces are not eliminated if they dock at an island that shares a port and a fort.

     

    –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. However they may dock at islands that share a fort and a port.

     

    –Blockading–

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

    1. 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.

    2. 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.

     

    –Quests–

    Quests are given out and turned in at neutral fort, the Quest Fort. The Quest Fort has no flags and does not appear on any island; it free floats in the ocean. At the end of every round, one faction (a different faction each time, going in play order) moves the fort to a different location on the map. The Quest Fort can NEVER be placed within L+L of a home island. The Quest Fort cannot be targeted by shoot actions or boarding parties and is immune to all terrain. The Quest Fort can never be placed on any island.

    The Quest Fort

    A faction must pay 10 gold to accept any quest. A ship must be docked at the Quest Fort and must have the required gold aboard to pay for quest.

    Only one of each quest can be accepted by each faction. Each faction can only complete a quest twice.

     

    List of Quests and Rewards

    Bring in one of every resource. Reward: Any 1-3 mast ship free of charge. Place the ship docked at your home island.

    Bring in Relics UT. Reward: 50 gold. Gold is placed on ship that turned in Relics.

    Bring in an enemy ship. Specific to ship that accepted/given the quest. Reward: A ship one mast smaller than the one turned in of the same faction as the capturing faction. Ship is placed docked at faction home island. Ex: Americans turn in a captured 4 mast English ship. Americans get one of their 3 mast ships. If 1 mast ship turned in, one named crew, placed on home island.

    Bring in Plunder UT. Reward: 75 gold.

    Bring in Sunken Treasure UT. Reward: 100 gold.

    Bring in Hidden Trove UT. Reward: 125 gold.

    Bring in 2 Rum UT’s. Reward: One generic crew 3 points or less.

    Bring in 3 chests. Reward: 36 gold.

    Bring in 6 chests. Reward: 72 gold.

    Bring in 9 chests. Reward: 30 of most valuable resource at time of handing in. Resource is placed on home island.

    Bring in 5 crops. Reward: 5 of most valuable resource at time of handing in. Resource is placed on ship that turned in quest.

    Bring in 10 crops. Reward: 10 of most valuable resources at time of handing in. Resource is placed on home island.

    Bring in 15 crops. Reward: 15 of most valuable resources at time of handing in. Resource is placed on home island.

    Bring in 20 crops. Reward: 25 of most valuable resource at time of handing in. Resource is placed on home island.

    Sink 5 enemy ships. Specific to ship that accepted the quest. Reward: Town upgrade. Upgrade placed on home island.

    Sink 10 enemy ships. Specific to ship that accepted the quest. Reward: Port upgrade (trading or military). Upgrade placed on home island.

     

    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.

    • This topic was modified 1 month, 2 weeks ago by Xerecs. Reason: Image links
    • This topic was modified 1 month, 2 weeks ago by Xerecs.
    #11022
    Ben
    Keymaster

    HYPE!!  😀   I’m quite excited about this, especially because it will hopefully give me something exciting and Pirates-related to watch while I eat.  XD  What a big ruleset!

    As usual, love that a shipwreck’s cannons can be used.

    So exciting to see your custom islands in play once again!  So players always roll for the Voya Nui eruption in that circumstance, or just players docking at the island that round?  Kinda wanna see a big battle over some upgraded areas of Voya Nui.

    I like the Lagoon Island!!  Takes me back to EE 2015 for a moment, but I love how you’ve made it unique and new.  Thank you for introducing me to the word portage.  The interior dock angle should be interesting.  I assume the ship being portaged cannot be shot at while in transit?

    Bone Temple Island is begging to be abused.  If you could park a Treasure Ship full of oarsmen there and provide adequate protection… O_O

    Interesting how colonies and ports can use repair actions.  Relatively cheap “barriers to entry” to make multiple launch points, so it will be interesting to see if any faction(s) can develop a quick island hopping strategy of launch points out of the gate.

    Love that you’re trying the Quest idea.  Especially after the ruminations of sorts between Sariouriel’s Century of the Empires and our own Caribbean/World endeavors.

    Only one of each quest can be accepted by each faction. Each faction can only complete a quest twice.

