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The Manhattan Project: Energy Empire» Forums » Rules

Subject: Reactivate oil wells? rss

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Enon Sci
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Just a question which arise from my reading of the rules: are oil wells one shot affairs, or can the tokens be reactivated through building effects, or other means?
 
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Sean Geraghty
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They have one use only.

Of course, you can drill up to four times (or more if you Clean Up and then drill again).
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Michael Denman
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Oil wells are really nothing more than taking a pollution to get three barrels of oil. It does look a little more interesting to use an oil well chip though.
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Bill Buchanan
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tkpope wrote:
They have one use only.

Of course, you can drill up to four times (or more if you Clean Up and then drill again).


I think we need a drill for oil die.

Roll it to see how much oil you get, whether you pollute neighboring environment spaces (oil spill), etc.!
 
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Enon Sci
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Cool, that is what I assumed, but wasn't sure if card effects referenced them. I guess this is a decent mechanism to expand upon in the future (maybe a global impact card that turns them on for a 1:1 barrel exchange, but generated pollution, ect).
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Sean Geraghty
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Anarchosyn wrote:
Cool, that is what I assumed, but wasn't sure if card effects referenced them. I guess this is a decent mechanism to expand upon in the future (maybe a global impact card that turns them on for a 1:1 barrel exchange, but generated pollution, ect).


I think the idea is that oil is a finite resource. Once you drill a well, you get an expected result. After that, it's just an eyesore.
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Enon Sci
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tkpope wrote:
Anarchosyn wrote:
Cool, that is what I assumed, but wasn't sure if card effects referenced them. I guess this is a decent mechanism to expand upon in the future (maybe a global impact card that turns them on for a 1:1 barrel exchange, but generated pollution, ect).


I think the idea is that oil is a finite resource. Once you drill a well, you get an expected result. After that, it's just an eyesore.


That wasn't lost on me, but the beauty of that card I hypothesized is it might make the the decision / desire to clean them up less clear cut. They should never generate three barrels again, and should generate more pollution, but it isn't unheard of for oil rigs once thought depleted to squeeze more out (especially through technological scaling).
 
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Sean Geraghty
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Anarchosyn wrote:
tkpope wrote:
Anarchosyn wrote:
Cool, that is what I assumed, but wasn't sure if card effects referenced them. I guess this is a decent mechanism to expand upon in the future (maybe a global impact card that turns them on for a 1:1 barrel exchange, but generated pollution, ect).


I think the idea is that oil is a finite resource. Once you drill a well, you get an expected result. After that, it's just an eyesore.


That wasn't lost on me, but the beauty of that card I hypothesized is it might make the the decision / desire to clean them up less clear cut. They should never generate three barrels again, and should generate more pollution, but it isn't unheard of for oil rigs once thought depleted to squeeze more out (especially through technological scaling).


Maybe there will be a fracking card in the future? On second thought...
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Luke Laurie
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Oil wells are definitely something we're looking at for expansion possibilities. Early versions of the game had oil production from your wells occur periodically. We found the one time oil was so much easier to implement, and had a very similar result.
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