Posts by Tigerhawk

    I don't know what would get me to come back to the game (besides my friends nagging me.;)) It would definitely have to include new elements and challenges. It would also have to be an Express server. I wouldn't play a 12 week game again.

    I like the idea of a world map as somebody suggested. I also kind of like the idea of forced mixing of players as another person suggested. Servers die when the same teams play together over and over and nobody bothers to challenge them. (instead, everybody flocks to their city. )

    What if it was a world map and the were different daily or weekly challenges that needed to be met surrounding import or export of goods that are only found in certain parts of the world.

    I stopped existing in game a few months ago, but still can't kick the habit of reading the forum. So weird...

    Wish you had been around for my last couple endgames before I retired. They were delightfully fun. (I switched to the Express server sometime last year and played my last several games there.)

    While supply lines is the biggest reason I never have cars or most era 6 goods as an offline, there is another thing to consider. People who are not active players in the game, and therefore the endgame, are the least likely people to be able to afford full sets of expensive carts. That means an offline call for those goods will lead to a greater number of people hauling random stuff and wrecking wait times.

    Plus, as a caller, I find it to be most effective to be able to control when the difficult goods are called and how they are called. Especially when over half the set is tricky.

    My last two endgames moved so quickly, there was hardly time to eat or use the bathroom. There was no sitting around waiting. Your team/city maybe just has some things to learn and grow in so it's not slow and boring...

    I didn't read this whole thread because I didn't see it until it got very long. However, I would highly object to watering down the endgame. It is a beautiful puzzle, and figuring out the next good to call based on wait times and player activity; having teams prove they can actually work together and put the best game habits into practice is what it's all about. A good endgame can already be done in under 24 hours even without perfect wait times. Why would you want to take the challenge and intricacy out of something and make it simply about brute force?

    Price of the sausage? €25
    Price of the hamburger?
    Price of the flour? €10
    Price of the cooking pot? €15
    Price of the bread? €5
    Package offer of the last row? €55
    Package offer of the last column? €55

    US103 Broadway (Express)

    Two reasons come immediately to my mind:
    1) It is the day before city comps and leveling up the city means that you will have to haul a new good that does not have a leveled up facility. This would likely mean high wait times at that facility and therefore a possible big disadvantage in the city comp.
    2) For the endgame--each extra level on the city adds extra tonnage that you have to haul for each good. So many cities often try to strategically level their city so that they stay in the top 10, but have as little to haul as they can get away with.

    So if you are winning, you think people shouldn't be allowed to disrupt you so that they can gain an advantage? I have a friend that I play boardgames with. He's pretty good at them. But gets really whiney when people play attacks against him "just because he's winning." But that's the strategically advantageous thing to do for the other players. Isn't it feasible that that is what some of this "disruptive behavior" is? Just curious one thoughts about that...I assume you believe they aren't even trying to win (which could be true.) However, if certain behavior is because the individuals/ teams are actually trying to win and they are following game rules, the people being "attacked" should just out a different strategy. That's one of the great things about this game, there are lots of different strategies that can be used.

    One more thing that is really important for the advanced endgame caller to pay attention to -- people.

    This game is played by people, not robots doing perfect things all the time. You really need to keep human nature, morale, behavior you saw during the normal game, etc in mind when making calls. Sometimes you have to weigh the strategically best call against the human factor. I'll try to give some examples.

    example: The best call for a spare 15 minutes is to start a good with 2 facilities and call the facility that is 5 tracks away rather than 4. But you've already observed that people aren't paying attention to specific called facilities so you know they'll mess up the 4 track facility. In this case it ends up being better to groom a different good completely so you can just start off with the 4 track facility in 15 minutes.

    example: it would be strategically best to get a tough good out of the way first on a new set, but you just spent a couple hours grinding out the last goods and you need to punch out a few goods quickly to raise morale and get people excited again.

    example: you choose 2 offline goods -- bauxite and textiles. Textiles give people a good that they can afford carts for, so they actually follow the offline call rather than ignoring it because they can only buy a few bauxite carts.

    example: you get a new set of good, so farmers start hauling their drops of each good. You need to come up with a plan that assumes this will happen.

    I've seen so much frustration or outright anger from callers expecting perfection and getting human begins :) I think that's why most people hate calling. They don't see it as a beautiful puzzle that needs to be figured out.


    People misunderstand them.

    They can be a great resource in an endgame city, especially if you have goods with the closest facility farther away than the warehouse. However, you need to learn to manage the wait times. I'm not necessarily going to go into a lot of detail, but I do want to bring up the misconception that I see the most.

    People spend a lot of time desperately trying to fill the warehouse before endgame starts, and they may even start yelling at people who dare to haul from it and lower the stock. Here's why that's not a effective strategy If you actually want to use the warehouse during the endgame for full hour calls (if you don't, stock it all you want.)

    1) A full warehouse attracts free haulers, both before endgame starts and after. A full warehouse gives them low enough wait times to make it an attractive option. But their hauling doesn't allow the CU to drop low enough to make it worthwhile as a called facility.
    2) If you do call the warehouse, be prepared for the wait times to skyrocket part way through the hour because the stock gets depleted. If you start with no stock, the caller can see true wait times that won't change during the hour.

    A stocked warehouse is potentially useful for a quick 15 minute finish call because hopefully you finish the good before the waits get too high. Also, if you are not planning to use it for full hour calls, it is nice to have the free haulers using it because wait times are decent enough rather than jumping on your facilities and wrecking them.

    So it depends on how you are hoping to use it. There are other details and strategies to think about regarding warehouses, but I am not really the best at explaining strategy.

    This has been implied or stated somewhat, but I think it's worth making it very plain for any reader wanting to learn good endgame strategy.

    Do not supply any facility during endgame unless specifically asked to by the caller.
    1) If you aren't paying attention/careful you could be ruining industries you still need to haul from and if a set of 12 is about to finish you'll probably be unlucky enough tho need it next.
    2) your trains aren't doing something worth while. They should be hauling the called good or one of the offline goods.
    3) Finally, and what has been touched on by Mr. Magnet and Mr. Penguin, you could actually be doing more harm than good. If I, as the caller, purposely just did a grooming call to drive wait times up for the zombies, I do not want people doing anything to bring that wait time back down. If you proudly tell me that you just knocked 3 minutes off the wait time by supplying it, I'm going to be upset not pleased. All you did was ensure that wait times will be higher than they could have been next hour because the zombies were able to get in more trips with the lowered wait times. Also, you create a false sense of wait times at the start of the hour because that stock is going to quickly be consumed and soon everybody will be hauling with terrible times again.

    It's actually in Dutch. :D
    Dont worry Mr. Magnet, I'm sure there will be plenty of people who don't look at this thread. You can share all the thoughts you want with them. I could also edit my post to remove my "opinion," lol.