conversations: human
conversations:  Game 2 Map 
conversations: AvatarVecna:
conversations: human
conversations:  First Settlement: KOP
  Road Leading To: KLP
conversations: LordOfCain:
conversations: human
conversations:  Originally Posted by LordOfCain 
   First Settlement: KOP
  Road Leading To: KLP 
   
  
  Acknowledged and mapped. Silent_Interim, place your first settlement/road.
conversations: AvatarVecna:
conversations: human
conversations:  Originally Posted by AvatarVecna 
   Acknowledged and mapped. Silent_Interim, place your first settlement/road. 
   
  
  Shouldn't my road be going up and to the right? KOP to KLP?
conversations: LordOfCain:
conversations: human
conversations:  Originally Posted by LordOfCain 
   Shouldn't my road be going up and to the right? KOP to KLP? 
   
  
  Fixed, sorry.
conversations: AvatarVecna:
conversations: human
conversations:  The Cult arrived on the island.
  
  Analysis was made, plans were drafted. Others had already arrived, and more were on the way. Foundations had to be laid, and fast.
  
  The great statue they brought with them was erected near a field, to gather wool and meat from. Clay suitable for brick making had been found, although it was minimal- the supply was much the same the whole island over.
  
  Harvesting began within moments of the settlement being erected. The meager supplies of wood went to building a road, and were almost entirely depleted immediately. Still, a base of operations was procured.
  
  From here, the Cult would rule.
  
  First settlement: IM...M? I'm guessing that second M, on the right, should be an N. I'm going on that assumption.
  First road: IMN-IMH
conversations: Silent_Interim:
conversations: human
conversations:  Originally Posted by Silent_Interim 
   The Cult arrived on the island.
  
  Analysis was made, plans were drafted. Others had already arrived, and more were on the way. Foundations had to be laid, and fast.
  
  The great statue they brought with them was erected near a field, to gather wool and meat from. Clay suitable for brick making had been found, although it was minimal- the supply was much the same the whole island over.
  
  Harvesting began within moments of the settlement being erected. The meager supplies of wood went to building a road, and were almost entirely depleted immediately. Still, a base of operations was procured.
  
  From here, the Cult would rule.
  
  First settlement: IM...M? I'm guessing that second M, on the right, should be an N. I'm going on that assumption.
  First road: IMN-IMH 
   
  
  ((Dangnabbit, I fixed this after it got brought up in Game 1 but forgot to fix it on the template!!))
  
  Acknowledged and mapped. Generic-Guy, your first road/settlement.
conversations: AvatarVecna:
conversations: human
conversations:  Spoiler: Technical Stuff 
     "DIE!"    But seriously, the Settelment on DIE, whit a IA Road.
   
  
  
  After a tradeguild got wind of the basicly free, unclaimed resources on this island, a small town got build.
  
  Lumberjacks cutted down the trees needed to setup the buildings and construct the roads. To the peoples disapointment, most of the wood proved to useless for building purposes.
  
  The Canyons proved to be near worthless, lacking most of the resources the townsfolk hoped to find there. Only the clay existed in a big enogth amout to be stoved to bricks.
  
  Shepherds on the wide hills with its small streams and fresh, green grass provide the settlers whit cloth and food, and more important, the main income of this little place.
conversations: Generic-Guy:
conversations: human
conversations:  Originally Posted by Generic-Guy 
    
   Spoiler: Technical Stuff 
     "DIE!"    But seriously, the Settelment on DIE, whit a IA Road.
   
  
  
  After a tradeguild got wind of the basicly free, unclaimed resources on this island, a small town got build.
  
  Lumberjacks cutted down the trees needed to setup the buildings and construct the roads. To the peoples disapointment, most of the wood proved to useless for building purposes.
  
  The Canyons proved to be near worthless, lacking most of the resources the townsfolk hoped to find there. Only the clay existed in a big enogth amout to be stoved to bricks.
  
  Shepherds on the wide hills with its small streams and fresh, green grass provide the settlers whit cloth and food, and more important, the main income of this little place. 
   
  
  Acknowledged and mapped. Hamste place your two settlements and two roads.
conversations: AvatarVecna:
conversations: human
conversations:  The elves has lived on the edges of the forest for ages. They gathered the wood conservatively helping it to grow and keeping the desert robbers off of their territory. Sometimes they gathered the nearby wheat and extremely rarely they went out to the desolate wasteland of brick and stone.
  
