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	<title>Comments on: Ploughing submarines</title>
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	<link>http://kanga.nu/~claw/blog/2008/11/11/game-projects/muck-and-brass/ploughing-submarines/</link>
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		<title>By: J C Lawrence</title>
		<link>http://kanga.nu/~claw/blog/2008/11/11/game-projects/muck-and-brass/ploughing-submarines/comment-page-1/#comment-104</link>
		<dc:creator>J C Lawrence</dc:creator>
		<pubDate>Wed, 12 Nov 2008 16:48:58 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=268#comment-104</guid>
		<description>&lt;p&gt;11x17 is also a standard and readily available USA paper size (ledger).  Most (all?) Kinkos have a printer setup for printing on ledger-sized paper.&lt;/p&gt;

&lt;p&gt;The high road calculation comes from mergers.  Figure it this way:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;During setup 5 companies are floated, each of which builds 1 free route&lt;/li&gt;
&lt;li&gt;There are 7 possible Expand actions per round&lt;/li&gt;
&lt;li&gt;In the first 3 rounds each Expand can place 1 route&lt;/li&gt;
&lt;li&gt;In the last 4 rounds companies can double expand (place 2 routes), but this is modestly rare due to cost&lt;/li&gt;
&lt;li&gt;There are 5 secondary companies that can float during the last 4 rounds&lt;/li&gt;
&lt;li&gt;Each of the secondaries, if floated, can build 1 free route&lt;/li&gt;
&lt;li&gt;Companies can merge.  Not infrequently the game will end with only one company (the putative British Rail) left in the game&lt;/li&gt;
&lt;li&gt;When companies merge the route markers from the acquired companies are replaced with route markers of the acquiring company (ie the board goes increasingly monochrome).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Ergo by the time the game ends there may be 5 + (3 * 7) + (4 * 7 * 1.5) + 5 == 73 route markers on the board, all of which are the same colour -- and you don&#039;t know which colour that will be as of the start of the game!  Aside: This assumes a 50% double build rate, which is high, so I took 70 as a reasonable rate.  In practice the total number of routes on the board will be smaller.  All 5 secondary companies won&#039;t always float, in some rounds all the Expands won&#039;t all be used, the game will regularly end in the 5th or 6th round instead of the 7th, etc -- all leading to less total routes placed during the game.  But the game manifest needs to account for the pessimal case -- not having enough bits in the box to play a predictable game-case is Not Good.&lt;/p&gt;

&lt;p&gt;If I do release the game under a CC license I don&#039;t expect people to use wooden route markers.  I expect they&#039;ll use crayons, grease pencils or wet erase pens.  In that case the bit supply simply won&#039;t matter.  However I wouldn&#039;t publish the game that way.  Much as I like pen-based routes I don&#039;t consider it a viable commercial product characteristic.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>11&#215;17 is also a standard and readily available USA paper size (ledger).  Most (all?) Kinkos have a printer setup for printing on ledger-sized paper.</p>

<p>The high road calculation comes from mergers.  Figure it this way:</p>

<ul>
<li>During setup 5 companies are floated, each of which builds 1 free route</li>
<li>There are 7 possible Expand actions per round</li>
<li>In the first 3 rounds each Expand can place 1 route</li>
<li>In the last 4 rounds companies can double expand (place 2 routes), but this is modestly rare due to cost</li>
<li>There are 5 secondary companies that can float during the last 4 rounds</li>
<li>Each of the secondaries, if floated, can build 1 free route</li>
<li>Companies can merge.  Not infrequently the game will end with only one company (the putative British Rail) left in the game</li>
<li>When companies merge the route markers from the acquired companies are replaced with route markers of the acquiring company (ie the board goes increasingly monochrome).</li>
</ul>

<p>Ergo by the time the game ends there may be 5 + (3 * 7) + (4 * 7 * 1.5) + 5 == 73 route markers on the board, all of which are the same colour &#8212; and you don&#8217;t know which colour that will be as of the start of the game!  Aside: This assumes a 50% double build rate, which is high, so I took 70 as a reasonable rate.  In practice the total number of routes on the board will be smaller.  All 5 secondary companies won&#8217;t always float, in some rounds all the Expands won&#8217;t all be used, the game will regularly end in the 5th or 6th round instead of the 7th, etc &#8212; all leading to less total routes placed during the game.  But the game manifest needs to account for the pessimal case &#8212; not having enough bits in the box to play a predictable game-case is Not Good.</p>