    Do they have to complete it once or twice to move on and accept a new quest?  Do factions always get to pick quests?  (doesn’t look like it’s at random)

    The Quest Fort is immune to terrain, but can it be placed on it?  For example, to move around on an iceberg or be used to partially block a fog or whirlpool exit location.

    I like the “capture” quest… might be tough to get a good arbitrage going, but maybe swap the Grand Wind in for HMS Dreadnought.  🙂  Or Jikininki for Banshee’s Cry lol.  The reward for 2 Rums is funny.  I realize it will be logistically rather difficult, but I’m a little worried that a “crops arbitrage strategy” could become too lucrative, as you could potentially exchange “free” crops into the most valuable resource.  Although it wouldn’t be sustainable with the Quest fort moving around so much.  I think the rewards for sinking 5/10 enemy ships are a little weak actually, for how difficult that is (especially given 2 hits/mast).  I have a bad feeling Hidden Trove will be worth more than 125 gold… XD.

    Sounds like it will be a grand time, I’m very excited, especially with all the new stuff!

    #11023
    Xerecs
    Moderator

    I’m quite excited about this,

    Me too!

    Do they have to complete it once or twice to move on and accept a new quest?  Do factions always get to pick quests?

    Factions don’t need to complete a quest twice to move on to the next one, they can pick and choose which quest to take on. Some quests are specific to the ships that accept them/pay for them.

    The Quest Fort is immune to terrain, but can it be placed on it?  For example, to move around on an iceberg or be used to partially block a fog or whirlpool exit location.

    Yeah, the Fort can be placed on top of an iceberg, inside a storm, and so on.

    Although it wouldn’t be sustainable with the Quest fort moving around so much.

    I think I’m going to change that just a little. I do want the quests to be completed, so I can’t have it move TOO much. It has to be in one place long enough for a ship to dock and pay to accept a quest. That said, I’m thinking that every three rounds it will move.

    The line I included about factions only being able to complete a quest twice was to prevent a faction from spamming one repeatedly. I do expect some of the quests to be done quickly, but the Crops series is not one of them. A faction would have to build a colony somewhere, convert the necessary resources into crops, and then take those crops to the Quest Fort, which could be on the other side of the map.

    #11034
    Avery
    Participant

    Love this, this brings back memories when my playgroup during my childhood did hybrid RPG games complete with quests, buying new ships, and building infrastructure. Looking forward to reading the game reports from this!

    #11035
    Xerecs
    Moderator

    IT IS BEGUN!!! Century of Economy 2020 has officially begun! Report 1 is now up!!

    #11036
    Ben
    Keymaster

    HUZZAH!! Great report!
    Wild to see the Endeavour so early, especially without a helmsman. I expect that to cripple the English in the early game. Though it should have made them the LEAST likely faction to be attacked lol. I like seeing Ramsgate so early.
    Seeing Pride Rock again made me think of the Spanish riches last year… and then they find almost the most valuable resource with a really good treasure fleet. Uh oh.
    Feeling kinda bad for the Americans.
    Wow Smaug already! O_O That sounds really cool. I don’t think I’ve seen a campaign where a sea dragon harassed gold runners very early on.
    Brilliant to transfer Plague to a sea monster.
    It is exciting to see such devastating combat so early, with the English and Spanish. I’ve said it before, but I feel like early game CG combat can be extra memorable because it’s easier to remember the factions and ships involved compared to late-game wars.
    20:00 GREAT shot of Smaug! Exciting to see the dragons in general, reminds me of CTO a little. Though I don’t think I would have attacked the French yet. 23:06 And there you go. XD
    24:47 Sad but perfect shot. Really gives a foreboding look at Voya Nui and almost looks like a pit you cannot escape from… it can be very dangerous.
    Love your 3D representation of the sargasso sea. Didn’t know what it was at first. XD
    I like the idea of putting a musketeer on a sub hunter. Makes a lot of sense, especially given the 2 hits/mast rule.
    I’m happy to see the Guichuan being used as a true treasure ship, I don’t think I’ve really done that with her yet.
    Beast move by the English at the end, I was getting worried they would be eliminated soon. Though the Endeavour will have her hands full if she tries to tow the LP back with the SC and Matthias potentially hounding her.