   
   Spoiler 
  
  First placement KFJ with road to EFJ.
  Second placement KGL with road to KLP
   
conversations: Hamste:
conversations: human
conversations:  Acknowledged and mapped. Generic-Guy, please place your second road and settlement.
conversations: AvatarVecna:
conversations: human
conversations:  Spoiler: Technical Stuff 
  Settlement eDA - Road Ag
  gaining   1 Wood   and   1 Sheep   by placement
   
  
  
  In a northwest port, a shipment of wool was the first to leave the new build harbour.
  While there was still a shortpass of bread and alcohol, created by the general lack of corp,
  it looked like buissnes would go up soon. The workers checked a last time the warehouses,
  listing down a few loadings of wood and several diffrent animal products.
conversations: Generic-Guy:
conversations: human
conversations:  Originally Posted by Generic-Guy 
    
   Spoiler: Technical Stuff 
  Settlement eDA - Road Ag
  gaining   1 Wood   and   1 Sheep   by placement
   
  
  
  In a northwest port, a shipment of wool was the first to leave the new build harbour.
  While there was still a shortpass of bread and alcohol, created by the general lack of corp,
  it looked like buissnes would go up soon. The workers checked a last time the warehouses,
  listing down a few loadings of wood and several diffrent animal products. 
   
  
  Acknowledged and mapped. Silent_Interim, place your second settlement and road.
conversations: AvatarVecna:
conversations: human
conversations:  The Cult was angry.
  
  The first settlement had been built carefully... and slowly. Scouts revealed that the trade guilds had already stepped in on their next planned villages, and the local elfin population was occupying their secondary planned location.
  
  A change of plan, then, had to be made.
  
  A forest was found, though the wood was hardly usable. The field next to it was harsh, and unproductive. Still, wood was wood, and crops were crops. The settlement was built. A trade route could be set up nearby. A valuable resource for the coming settlements.
  
  Settlement: gDH
  Road: giH
conversations: Silent_Interim:
conversations: human
conversations:  Originally Posted by Silent_Interim 
   The Cult was angry.
  
  The first settlement had been built carefully... and slowly. Scouts revealed that the trade guilds had already stepped in on their next planned villages, and the local elfin population was occupying their secondary planned location.
  
  A change of plan, then, had to be made.
  
  A forest was found, though the wood was hardly usable. The field next to it was harsh, and unproductive. Still, wood was wood, and crops were crops. The settlement was built. A trade route could be set up nearby. A valuable resource for the coming settlements.
  
  Settlement: gDH
  Road: giH 
   
  
  Acknowledged, mapped, and gathered. LordOfCain, please place your second settlement/road.
conversations: AvatarVecna:
conversations: human
conversations:  LordOfCain, place your second settlement and road, and then take your turn.
conversations: AvatarVecna:
conversations: human
conversations:  LPI? It's next to the ocean so formatting for the location is more confusing. Road heading towards KPL
conversations: LordOfCain:
conversations: human
conversations:  Round 1 Turn 1: LordOfCain.
  
   (2d6)[ 9 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  I don't have enough resources to do anything and am not interested in trading.
   
   Spoiler: Current Resources 
   
   1x Wool 
   1x Brick 
   
   
conversations: LordOfCain:
conversations: human
conversations:  Round 1 Turn 2: Silent_Interim.
  
   (2d6)[ 12 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  The Cult was pleased.
  
  Enough bricks had been gathered to begin working towards construction on a road network. The land was not favorable, but luck had brought them a deposit almost immediately.
  
  The only hope was that more could be found soon.
  
  Building a road from DgH to gHi, then ending the turn.
conversations: Silent_Interim:
conversations: human
conversations:  Originally Posted by Silent_Interim 
   Settlement: gDH
  Road: giH 
   
  
  
   
   Originally Posted by Silent_Interim 
   Building a road from DgH to gHi, then ending the turn. 
   
  
  That road is already built by you. Would you like to build a road elsewhere?
conversations: AvatarVecna:
conversations: human
conversations:  Originally Posted by AvatarVecna 
   That road is already built by you. Would you like to build a road elsewhere? 
   
  
  My mistake- I meant gHi to iHk.
conversations: Silent_Interim:
conversations: human
conversations:  Round 1 Turn 3: Generic-Guy.
  
