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Medieval Micromanager – Play Through – Turns #7 through #10

Before moving on through the next several turns, I’m going to comment on a few things I’ve thought of on the way.

One, it has become obvious that blinding attacking from the first turn isn’t a good idea if the initial conditions remain as they are.

Two, while it is relatively important to start players out with exactly the same resources, I’m thinking of mixing it up a bit by allowing the player to choose one “boon” to start with.  A boon is one of the following:

  • 2 extra units of any type (peasant,craftsman, militia, soldier) – even if they player does pick craftsman, militia, or soldier, they still don’t have any tools, swords, or shields, and so they are still effectively peasants until the resources are available
  • 10 commodities of any type(can mix types as well) – lumber is an obvious good choice, grain is silly, as it would be the same as 2 extra peasants, stone is not a bad choice either. 5 grain and 5 lumber would be a good choice also, as it is like 1 extra peasant and the ability to build 1 extra building from the outset
  • 1 extra building of any type – sawmill being the obvious choice, but a wall isn’t bad either

Three, the attacker, when successful, has too much power over the effects of the attack.  Currently, he can either Loot or Raze. I think this needs to change to by default be Raze, but allow the defender to offer his goods in exchange for points of damage. The attacker needs to accept what is offered, and the cost is 1 commodity unit per damage point, and the attacker can indicate what he wants, but the defender can instead decide to just do damage to buildings rather than give “tribute” to the attacker.

Four, currently there is no manner of trading between players, and I think there needs to be. Not sure what sort of shape that will take.

Five, and I’m not sure about this one, but I think there needs to be some way for the attacker to capture a building.

And now my intent is to round out the rest of the first ten turns, and assess whether or not to continue the game, or to tweak rules and start over.

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ROUND 7

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My Turn

Starting Assets: 1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 4 Peasants

I start a Timber Camp this turn, with 5 Damage Tokens.
I need 5 Grain to get another Peasant, so I have three Peasants Farm for 3 Grain, use the 5 Grain to make the fifth Peasant.  I’m at maximum sustainable population for the moment.

The Farm does not deplete.

I have two Peasants left who haven’t done anything, so they will both build on the Timber Camp.

Ending Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 1 Timber Camp (3 Damage), 5 Peasants

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John’s Turn

Starting Assets: 1 Farm(1 Depletion), 1 Granary, 1 Warehouse, 1 House, 1 Timber Camp (3 Damage), 1 Sawmill (4 Damage), 3 Peasants

Now that he has a Sawmill, John is close to having a decent workflow for new buildings. He can produce 2 timber, followed by 1 Lumber from the 2 Timber at the Sawmill, followed by a repair action.

Unfortunately, he is short 1 Peasant, so at the moment, he could produce 1 Lumber, but that would be subject to Looting.

So, to balance between getting to 4 peasants and producing more lumber, he has two peasants Farm and the other gather timber.

Neither Farm nor Timber Camp deplete.

Ending Assets: 1 Farm(1 Depletion), 1 Granary(2 Grain), 1 Warehouse(1 Timber), 1 House, 1 Timber Camp (3 Damage), 1 Sawmill (4 Damage), 3 Peasants

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Ron’s Turn

Starting Assets:1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 3 Peasants

Ron targets John for more resources, since I currently don’t have any, and attacks with all three Peasants.

All three fail. Neither Ron nor John have any change in resources.

Ending Assets:1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 3 Peasants

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Round Summary:

This turn makes the illustration of the “blindly attack” strategy more painful. Ron lags pretty far behind.

John has almost achieved an assembly lines to start cranking out buildings. He’ll be able to partially construct a number of buildings after another turn.

I’m at full capacity, which means that Farming will not be important until I need a new House.  I’ll be able to turn my 5 full actions next turn to creating a building.

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ROUND 8

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My Turn

Starting Assets: 1 Farm, 1 Granary, 1 Warehouse, 1 House, 1 Timber Camp (3 Damage), 5 Peasants

I have no need to Farm, so I don’t.