    #11037
    Xerecs
    Moderator

    Thanks for watching!

    That was my thoughts as well when the English controller put together their starting fleet.

    I too was a little upset at the loss of Smaug, since I didn’t think the French would get their EA/SAT rolls….

    #11066
    Xerecs
    Moderator

    Brace yourselves, Report 2 is now up!

    #11067
    Ben
    Keymaster

    @Xerecs: Sad to see the English go so early… I knew they screwed up by starting the game with a slow hulking gunship.
    What an explosive start to the game! Fun to see a fleet action so early. I don’t think I’ve seen a nearly all-creature vs. all-ship battle of anything close to this size! I thought the Cursed would be the favorites after the epic sea creature squadron launch, but the Pirates seem to launch multiple ships every turn. I guess the Pirates didn’t have to roll for those reefs when moving off of them? That was a fun home island raid, while it lasted. XD

    I’m actually most intrigued by the French and Spanish. The Spanish pulled a bit of a coup with their launch strategy, locking up 3 cancellers and an extra AA crew via the Mercs and Corsairs. Should pay dividends down the line. I think the French look quite good right now, and may soon emerge as the points in play leader if the Cursed whittle down Pirate numbers (unless they’re already at the top).
    I like the new idea of using an icebreaker to make friends, or money. By eliminating icebergs that plague other factions. 😀
    As always plenty of great pictures, like 9:24. I like how both of us have dramatically improved the aesthetics of our games over the years – me from CotE 2013 to CTO 2017, and you from CoE 2015 to CoEC this year. Really great islands! Did you consider making the docks of lagoon island modular? (perhaps they are and I can’t tell)

    I’m seeing the Panda as having rammed the Strix, but I think it’s cool to see Barst eliminated (mostly since those crew aren’t targeted directly too much in CG’s until a faction is about to be eliminated).
    Love the outro music. 🙂

    #11068
    Xerecs
    Moderator

    Yeah, the English should have had a larger, more diverse fleet. If he really wanted to keep the Endeavor, then he should have used some of the cheaper English options, like the Hound or the Dover, it would have helped round out the starting fleet.

    This report has had some of my favorite “sunlight” shots so far.

    Indeed, you and I have made large strides with how the games look, starting on floors and moving up to tables.

    The docks on the Lagoon Island are not modular, they’re built into the island. However, I could easily add some or have a mechanic that allows a faction to create additional docks at the island.

    #11099
    Xerecs
    Moderator

    Rules announcement. Ships, crew, and some other pieces from the Unreleased section of the Master Spreadsheet are now viable for use in the game.

    #11114
    Xerecs
    Moderator

    Additional house rule. 0 point LIMIT re-roll crew do not have the Limit keyword, but retain all other abilities.

    #11115
    Xerecs
    Moderator

    Soooo. Took a week off from reports. Which means I’m backlogged. Again. At least I’ve got footage/pictures 😀

    Anyway, moping aside, Report 3 is now up!

    #11116
    Ben
    Keymaster

    Nice!
    I like the idea of the Cursed not letting the Pirates keep the Plague. Maybe they’re going to ram the ship that gets hit with it with something else to get it right back (hopefully the Pirates wouldn’t win a boarding party right after though).
    I like the Spanish launches, lock up that useful Merc stuff before anyone else can get it. Not dissimilar to what I did in CG1 and CG2 to a lesser degree.
    That capture all crew ability is so OP! I hope it has gone up in cost since the original. I might make the Harvester more expensive too.
    7:20 Love this shot! 7:50 awesome too.
    8:39 epic!
    9:05 Wow I love the formation of sorts…. I guess all the pictures here are awesome. 😀
    10:00 Seeing the Spanish launch a ship proxied by HMS GT gives me an idea. There could be a house rule in a future CG where if you eliminate a faction (maybe only by capturing their final ship in play), you “absorb” them as a subsidiary and can then launch their stuff as part of your own fleet (not an alliance, more like ownership of their fleet and crew). O_O
    10:26 I know the Mobilis is OP in CG’s but this is why I don’t like the Battleship keyword! (or at least how cheap the early ones are)
    Great job by the Pirates, especially with the cancelling and EA logistics. If I was the Cursed I might try and work out a truce for now (not that it would work lol).