   (2d6)[ 8 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  The 'Gray Hand'-tradeguild currently lacks resources.
  Because of this, we end this turn (month?) in stagnation.
conversations: Generic-Guy:
conversations: human
conversations:  Round 1 Turn 4: Hamste.
  
   (2d6)[ 10 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  The elves send out a delegation to the trade organization and Lord of Cain asking if either are interested in trading Sheep for some of this wood.
  
   
   Spoiler 
  Anyone interested in a 1 wood for 1 sheep deal?
   
conversations: Hamste:
conversations: human
conversations:  The tradeguild would be willing to trade the sheeps against ore.
   
   Spoiler 
  
  Sheep is to me of more worth than wood, but i would trade the sheep 1:1 to stone.
   
conversations: Generic-Guy:
conversations: human
conversations:  The elves with out need for ore accept the trade. They then send out a trade delegation to the Cult and the Lord of Cain seeking to trade a some stone and wood for a some brick.
  
   
   Spoiler 
  
  Accepting the trade of stone for sheep.
  
  I now offer a stone and a wood for a brick
   
conversations: Hamste:
conversations: human
conversations:  The faceless representative of the cult considers.
  
   "Yes." 
   
   Spoiler 
  Accepting the trade of one brick for one ore and one wood.
   
conversations: Silent_Interim:
conversations: human
conversations:  The elves having been successful in their trade quickly expand outwards. After all, if they wanted to keep their sacred lands safe they needed numbers and ways to hire protection.
  
   
   Spoiler 
  
  So in summary after trades I used 2 stone and wood for a brick and sheep.
  
  I have 2 bricks, 1 sheep, 0 stone, 1 wheat, 2 wood after trades
  
  I use a brick and wood on making a road from KFJ to BEF
  
   and then the rest on making a settlement on BEF
  
  Turn one fourth player making a settlement is the fastest I have ever seen in Catan :P I hope I did the math right.
  
  And end my turn
   
conversations: Hamste:
conversations: human
conversations:  Round 2 Turn 1: LordOfCain.
  
   (2d6)[ 4 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  Spoiler: Current Resources 
  
   
   1x Wool 
   
   
  
  I build a road from KOP to SOP and have an open deal for 1 wool (mine) for 1 wheat (anyone else's).
conversations: LordOfCain:
conversations: human
conversations:  Upon hearing the offer, the Cult representative stood.
  
   "We will consider." 
  
  It withdrew, returning after a brief consultation.
  
   "No." 
conversations: Silent_Interim:
conversations: human
conversations:  My turn is now over.
conversations: LordOfCain:
conversations: human
conversations:  Round 2 Turn 2: Silent_Interim.
  
   (2d6)[ 7 ] 
  
  You may move the thief, and trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  The Cult reached out to the desert bandits they had heard so much about.
  
  A deal was reached- the bandits would raid the forests of the elves, expanding into their territory and leeching from their wood supplies. The Cult would arm them, and take some of the brick supply the elves carried.
  
  [Moving the thief to tile K, stealing from Hamste.]
conversations: Silent_Interim:
conversations: human
conversations:  Originally Posted by Silent_Interim 
   The Cult reached out to the desert bandits they had heard so much about.
  
  A deal was reached- the bandits would raid the forests of the elves, expanding into their territory and leeching from their wood supplies. The Cult would arm them, and take some of the brick supply the elves carried.
  
  [Moving the thief to tile K, stealing from Hamste.] 
   
  
  Brick has been transferred.
conversations: AvatarVecna:
conversations: human
conversations:  Round 2 Turn 3: Generic-Guy.
  
   (2d6)[ 6 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  Spoiler: Building Stuff 
  A Road, DJ, and i end my turn.
   
  
  
  Takeing advantage of the current absence of the robbers and bandits that usually camped in the dessert,
  the tradeguild starts a road project to the south.
conversations: Generic-Guy:
conversations: human
conversations:  Round 2 Turn 4: Hamste.
  
   (2d6)[ 3 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  Without much to do the elves wait.
  
   
   Spoiler 
  
  End turn, you appear to have forgotten to give me my stone for the 3 this turn though.
   
conversations: Hamste:
conversations: human
conversations:  Originally Posted by Hamste 
   Without much to do the elves wait.
  
   
   Spoiler 
  
  End turn, you appear to have forgotten to give me my stone for the 3 this turn though.
   
   
   
  
   
   Spoiler 
  Looking back over things, it looks like I gave you a brick for that 3 instead of a stone, so that's been fixed on both ends of it.
   