Instead, I use all 5 Peasants at the Timber Camp. 2 produce Timber, and the other 3 remove the remaining damage tokens.

The Timber Camp does not deplete.

Ending Assets: 1 Farm, 1 Granary, 1 Warehouse(2 Timber), 1 House, 1 Timber Camp, 5 Peasants

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John’s Turn

Starting Assets:1 Farm(1 Depletion), 1 Granary(2 Grain), 1 Warehouse(1 Timber), 1 House, 1 Timber Camp (3 Damage), 1 Sawmill (4 Damage), 3 Peasants

John is 3 Grain away from a new Peasant, and so sets all 3 Peasants to Farm. He then builds a new Peasant, and has that Peasant build on the Timber Camp (to thwart future depletion). The Farm does not deplete.

Ending Assets:1 Farm(1 Depletion), 1 Granary, 1 Warehouse(1 Timber), 1 House, 1 Timber Camp (2 Damage), 1 Sawmill (4 Damage), 4 Peasants

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Ron’s Turn

Starting Assets:1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 3 Peasants

Realizing that his Looting of Grain is (at least for the moment) at an end, he is left with a choice of A) attempt to loot Timber, do some production on his own, or attack to Raze.

He is still a blind attacker, so he decides to try and Raze, but it doesn’t really matter who, so he randomly picks John.

John does not defend.

The attack causes 1 Damage.

John applies the damage to his Granary.

Ending Assets:1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 3 Peasants

(John’s Revised Assets:1 Farm(1 Depletion), 1 Granary(1 Damage), 1 Warehouse(1 Timber), 1 House, 1 Timber Camp (2 Damage), 1 Sawmill (4 Damage), 4 Peasants)

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Round Summary:

Ron’s strategy is really done for now. Both John and I have the workforce to repair the maximum damage that Ron can do in a turn, which means he can slow us down, but not stop us.

John has a more flexible position regarding options that he has.

I have nearly caught up to John in that flexibility, and I have more workforce.

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ROUND 9

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My Turn

Starting Assets:1 Farm, 1 Granary, 1 Warehouse(2 Timber), 1 House, 1 Timber Camp, 5 Peasants

For maximum efficiency with Timber, I start a Sawmill(5 Damage)

I use 3 Peasants to gather Timber(+3 Timber), 1 Peasant to change that Timber into Lumber(-4 Timber, +1 Lumber), and 1 Peasant to spend that Lumber building the Sawmill(-1 Lumber, -1 Damage).

The Timber Camp does not deplete.

Ending Assets:1 Farm, 1 Granary, 1 Warehouse(1 Timber), 1 House, 1 Timber Camp, 1 Sawmill(4 Damage), 5 Peasants

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John’s Turn

Starting Assets:1 Farm(1 Depletion), 1 Granary(1 Damage), 1 Warehouse(1 Timber), 1 House, 1 Timber Camp (2 Damage), 1 Sawmill (4 Damage), 4 Peasants

John starts a Mine (5 Damage)

John works one peasant on the Timber Camp(+1 Timber), one peasant on the Sawmill(-2 Timber, +1 Lumber), and uses one peasant to build on the Mine (-1 Lumber, -1 Damage). The final peasant works to build the Timber Camp (-1 Damage).  The Timber Camp depletes!

Ending Assets:1 Farm(1 Depletion), 1 Granary(1 Damage), 1 Warehouse, 1 House, 1 Timber Camp (1 Damage, 1 Depletion), 1 Sawmill (4 Damage),1 Mine(4 Damage), 4 Peasants

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Ron’s Turn

Starting Assets:1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 3 Peasants

Ron decides to attack to Raze again, since looting is limited. He randomly chooses John again.

He scores no hits, and so no damage is done.

Ending Assets:1 Farm, 1 Granary(2 Grain), 1 Warehouse, 1 House, 3 Peasants

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Round Summary:

Ron is getting nowhere, fast.

John has the most versatility, as he can now start mining ore.

