Game Power Grid 20110102

20110102:
I learned from this game that spreading yourself out will balance the game more than going after cheapest areas. While this was also true in the last game, it didn't quite sink in for me. Though I think it sank in for Josh. This game is a good example of how the greedy algorithm fails. The greedy algorithm would tell a player to buy the cheapest available building at any given time. But paying high connection costs early can be beneficial later. Steve did this in the last game, and it was absolutely beneficial. I did it this game, but the game ended too early.


Yes, the game ended one or two rounds too early for me. I needed power plants which produce more power. In particular, I should increase prioritization of power plants which can supply energy to six cities.

In particular, consider the following. By the end-game, the plants I owned could only supply ten cities total (2+4+4). Thus, even if I had upgraded the plant supplying two cities to a plant supply six cities I'd still only be supplying fourteen cities total.

My auctioning this game was terrible. On that front, I have decided that it is better to buy what you can, than to think about what might enter the actual market from the future market. If something good comes up later, then that's luck. It's too much work and no fun to count all the power plants that have already come up.


Pertaining to the Russia map and game play, there are three power plants on the actual market and three on the future market so there is less to choose from. I think that helps speed up the game. Too bad we didn't get to auctioning in step 3, with four power plants on the market. The resources are also interesting. With two people buying Uranium, Uranium should be one for four. I was getting one for two, which was terrible for me. With two people buying oil, then oil is very cheap. I think for Russia's supply table, three people should be competing for oil, or two people should have more oil power plants. In our game, coal was probably the worst.


In this game, I implemented Josh's advice on buying materials. Last game he said that sometimes I bought resources to try to up the cost, but that wasn't always the right choice. Indeed, depending on the turn order, if you're up first for resources in the next round, then you only need to buy the minimum number of resources, because after the resupply, you will be first to buy. If you know you'll be up last for resources, you should consider buying more while you can, because you will be last to get your hands on some. All this also depends on the restock rate. If you are last to get your hands on some, and people are buying more resources than the restock rate, then it's more important to get your hands on some. If the demand is less than the supply, then you don't need to buy now.

[20110102][20160821 Edit]

We have different methods of choosing which areas to remove. We sometimes talk about it. We sometimes go in a circle choosing the one we want to keep. Sometimes this restricts another players decision. I believe in this game, the choice to keep Red and Pink forced the colors to be Pink, Green, Yellow, Red. I guess if we wanted to make input matter, then I could implement that the next choice has to be one that doesn't limit the next player's choice. Or that a choice must be made bordering the previous choice. Or that all choices must be made independently. With any area that has been cut off gravitating towards the areas that have been chosen. Then the remaining areas can be chosen randomly, in case of overlap. Oh, we also have the method of choosing by dice. This is most fair. In some sense it doesn't matter too much, as I want to eventually have played all boards, with all possibilities. I wonder if I'll ever achieve this. Good thing the two-player game uses the same number of areas as a three-player game and a six-player game uses the same number of areas as a five-player game.

[20110126]

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Played 20110102 SteveN JoshK KevinH TimT. Russia. Removed Purple and Brown. KevinH won. 2050-2250PST 2hr00min. 13-14min/round. 3-4min/player.

Time:
Pictures are taken at:
Start Game 8:50PM Board and Market
9:08PM Board and Market, 9:08PM Board
9:17PM Board and Market
9:30PM Board and Market
9:41PM Board and Market
9:51PM Board and Market
10:20PM Board and Market, 10:20PM Board Step 2 has occurred.
10:35PM Board and Market
End Game 10:50PM Board and Market, 10:50PM Board, 10:50PM Josh Step 3 has occurred.

Deduce:
Round 1 18min
Round 2 09min
Round 3 13min
Round 4 11min
Round 5 10min
Round 6,7 29min Between the two photos, I gained two new power plants, so at least two rounds have passed.
Round 8 15min
Round 9 15min

Score:
SN JK KH TT
Pu Gr Rd Bl color
04 03 02 01 starting turn order
13 11 15 10 cities able to supply
13 11 15 10 cities supplied
18133 31 10 money
16 12 17 15 cities
02 03 01 04 place


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