BeaverCraft


Clans of Calendonia - session report

This is a solo session playing as Clan Stewart in Clans of Caledonia

Turn 0

As Clan Stewart, I want to be taking as many trade actions as feasible every turn, to benefit from what is effectively 4 to 6 extra income due to the discount. I also have 16 pounds worth of tech already researched, money I won't have to spend later. The river crossing tech means that my initial expands can take advantage of some cheap proximity tiles on rivers.

The initial board state will determine if I go for lots of early income, or early production. I have one contract that gives me an early 15 income, and another that gives me an early tech. I also am starting out with some of the precursors to them, so I could potentially score a turn 1 contract, and then draw a second for 5 pounds.

Overview

The scoring tiles are decent. Stewart is uniquely advantaged to make a few points on the turn 1 tech score. The Turn 2 production scoring will be difficult to get many points off of, but it may be enough reason for me to really gun for early production. The 5/6 tile scoring can potentially be worth big points, and means that I shouldn't be so worried about avoiding them when expanding. I ought to be able to score decently on turn 4 import goods scoring if I am just diligent about getting contracts fulfilled. Turn 5 processed good scoring is another good source of points if I'm already ramped up on production.

Overview

On the main board, we see that the bonus tiles are the Draw 3 + 5 income, the basic goods multiplier, market manipulation, and free meat. The first two are the more useful at the beginning of the game with the current contracts, and so those are what I will try to get. I spend 12 and 14 to place my initial miners near those two initial bonuses.

Turn 1

Action 1: upgrade shipping to 1
£29 - 4 = 25
I use the port bonus tile as a free action, and gain £5. I take a look at the bonus tiles. I can accomplish the second one easily this turn, and it gives me income and a tech (1 point this turn). I take it, and gain another £5
£29 - 4 + 5 + 5 = 35

Overview

Action 2: purchase 1 bread. I always just take an extra £1 pound whenever I do a trade action as Clan Stewart, it's more simple.
£35 - 10 + 1 = 26
I use the port bonus tile as a free action, exchanging 1 milk for 1 string and 2 wheat. I have enough goods to accomplish my first contract, and I have a couple of wheat that I can use for production at the end of this turn.

Overview

Action 3: fulfill export contract. I gain 3 sugarcane, a tech upgrade and £10. I spend £5 to use the tech upgrade for my miners.
£26 + 10 - 5 = 31

My miners are upgraded, so it makes sense for me to get all four on the board... or should I get a bakery and distillery out? I'm going to do the latter, as they suit my clan and scoring tiles better.

Action 4: take export contract. I choose the one that gives me 15 gold. I don't produce any cheese or string yet, so I'll have to build up my production next turn for those.
£31 + 5 = 36

Action 5: build sheep. Always try to use these cost 2 hexes for animals. I need wool anyhow.
£36 - 8 - 2 = 26

Action 6: build bakery. This hex is expensive, but it gives me access to the central loch.
£26 - 8 - 4 = 14

Action 7: build distillery. There's a line of cheap hexes here I want to take advantage of.
£14 - 10 - 3 = 1

Overview

Pass.
£1 + 16 = 17

Production:
£17 + 16 = 33
-2 wheat
+1 wool
+1 bread
+1 whisky

Scoring: 1 point per tech level
0 + 6 = 6

I currently have 1 settlement.

Overview

Turn 2
Whisky +1 on the market

The next two rounds of scoring are production and the 5/6 cost hexes. I can build onto the 5/6 cost hexes next turn, so I'm going to focus getting my production upgraded. I have to make a choice about whether to get my miners out this turn or not - every one is still worth £32 of future income. I don't think it's reasonable for me to try to reach the market manipulation bonus tile until next turn at the earliest. I don't need the meat production one yet.

Action 1: Sell whisky. The income is more useful at this stage in the game.
£33 + 12 + 1 = 46

Action 2: Sell bread.
£46 + 11 + 1 = 58

I have some decent liquidity to do stuff this round. I need 2 more wool and 3 cheese to finish my contract. The current pool of contracts has a mix of requirements, but little meat. As Clan Stewart, I'm incentivized to diversify, and be buying or selling as many different types of goods as possible. It still makes sense for me to buy at least some wheat and milk while they're still cheap... but I want production of those goods as well, so that I can score this round, and not be spending money every turn. So what I'll try to do is get one extra factory building out than basic type of production good, so that I can still take advantage of my market discount.

Action 3: Build Cheese dairy.
£58 - 8 - 3 = 47

Action 4: Build cow.
£47 - 9 - 2 = 36

Action 5: Build Cheese dairy.
£36 - 8 - 4 = 24

Action 6: Build sheep.
£24 - 8 - 2 = 14

Action 7: Buy milk. I need this to produce an extra cheese.
£14 - 5 + 1 = 10

Overview

Action 8: Buy 2 wheat. I need this to produce whisky and bread.
£10 - 10 + 1 = 1

Pass.
£1 + 16 = 17

Production:
£17 + 16 = 33
+2 wool
+1 milk
-2 milk, +2 Cheese
-2 wheat, +1 bread, +1 whisky

Scoring: 1 point per good produced.
6 + 7 = 13

I currently have 3 settlements.

Overview


Turn 3

Bread +1 on market

Action 1: Sell bread.
£33 + 11 + 1 = 45

Action 2: Sell whisky
£45 + 11 + 1 = 57

Action 3: Buy cheese
£57 - 10 + 1 = 48

Action 4: Fulfill contract, expend all cheese and wool, gain 15 gold.
£48 + 15 = 63

What direction should I take next? I have easy access to the marketplace manipulation tile, so I should probably try to get a lot of one type of processed good to sell. I also need to get wheat production up and running, so that I'm not constantly buying lots of it. Which contract should I go for? I need tobacco, and so that two cheese and two meat contract seems like a good one.

