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Airlines Europe» Forums » Strategy

Subject: 3p - Often better to only buy one license? rss

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Kenny VenOsdel
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I've only played a few games (all 3 player) so far but there is a pattern I see emerging, or at least think I see.

In the games I have played we tend to buy two route licenses as often as possible. Let's face it, it feels good to buy more, especially when you are running your majority stock higher up the score chart. I am no longer convinced that this is a great strategy though.

At the beginning of the game the person in first for any given stock does not gain a lot of ground points wise by getting the marker up higher. They gain only one point over second/third place every other time the marker reaches a new threshold. I realize that with 4 or 5 players this will be different since 4/5 hit a maximum point amount fairly early.

What I've seen is that a more efficient way to get points is to gain majority holdings rather than to try and make your majority holdings more valuable. The only way to do this is to get more stock. Since you always only take 1 stock, even when buying 2 licenses, it strikes me that it is often more efficient to buy only 1 route license so that you can use more actions to get stock (you'll have money left over for the next round).

Of course this is all relative to game position, majorities, etc but it was something I've overlooked so far and want to explore more. Rather than the attitude of buy as much as I can for the airlines I control I am going to try a more moderate approach, not focusing on making a high value airline, but rather holding majorities in more airlines.
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Travis Cooper
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I was actually going to do a thread about this soon. I see only a few times that building twice is actually helpful. If you're building twice you aren't getting as much stock as you'd like. It also probably means you are taking $8M as your action too often. I agree with your assessment, that getting more stock is usually better than pushing your one company to the top.

Edit: I've never played with less than 4, and usually it's with 6, and what you're seeing is similar to what we see.
 
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Adam Smiles
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monkeyboy157 wrote:
I was actually going to do a thread about this soon.

Edit: I've never played with less than 4, and usually it's with 6, and what you're seeing is similar to what we see.


If you're going to be posting strategy articles, I'd make it very clear that the game is designed for up to 5 players and you're playing with mostly with 6.

You might even consider putting them in the variant's section and not in strategy.
 
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Travis Cooper
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asmiles wrote:
monkeyboy157 wrote:
I was actually going to do a thread about this soon.

Edit: I've never played with less than 4, and usually it's with 6, and what you're seeing is similar to what we see.


If you're going to be posting strategy articles, I'd make it very clear that the game is designed for up to 5 players and you're playing with mostly with 6.

You might even consider putting them in the variant's section and not in strategy.


I've had enough games with 4 and 5 that I think it should be fine. The only reason we actually played with 6 was because it was suggested to try it out and report back how it went. I have mentioned some things in that thread, but I wouldn't put anything specific to that in a strategy article.

On that same line, 6 actually works pretty much the same as 5. You just see slightly lower scores. The game itself doesn't feel any different to me.
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Derek Thompson
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I think it has to do with the lack of blocking on the board. If you remove some routes from the board to play a tighter game, you'll have an incentive of buying two routes just to clear a path in the future for yourself, or to make a bonus connection, before you're cut off.
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