I don't know if you still react to this video, but if you do, I want to ask you something about the sanctuary. At around 11:20 you talk about the economical advantage of upgrading a temple to a sanctuary, saying that it might be a good idea to upgrade in round 2, because even if you pick the fire 1 favour tile, it will gain you coins. If you pick this favour tile in round 2, there's 4 rounds of income left, so the favour tile would net you 12 coins. Considering that a worker is equal to two coins, building a sanctuary would cost (4x2)+6=14 coins. You'd actually lose to coins by doing this. While also not using the resources to build more meaningfull structures in round 2. What am I missing? How do you think about this? I really like the video and just want to learn more about the game, so I'm hoping you wanna react to this. Thanks!
Useful video. The total cost of all structures for a standard faction is 30 w 55 c , so you roughly need twice as much money , which increases in value at the game progresses, while priests and workers generally decrease in value. One of the fascinating asymmetric elements of TM is the varying value of resources depending on the game setup (track, bonus tiles, cult bonuses) and faction (workers more valuable than coins for alchemists, swarmlings, priests more valuable for darklings, fakirs) etc. Starting with 30 for mermaids was steal haha.
Great video and great dwelling rush example! You didn't need Fire 1 even in a low-coin setup (except for R2 and R3 cult which you didn't participate in.) Yet another game where the 4pw > 7c action comes up absolutely huge.
Thank you very much for this informative video. I learned a lot! One thing tho - seems like there's something off with your mic as i can only hear in my left headphone :)
You talk about taking C3 instead of C4 in terms of a contested hex that the dwarves may want, which is fair enough. But you don't really say why you want that particular hex. C4 is more immediately valuable, because it is a jumping-off point to A11, letting you build one more dwelling during your dwelling-rush turn. I can understand taking C3 despite that - it's useful to connect up your shipping, and to build a second trading post to finish your town - but I expected you to be explicit about why you're declining the obvious turn-one benefit of C4.
Hi Alan! It was probably quite alright and maybe better to take c4 instead of c3, for i ended up hard digging c4 anyway, so I could have taken c4 instead and hard dig c3 in R2, building a11 in R1. However, since the 8th dwelling gives no income, it's a only a 2pts difference - small differences in encomy early on grow to become big differences in the end, but not so with points, so it's not a very big deal. Also dwarves may ended up taking the remaining spade action to build d6 (it didn't happen, but it could have), then there is two upsides to taking c3 instead of c4: 1- I get more leech, which may not seem a big deal, but can be (suppose it let me get action4 in r2, that can be an example of a small gain in econ that can grow) 2-c3 is protected, for if I took c4, dwarves can pass before me, and take c3 with his first action of R2; as i said not very likely, but for 2 pts in R1 I prefered to secure this hex.
I wpuld say you should keep the sanctuary in case you end up in a situation that 3 sized city is the only way out of a situation, you need this option in late game also... action 4->7 coins is hard to get when you play with opponents also it really does not take into consideration the race factor, I played the warlocks and had two temples as first buildings to get 4 favor tokens, I had like no dwellings until round 3 but managed to handle it
I've just found your channel and I'm really finding your videos very helpful. However, I've noticed that your games seem to focus on the original hex layout and not the revised one. As someone still learning the game, which version of the board hex layout would you recommend I play with and why?
Hi Gary! Thanks for your comment :) The revised map is not much used at all by anyone; it didn't create a more balance setup, but rather changed the inequalities; definitely recommands playing on the original - or the other maps: fire and ice 1, fjords and loon lake are all pretty good :)
I don't know if you still react to this video, but if you do, I want to ask you something about the sanctuary. At around 11:20 you talk about the economical advantage of upgrading a temple to a sanctuary, saying that it might be a good idea to upgrade in round 2, because even if you pick the fire 1 favour tile, it will gain you coins. If you pick this favour tile in round 2, there's 4 rounds of income left, so the favour tile would net you 12 coins. Considering that a worker is equal to two coins, building a sanctuary would cost (4x2)+6=14 coins. You'd actually lose to coins by doing this. While also not using the resources to build more meaningfull structures in round 2. What am I missing? How do you think about this?