Action 6: build wheat. This gets me an extra settlement, scores 2 points at the end of round, and links me up with the market manipulation bonus tile.
£63 - 18 - 6 = 39

Action 7: build bread. This gets me an extra settlement, scores 2 points at the end of round, and gives me access to a cost 2 tiles for a cow.
£39 - 8 - 6 = 25

Action 8: build cow
£25 - 9 - 2 = 14

Overview

Action 9: buy wheat. I need one extra for full production.
£14 - 6 + 1 = 9

Action 10: take contract. I have everything I need to accomplish the 2 steak + 2 cheese for 4 tobacco + 2 hops contract next turn.
£9 - 5 = 4

Pass.
£4 + 16 = 20

Production:
£20 + 16 = 36
+2 wool
+2 milk
-2 milk, +2 Cheese
+2 wheat
-2 wheat, +2 bread
-1 wheat, +1 whisky

Scoring: 2 points per cost 5/6 hex.
13 + 4 = 17

I currently have 4 settlements.

Turn 4
-1 bread. Bummer, I was planning on selling that.

Action 1: fulfill contract. Remove 2 cheese, slaughter 2 cows.

What next? There's a 2 bread 1 whisky contract that I could accomplish immediately... should I spend 10 gold and do that? Alternatively I could sell those and get money to ramp up for last turn production... and I do get bonus points for doing that. The only loss would be the 3 extra points for the import good scoring at the end of this round. I'll build up production instead.

Action 2: sell bread. I use the market manipulation to bump it up. This is a very inefficient use of this tile... but better now than never.
£36 + 22 + 1 = 59

Action 3: build cow
£59 - 9 - 2 = 48

Action 4: build cow
£48 - 9 - 2 = 37

Action 5: build wheat
£37 - 18 - 5 = 14

Action 6: build whisky. This links up all my settlements. I only need one more to score 6 points
£14 - 10 - 3 = 1

Action 7: sell wool
£1 + 8 + 1 = 10

Action 8: take contract. I take the string and whiskey contract.
£10 - 10 = 0

I decide to hold onto my last whisky. I think I'll need it next round.

Pass.
£0 + 16 = 16

Production:
£16 + 16 = 32
+2 wool
+2 milk
-2 milk, +2 Cheese
+4 wheat
-2 wheat, +2 bread
-2 wheat, +2 whisky

Scoring: 1 point per imported good
17 + 11 = 28

I currently have 7 settlements.

Overview

Turn 5
-1 wheat

Action 1: fulfill contract. I now have 5 sugarcane, 4 cotton, 4 tobacco
£32 + 3 = 35

The game is now information complete unless I draw 3 contracts from a building bonus. How to maximize points? The end round scoring is for processed goods in inventory. The cheapest way to get another 2 is to buy them off the market, so I'll use any leftover money for that. I'll want to get at least 1 more building out to get the settlement bonus. Most importantly: I'll want to accomplish as many contracts as I can this turn.

I only have enough money to get two more - I'll have to sell something if I want to get that extra settlement.

Action 2: take contract. I take the 3 bread + 1 cheese contract, which gives me cotton, gold and 1 hopp
£35 - 15 = 20

Action 3: buy bread.
£20 - 10 + 1 = 11

Action 4: fulfill contract.
£11 + 5 = 16

I have what I need to fulfill the steak + wool contract... but I need to ensure that I get the 8 settlement bonus.

Action 5: sell whiskey
£16 + 10 + 1 = 27

Action 6: sell cheese
£27 + 11 + 1 = 39

Action 7: build sheep. This gets me an 8th settlement
£39 - 8 - 5 = 26

Action 8: take contract. I take the steak + wool.
£26 - 15 = 11

Action 9: fulfill contract. I slaughter a cow, which I need to rebuild to maintain my settlement coherency.

Action 10: build cow.
£11 - 9 - 2 = 0

Pass.
£0 + 16 = 16

Production:
£16 + 16 = 32
+3 wool
+2 milk
-2 milk, +2 Cheese
+4 wheat
-2 wheat, +2 bread
-2 wheat, +2 whisky

Scoring: 3 point per pair of processed good
28 + 9 = 37

I currently have 8 settlements.

Overview

Final score is:
Glory: 37
Basic goods: 3
Processed goods: 12
Money: 3
Hops: 9
Cotton: 30
Tobacco: 20
Sugarcane: 20
I fulfilled 6 contracts for 8 VP
I have 8 settlements for 6 VP
Total: 148 points

Kind of a disappointing result. I think I got too greedy with the initial contracts, and should have exploited the goods multiplier bonus tile to get 6+ cheese on turn 3, and then use the marketplace manipulation bonus tile to sell it for mad cash. That would have set me up to get another 2 or 3 production buildings, and so do the prep work to fulfill another contract on turn 4. That would have netted me 2-4 more points on the glory track, along with another 8-12 points or so from the contract, and another 4 points for the 7th contract, getting me in the 160+ range. I'm not sure if keeping my miners at home was the right approach - typically you want to get 4 workers and your tech upgrade out on turn 1, but I had a hunch that the production buildings were going to be more useful.

I find Clan Stewart particularly challenging to play, even more-so in multiplayer games where the marketplace is so prone to sudden swings, and where the neighbor action allows them to buy goods for bargain basement prices. While most other clans have a decent focus, Stewart has a ton of flexibility in how they approach the game.