    #11117
    Xerecs
    Moderator

    That idea of launching English stuff but for the Spanish was tossed around. For this year I’m not allowing it but perhaps next year if a faction is eliminated…. Heck, maybe we could throw that into CG4.

    The idea the Cursed had with Plague was to have Squalo ram a ship, and then have another Sea Monster ram the same ship to take the Plague back. That way the UT would stay in the hands of the Cursed. Unfortunately that didn’t happen…

    I’m a little frustrated that the pictures are looking so blurry. They look sharp and clear on my PC, they look sharp in the camera and while editing. I can only assume that something is going on in rendering that is making them look ‘soft’.

    #11118
    Ben
    Keymaster

    I’m a little frustrated that the pictures are looking so blurry. They look sharp and clear on my PC, they look sharp in the camera and while editing. I can only assume that something is going on in rendering that is making them look ‘soft’.

    I thought they looked good in the video.  Looking forward to more!

    #11119
    Xerecs
    Moderator

    Glad you enjoy them. More on the way. 😀

    #11151
    Xerecs
    Moderator

    Steady all hands, Report 4 is here!

    #11152
    Ben
    Keymaster

    @Xerecs: Great combo to let the Baochuan unload within S of home.
    Events should definitely be banned in games like this! The Cursed could have bought Mermaids earlier in the game to slow the Pirate attacks.
    Wow, a dragon fight! Don’t think I’ve seen that before. Makes me shocked I haven’t considered Saphira and Thorn/etc as potential customs, though I think I’d make them way too powerful. (probably 40+ points lol)
    As always, love the wide shots.
    10:10 Love this picture!

    #11156
    Xerecs
    Moderator

    Its even better for the Pirates since the Treasure ship can move S after loading or UNLOADING cargo at a home island.

    The Pirate controller told me he didn’t want to use Events, but he said he felt forced to in order to get around the Phantom. I don’t exclusively ban them for games like this, it’s just that my brothers and I typically don’t use them.

    I haven’t considered Eragon stuff for customs either……. 😀

    #11160
    Ben
    Keymaster

    The Pirate controller told me he didn’t want to use Events, but he said he felt forced to in order to get around the Phantom. I don’t exclusively ban them for games like this, it’s just that my brothers and I typically don’t use them.

    And there you go – that’s part of the problem with OP and/or underpriced stuff.  You have to use similarly broken things to counter them.  Now the Cursed can buy Favor of the Gods and it might keep spiraling out of control.

    I think part of the problem is it sounds like Living Ship is being exploited.

    Crew placed on this ship cost no points, but each take up one cargo space and their point cost still counts toward the build total.

    Emphasis added – that part should override Shamshere’s “take up no cargo space” part of his ability just like it always would for crew like Jonah that have nearly the same ability text.

    #11165
    Xerecs
    Moderator

    The Cursed did get their hands on Favor of the Gods, and used it. Since then till now no event has been played, even though the Pirates still have two of them on their island….

    #11244
    Xerecs
    Moderator

    Good news, Report 5 is here!

    Bad news, due to some IRL stuff involving my camera I’ve been forced to go on a little hiatus from game-play. I should be able to get it resolved quickly and get back to game-play before the week is out.

    #11252
    Ben
    Keymaster

    Ahhhh… a “normal” campaign of Pirates with “normal” turns… can’t say I’ve had any of that lately. 😂😂😈😈😈Those cancellers should cancel each other out right? Don’t see what the issue was.
    This is awesome, was one of the highlights of my day. 🙂
    I hope Voya Nui gets fought over sometime.
    Yeah I saw Thok recently…I think I’ve been a little too obsessed with Pirates this past weekend but oh well… too late. XD This is like the icing on the cake. 😀
    Meanwhile, an overlord waits impatiently….

    #11253
    Xerecs
    Moderator

    Glad you’ve enjoyed watching/reading along, I’ve enjoyed playing the game.

    Meanwhile, an overlord waits impatiently….

    Hmm….. Now who could that be….?

    #11256
    Ben
    Keymaster

    Hmm….. Now who could that be….?

    A real person that is not playing CoEC.  A different ocean of vastly different proportions exists…..

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