# Changelog ## 0.1.0 ### Rule changes #### Capacity Capacity is no longer variable, is now permanently 4. #### New mechanic: Influence Each trading good (gems, rum, spices) now has a corresponding Influence track. Each track has 6 spots and grants: - 1VP upon reaching the third spot - Domination upon reaching the sixth spot Having domination is worth 3VP. Gaining more influence while at the end of the track instead pushes every other player down the track by one spot. You can steal domination from another player if you manage to remove them from the end of the track. #### Removed: Value Dice > Value dice are replaced by consumption and production trackers. #### New mechanic: Consumption and production trackers Islands now track the state of their consumption and production with a consumption and production tracker. ##### Production tracker Starts at thriving. Has the following states. - Overproduction: Buying goods costs 2 coins. - Thriving: Buying goods costs 3 coins. - Underproduction: Buying goods costs 4 coins. ##### Consumption tracker Starts at healthy. Has the following states. - Luxurious: Selling goods earns 2 coins. Gains +2 local population during upkeep phase. - Healthy: Selling goods earns 3 coins. Gains +1 local population during upkeep phase. - Hungry: Selling goods earns 4 coins. - Starving: Selling goods earns 6 coins. All populations lose a member during upkeep phase. #### New mechanic: Crew Each island has a pool of local people on it, starting at 2 and with a maximum of 4. During the trading phase, players may recruit crew from the island they are docked at at a cost of 3 gold per person. > Recruit: Convert a local into a member of your crew. You may move crew between your ship and and the island you are docked at freely during the sailing phase. You can have a maximum of 3 crew members on your ship at any time. #### Control Control is now based on the number of your crew on an island. If your crew is the largest population on an island (including locals) you have control of the island. Strongholds still give you control of an island regardless of crew. Controlling an island after upkeep has occurred now earns you 1VP. #### Turn structure Turns are now split into phases rather than start, during, and end. - Drafting phase - Sailing phase - Trading phase - Upkeep phase #### Upkeep phase During the upkeep phase, islands now do a check 1. If all goods are sold, move production towards underproduction. 2. If no goods are sold, move production towards overproduction. 3. If all needs have been met, move towards luxurious. 4. If no needs have been met, move towards starving. - If already on starving, enter overhaul. ### Captain changes #### Navigator Move up to 2 -> Move to any island. #### Quartermaster First mate: - -> Gain +2 crew capacity this round. #### Merchant Claim control of the island you are docked at. -> Gain one influence with any good. First mate: Increase any value die at this island by one -> Move the current island one towards healthy. #### Pillager First mate: Gain 3 gold. -> Move the current island one towards starving. #### Explorer: Removed #### Silvertongue First mate: Decrease any value die by one -> You may recruit members of another player's crew for 6 gold. #### Builder First mate: Increase your ship capacity by one -> Increase island local population by one. ### Island changes Adjusted island consumptions to be more equal.