I have the best workforce, but my my building advancement is slow since I like to completely build my buildings before moving on to a new one.

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ROUND 10

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My Turn

Starting Assets:1 Farm, 1 Granary, 1 Warehouse(1 Timber), 1 House, 1 Timber Camp, 1 Sawmill(4 Damage), 5 Peasants

Three Peasants work the Timber Camp (+3 Timber)

Timber Camp does not deplete.

One Peasant works the Sawmill (-2 Timber, +1 Lumber)

One Peasant builds the Sawmill(-1 Lumber, -1 Damage)

Ending Assets:1 Farm, 1 Granary, 1 Warehouse(2 Timber), 1 House, 1 Timber Camp, 1 Sawmill(3 Damage), 5 Peasants

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John’s Turn

Starting Assets:1 Farm(1 Depletion), 1 Granary(1 Damage), 1 Warehouse, 1 House, 1 Timber Camp (1 Damage, 1 Depletion), 1 Sawmill (4 Damage),1 Mine(4 Damage), 4 Peasants

John is fed up with Ron’s constant attacks, and decides for the good of the game, he must be eliminated.

He does a full attack, realizing that in worst case scenario, he still has one guy remaining to rebuild.

Ron decides not to defend.

John scores three hits, decides to Raze.

Ron allocates three damage points to his Farm.

Ending Assets:1 Farm(1 Depletion), 1 Granary(1 Damage), 1 Warehouse, 1 House, 1 Timber Camp (1 Damage, 1 Depletion), 1 Sawmill (4 Damage),1 Mine(4 Damage), 4 Peasants

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Ron’s Turn

Starting Assets:1 Farm(3 Damage), 1 Granary(2 Grain), 1 Warehouse, 1 House, 3 Peasants

Blind attack to Raze again. Chooses John.

Full on attack.

John decides to full on defend.

Ron gets two hits.

John gets four successful defends (a very lucky roll)

Ron loses two peasants.

Ending Assets:1 Farm(3 Damage), 1 Granary(2 Grain), 1 Warehouse, 1 House, 1 Peasant

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Round Summary:

Ron is in severe trouble. If he attacks again, the chance of defense is pretty good, which means he will be out of peasants, and out of the game, since he cannot buy more.

John’s condition didn’t really improve, unless you count the partial nullification of Ron improvement, which he does.

I am plugging along, and in a few turns will be done with a Sawmill and moving on to building a House.

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After 10 rounds, nobody is very far along.  Ron will likely be crushed next turn, whether he attacks or not.

John has a bunch of partially broken buildings, but has 23 undamaged points worth of buildings(but to be fair, that’s 2 points of depletion, so he potentially would have had 25).

I have 27 undamaged points worth of buildings, but I have an important advantage: I have 5 peasants, which I can set to Farm and create a new Peasant each turn, barring depletion of the farm.  Or, I can alternately build a complete Farm or Timber Camp in a single turn.

So what does it all mean?

Don’t start out attacking, for one.  Or at least not all-out attacking. Probably best to hold off.

I think the factor of Ron’s constant attacks slowed things down for both other players, though, but that’s all that sort of thing will do.

At this point, I can’t really tell if the “build perfectly” or the “build in a balanced fashion” methods are better than one another.  I’d need to do a new trial.

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One thought on “Medieval Micromanager – Play Through – Turns #7 through #10

  1. Yeah, I don’t like games that have degenerate conditions that aren’t covered by rules. For example, in “Kill Doctor Lucky” (at least the old paper version), it kept saying that everyone should be trying to kill the doctor, and if you’re just collecting cards for several turns, then you’re playing it wrong. My thought was “well then you need to modify the rules to prevent this”. If you can bring the game to a halt or force a win by being a dick, then the rules are flawed.

    I remember playing Settlers with some friends, and one of ’em (rather a dick) declared that he didn’t like trading as a rule and refused to do so. He, quite expectedly, came in dead last. Degenerate play should be rewarded with a loss.

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