<p>If I do release the game under a CC license I don&#8217;t expect people to use wooden route markers.  I expect they&#8217;ll use crayons, grease pencils or wet erase pens.  In that case the bit supply simply won&#8217;t matter.  However I wouldn&#8217;t publish the game that way.  Much as I like pen-based routes I don&#8217;t consider it a viable commercial product characteristic.</p>
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	<item>
		<title>By: GamesOnTheBrain</title>
		<link>http://kanga.nu/~claw/blog/2008/11/11/game-projects/muck-and-brass/ploughing-submarines/comment-page-1/#comment-103</link>
		<dc:creator>GamesOnTheBrain</dc:creator>
		<pubDate>Wed, 12 Nov 2008 14:32:06 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=268#comment-103</guid>
		<description>&lt;p&gt;If you do release it under a CC license, it would be easier for people to print (Americans at least) if it was 11x17 too, since we could just print on 2 8.5 x 11&#039;s.&lt;/p&gt;

&lt;p&gt;Oh, and 700 roads? How many can possibly be used at once? In one on my games, I had spaces for 200 roads and no matter what I did, I simply could not put it on a board that small.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>If you do release it under a CC license, it would be easier for people to print (Americans at least) if it was 11&#215;17 too, since we could just print on 2 8.5 x 11&#8242;s.</p>

<p>Oh, and 700 roads? How many can possibly be used at once? In one on my games, I had spaces for 200 roads and no matter what I did, I simply could not put it on a board that small.</p>
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	</item>
	<item>
		<title>By: J C Lawrence</title>
		<link>http://kanga.nu/~claw/blog/2008/11/11/game-projects/muck-and-brass/ploughing-submarines/comment-page-1/#comment-102</link>
		<dc:creator>J C Lawrence</dc:creator>
		<pubDate>Wed, 12 Nov 2008 07:28:45 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=268#comment-102</guid>
		<description>&lt;p&gt;True, and I have thought about making a bit of a bloated Britain just to get things to fit a more more pleasantly, along with shifting a few cities further off their actual positions (I&#039;ve been fairly accurate -- there should be no egregious translocations).  However this is a game I really don&#039;t want to self-publish.  There&#039;s simply too much wood required in the box: 70 Settlers-of-Catan road pieces in each of 10 colours.  Then there&#039;s the 30 shares for each of those same 10 companies as well.  Too much bother!  If I can&#039;t get one of the small train game publishers to pick it up then I&#039;ll likely release it under a &lt;a href=&quot;http://creativecommons.org/licenses/by-nc-sa/3.0/&quot; rel=&quot;nofollow&quot;&gt;Attribution-NonCommercial-ShareAlike&lt;/a&gt; Creative Commons license.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>True, and I have thought about making a bit of a bloated Britain just to get things to fit a more more pleasantly, along with shifting a few cities further off their actual positions (I&#8217;ve been fairly accurate &#8212; there should be no egregious translocations).  However this is a game I really don&#8217;t want to self-publish.  There&#8217;s simply too much wood required in the box: 70 Settlers-of-Catan road pieces in each of 10 colours.  Then there&#8217;s the 30 shares for each of those same 10 companies as well.  Too much bother!  If I can&#8217;t get one of the small train game publishers to pick it up then I&#8217;ll likely release it under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/" rel="nofollow">Attribution-NonCommercial-ShareAlike</a> Creative Commons license.</p>
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	<item>
		<title>By: GamesOnTheBrain</title>
		<link>http://kanga.nu/~claw/blog/2008/11/11/game-projects/muck-and-brass/ploughing-submarines/comment-page-1/#comment-101</link>
		<dc:creator>GamesOnTheBrain</dc:creator>
		<pubDate>Wed, 12 Nov 2008 06:30:30 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=268#comment-101</guid>
		<description>&lt;p&gt;Surely you can get the map down to 11x17 with no borders. You&#039;d be able to easily print your own then for less than a $1 each.&lt;/p&gt;

&lt;p&gt;If you had to, you could probably get away with squeezing the land mass a little bit so it&#039;s not quite exactly accurate, but no one would care -- kind of like how US maps sometimes have a straight top border and sometimes have a curved top border, depending on &quot;perspective&quot;.&lt;/p&gt;
</description>
		<content:encoded><![CDATA[<p>Surely you can get the map down to 11&#215;17 with no borders. You&#8217;d be able to easily print your own then for less than a $1 each.</p>

<p>If you had to, you could probably get away with squeezing the land mass a little bit so it&#8217;s not quite exactly accurate, but no one would care &#8212; kind of like how US maps sometimes have a straight top border and sometimes have a curved top border, depending on &#8220;perspective&#8221;.</p>
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