I really like the video and just want to learn more about the game, so I'm hoping you wanna react to this. Thanks!
Useful video. The total cost of all structures for a standard faction is 30 w 55 c , so you roughly need twice as much money , which increases in value at the game progresses, while priests and workers generally decrease in value. One of the fascinating asymmetric elements of TM is the varying value of resources depending on the game setup (track, bonus tiles, cult bonuses) and faction (workers more valuable than coins for alchemists, swarmlings, priests more valuable for darklings, fakirs) etc. Starting with 30 for mermaids was steal haha.
Great video and great dwelling rush example! You didn't need Fire 1 even in a low-coin setup (except for R2 and R3 cult which you didn't participate in.) Yet another game where the 4pw > 7c action comes up absolutely huge.
Great vid! I've learned a lot from you content.
For anyone struggling to understand due to volume, or something else, just turn on CC (subtitles)
Thanks! yeah audio is not good on that video - thanks for the positive attitude :)
wonderful content many thanks, I have learned a lot. One suggestion; turn the tool tips off!
Thank you very much for this informative video. I learned a lot!
One thing tho - seems like there's something off with your mic as i can only hear in my left headphone :)
Yes, there was a problem with the recordings - it's fixed now and hopefully sound will be a lot better from now on
Great vídeo Zoras, looking forward to see a vídeo about What is the aproach when Someone decide not Going for economic strategy too
In truth, I almost always for an economic strategy :D
You talk about taking C3 instead of C4 in terms of a contested hex that the dwarves may want, which is fair enough. But you don't really say why you want that particular hex. C4 is more immediately valuable, because it is a jumping-off point to A11, letting you build one more dwelling during your dwelling-rush turn. I can understand taking C3 despite that - it's useful to connect up your shipping, and to build a second trading post to finish your town - but I expected you to be explicit about why you're declining the obvious turn-one benefit of C4.
Hi Alan! It was probably quite alright and maybe better to take c4 instead of c3, for i ended up hard digging c4 anyway, so I could have taken c4 instead and hard dig c3 in R2, building a11 in R1. However, since the 8th dwelling gives no income, it's a only a 2pts difference - small differences in encomy early on grow to become big differences in the end, but not so with points, so it's not a very big deal. Also dwarves may ended up taking the remaining spade action to build d6 (it didn't happen, but it could have), then there is two upsides to taking c3 instead of c4: 1- I get more leech, which may not seem a big deal, but can be (suppose it let me get action4 in r2, that can be an example of a small gain in econ that can grow) 2-c3 is protected, for if I took c4, dwarves can pass before me, and take c3 with his first action of R2; as i said not very likely, but for 2 pts in R1 I prefered to secure this hex.
@@zoras4016 Ah, I missed that it would be your 8th dwelling. That makes the upside much smaller.
I wpuld say you should keep the sanctuary in case you end up in a situation that 3 sized city is the only way out of a situation, you need this option in late game
also... action 4->7 coins is hard to get when you play with opponents
also it really does not take into consideration the race factor, I played the warlocks and had two temples as first buildings to get 4 favor tokens, I had like no dwellings until round 3 but managed to handle it
Great tutorial to worker rush. But my head is spinning.
I've just found your channel and I'm really finding your videos very helpful. However, I've noticed that your games seem to focus on the original hex layout and not the revised one. As someone still learning the game, which version of the board hex layout would you recommend I play with and why?
Hi Gary! Thanks for your comment :) The revised map is not much used at all by anyone; it didn't create a more balance setup, but rather changed the inequalities; definitely recommands playing on the original - or the other maps: fire and ice 1, fjords and loon lake are all pretty good :)
@@zoras4016 Many thanks. And would you also recommend mini expansions and landscapes?
@@garystuart4327 Mini expansion is definitely an improvement! Landscape adds variety, but is not necessarily better or worse
Had to cranck volume to the max to properly understand ...
It was one of my first video and didn't know how audio worked at the time; I may redo it one day
@@zoras4016 please do it. I have volume on max and it only comes out one side
"A good economy will be based...very little on trading posts." Thematic fail.
lol!