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Subject: Solitaire Recruit Cost? rss

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Todd Pytel
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In the general solitaire rules, is it intended that Recruiting also costs 2 WT? The title of V0b specifically reads "Research Auctions".

It seems simpler to me to change that title to "Research and Recruit Auctions" and have the same cost throughout.
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Drake Coker
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Well, otherwise you have to bid against yourself

Fair question, though.
 
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Rus
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I was wondering about the same thing myself, and concluded that the fact that V1 says "If you pay Hazardous Wages, you obtain cards during Research or Recruit at no extra cost" implies that there is normally an extra 2WT cost during recruit.

A more important question is what results in better balance. I think that if recruiting was 0WT while research was 2WT, that would make the player favor colonists too much over other cards.
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Todd Pytel
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rbelikov wrote:
A more important question is what results in better balance. I think that if recruiting was 0WT while research was 2WT, that would make the player favor colonists too much over other cards.

I don't know about "favoring" colonists per se, as you can only use a very limited number of them. But zero cost recruiting does let you sift through the colonist deck quite painlessly. If you have a finance guy already, you can recruit with the crew and immediately free market back with the financer, letting you sift three colonists a turn and still profit the same as taking income with those two ops. I don't see a good reason to make that so easy to accomplish.
 
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Matt Watkins
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tppytel wrote:
I don't know about "favoring" colonists per se, as you can only use a very limited number of them. But zero cost recruiting does let you sift through the colonist deck quite painlessly. If you have a finance guy already, you can recruit with the crew and immediately free market back with the financer, letting you sift three colonists a turn and still profit the same as taking income with those two ops. I don't see a good reason to make that so easy to accomplish.


If you're at your colonist limit, you can't recruit, so this only applies near the end of the game, when you have a Bernal with multiple dirtsides.
 
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Todd Pytel
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Matt_W wrote:
If you're at your colonist limit, you can't recruit, so this only applies near the end of the game, when you have a Bernal with multiple dirtsides.

No. The colonist limit only applies to colonists that are actually boosted into space. You're free to acquire more colonist cards while you're at the limit. And once you have just the colonist(s) you want, it's not hard to cycle out any old ones at a colony.
 
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