Excellent. It was good to see one of your games. I often see you making comments on Ranior's games. Fire 1 is pretty useful, those extra 15 coins are so valuable.
when you take Favour Fire 1, you say that you don't need power, yet Air2 will give you 3.5 coins per turn if you have the time. You also don't fight for fire cult but do fight the air cult, you would have saved a priest. The power also would also be more versatile, more snowballing.
How does it give 3.5 coins per turn? Are you assuming that you can 7 coin every turn if you want? There are no rounds in which 7 coins wasn't taken, so it seems pretty optimistic to think that it's just available if you have time. Moreover, the more your coin economy depends on the power action, the more other people can mess with you by taking it, and the less time you actually have to do stuff (snowballing requires spending actions to turn your resources into more income). If your plan is to 7 coin every turn, then if you take a long round it is very unlikely the action will be available by the time it gets to you. It's only 2 coins per round if you need to convert power instead of taking the action. So with 5 rounds of income, air 2 probably would have been worth an extra cult step, -4 coins or so (because there probably are 1 or 2 rounds where you can get 3.5 effectively), and a worker from the R3 cult reward. Taking the coin+cult tile in the first round would have been better than going Air 2, since it would have provided same worker and step at only -2 coins, and Mermaids had the longest round anyway so it wouldn't be a tempo punish.
Yeeees! Awesome stuff. Thanks for taking the time to create this.
Really cool game and I love the theme on focussing on the choice of favour tile, and following how it plays throughout the game!
Thanks George
Fantastic game. Played the Score and Bonus tiles really well.
Excellent. It was good to see one of your games. I often see you making comments on Ranior's games. Fire 1 is pretty useful, those extra 15 coins are so valuable.
Interesting game
when you take Favour Fire 1, you say that you don't need power, yet Air2 will give you 3.5 coins per turn if you have the time. You also don't fight for fire cult but do fight the air cult, you would have saved a priest. The power also would also be more versatile, more snowballing.
How does it give 3.5 coins per turn? Are you assuming that you can 7 coin every turn if you want? There are no rounds in which 7 coins wasn't taken, so it seems pretty optimistic to think that it's just available if you have time. Moreover, the more your coin economy depends on the power action, the more other people can mess with you by taking it, and the less time you actually have to do stuff (snowballing requires spending actions to turn your resources into more income). If your plan is to 7 coin every turn, then if you take a long round it is very unlikely the action will be available by the time it gets to you.
It's only 2 coins per round if you need to convert power instead of taking the action. So with 5 rounds of income, air 2 probably would have been worth an extra cult step, -4 coins or so (because there probably are 1 or 2 rounds where you can get 3.5 effectively), and a worker from the R3 cult reward. Taking the coin+cult tile in the first round would have been better than going Air 2, since it would have provided same worker and step at only -2 coins, and Mermaids had the longest round anyway so it wouldn't be a tempo punish.
@@Warmagon The 7 coin power action every other turn. It's more about the statement and the consideration. Air2 would have been viable.