  
  
  Round 3 Turn 1: LordOfCain.
  
   (2d6)[ 9 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  I did not receive any resources from the rolls so I will offer my deal again of 1 wool for 1 wheat. If that gets rejected, my turn's over
conversations: LordOfCain:
conversations: human
conversations:  Round 3 Turn 2: Silent_Interim.
  
   (2d6)[ 7 ] 
  
  You may move the thief, and trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  There was a sense of smugness through the Cult. The relationship with the bandits was working out finely. They were now moving down to the mountains where the self-proclaimed "Lord of Cain" was harvesting stone. This meant the forest was now safe, but that was an acceptable loss.
  
  As the bandits were moving, the Cult was building. A coastal settlement, where ships could easily land to trade, opening new possibilities for the Cult.
  
  [Moving the robber to O5 (Insert SCP Foundation joke here). As per the rules, I believe I get a random resource from LordofCain. Then, building a settlement at iHk. My final actions will depend on what resource I get from LoC.]
conversations: Silent_Interim:
conversations: human
conversations:  Originally Posted by Silent_Interim 
   There was a sense of smugness through the Cult. The relationship with the bandits was working out finely. They were now moving down to the mountains where the self-proclaimed "Lord of Cain" was harvesting stone. This meant the forest was now safe, but that was an acceptable loss.
  
  As the bandits were moving, the Cult was building. A coastal settlement, where ships could easily land to trade, opening new possibilities for the Cult.
  
  [Moving the robber to O5 (Insert SCP Foundation joke here). As per the rules, I believe I get a random resource from LordofCain. Then, building a settlement at iHk. My final actions will depend on what resource I get from LoC.] 
   
  
  Accounted for and mapped. Final actions?
conversations: AvatarVecna:
conversations: human
conversations:  Ending my turn.
conversations: Silent_Interim:
conversations: human
conversations:  Round 3 Turn 3: Generic-Guy.
  
   (2d6)[ 9 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  It was a peacefull month/week(What time intervals are we representing?), at least for the guild.
  They heard just some rumors about the bandits, but this was in the Cainregion.
  
  End Turn, nothing happend.
conversations: Generic-Guy:
conversations: human
conversations:  Round 3 Turn 4: Hamste.
  
   (2d6)[ 11 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  Are you still open to the deal Lordofcain?
conversations: Hamste:
conversations: human
conversations:  I guess the elves end their turn.
conversations: Hamste:
conversations: human
conversations:  Round 4 Turn 1: LordOfCain.
  
   (2d6)[ 5 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  Round 4 Turn 2: Silent_Interim.
  
   (2d6)[ 8 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  The Cult had slumbered for the longest time. Now, they still slumbered, but the engines that drove them began to churn again.
  
  A road was constructed, along the line from HID to HIM.
  
  The Cult then ended its turn, and slumbered again.
conversations: Silent_Interim:
conversations: human
conversations:  Round 4 Turn 3: Generic-Guy.
  
   (2d6)[ 4 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  Slowly, the guild builded along the barren region in the middle of the island.
  
   
   Spoiler: Technic 
  Building the Road EN
  Allready end of the turn
   
conversations: Generic-Guy:
conversations: human
conversations:  Round 4 Turn 4: Hamste.
  
   (2d6)[ 6 ] 
  
  You may trade/build.
conversations: AvatarVecna:
conversations: human
conversations:  The elves send out traders to see if they could make some deals for stone. They offer a wheat for it but are open to other offers.
  
   
   Spoiler 
  Offer 1 to 1 my wheat for stone though I may be willing to trade other resources.
   
conversations: Hamste:
conversations: human
conversations:  Originally Posted by Hamste 
   The elves send out traders to see if they could make some deals for stone. They offer a wheat for it but are open to other offers.
  
   
   Spoiler 
  Offer 1 to 1 my wheat for stone though I may be willing to trade other resources.
   
   
   
  
  Since the tradeguild doesn't got cornfields on this island, we agree.
conversations: Generic-Guy:
conversations: human
conversations:  The elves needed just one more stone so they continued trying to get stone from the other two factions.
  
   
   Spoiler 
   Trade accepted and now looking to trade again for more stone.
   
conversations: Hamste:
conversations: human
conversations:  The Cult openly laughed. "We have no need of your wheat. We do have need of our stone."
  
  (Declining the offer, especially since. Well. That's a city right there if I agree.)
conversations: Silent_Interim: