by NorthernPolarity
Some rebuttals to the arguments you've posted Gernial. Keep in mind this is from a solo mode perspective.
1 A - Peddler 0vp +1
"Limited uses, and if you don't get it before first animal set or two, useless."
Also my thought. It was accaptable in basic game -> early money was rare and getting things cheaper early was helpful, but now you use spaces once to get a pair. Even if the other general problem of getting it fast enough might get solved, this card got worser with The Norwegians.
Agree.
2 C - Patron 1vp -1
I do not see a reason to eleminate this card. Do you think it is to good now?
I do not like these types of occs in general, though this one is probably less bad than I gave it credit for, and is probably a 3.: you need to play this early to get the full benefit, and it restricts you into suboptimal actions that you don't necessarily want to take. So with this action, the good choices are what, emigration, animals, special sale? I could see realistically doing 2 emigration / 2 special sale / maybe 1 animal with this occ, but you need to play this early to get ~5-6 VPs on average. The issue with this is that early workers are worth a lot, and probably worth 5-6 by itself when spent on something that develops an island / animal, so it seems bad to work hard to get the same effect.
4 c - Hunter 0vp -1
A great card for specializing on hunting with a great negative aspect idea: pillaging more expensive. Forces you in a strategy with excluding another a bit (still possible). I wanted to create more cards of that type ;-)
You can think of -1 as saving a bow/spear or wood each time you hunt or whale, meaning that this is pretty close to say 1VP per activation. This requires 6-7 activations to be worth it, but you need to play it early, and it makes raiding/pillaging/thieving worse so you probably need even more activations to offset the benefits that this occupation could theoretically get you.
5 A - Chief 7vp -1
A great card. You should not count the stuff you need, because its is for the circumstances made, that you have to much of it, what can happen easily with getting much islands. And it helps to focus a stronger emigration-strategy too! We play it always in testgames, never saw somebody throwing it away for VP. With the 'harvest'-mini-expansion it will be even greater in case of much harvests. It is not a good idea to play it early, because VPs are no engine. And the growing costs are okay, because having to much stuff gets less and less worth until end, where you get no VPs for left stuff.
Card is terrible in solo mode especially, where you should not be in a situation where you have so much excess food and are unable to use it. The food is usually going to be worth more in a longhouse, so I consider it a play mistake if you use this card in solo. Makes sense for multiplayer though.
13 B - Archer 1vp +-0
Not a great card of less use without wild hunting II (1-3 player games), but it may get better usable with a new rule/divided stacks or so.
In a 1 player game the maximum value of this is 4 hunting games if you are willing to make the bad play of playing this on turn 1. Your reward for doing so (and spending a precious turn 1 action which is probably worth 5VP when used elsewhere) is 5VP in the best case, which again, is awful compared to throwing away the card for VP. I'm convinced that there is no situation in solo mode where you would ever play this card.
16 C - Captain 2vp -1
Okay, it is very specialized. But it offers to play a strategy mix of whaling and plundering with ore. Using 3 ore for whaling or plundering is not bad. The fourth ore gives you 2 hacksilver, so you have minimum 3 vp benefit and a chance for more.
The thing is that a minimum 3VP is terrible given the alternative is throw away the card for 3VP for no additional work. Not only that, but since ore is worth 1VP when put on an island, you can't just put the ore on your ships and then play this card, but you actually need to get use out of the ore by using your longships/whaling. The main thing for me is that ore has huge diminishing returns past the 3rd one: The 3rd ore on a longship is fine since each ore is effectively ~+1VP since it lets you get bigger gray tiles, but the extra ore in whaling boats is much more dubious, since extra ore does not give you additional stuff if you already have the resources to pay for the ship. It feels like too many things need to come together for this to be worth more than the discarding for 3VP, so it usually ends up being discarded.
28 B - Locksmith 1vp -1
Very specific, because you need for good use islands with space left for green tiles like oil. But usable especially when turning green tiles to blue with oversea trading. Maybe helpful also on an artisan shed.
How many chests do you need to make this worth it, and where are you getting these chests? Converting silver to oil is a very generous +1VP per conversion (since it can be hard to put oil in places whereas its very easy to put silver in places, and you sometimes wont even have the silver to convert), and given that the occ starts at -1VP, you probably need at least 6 chests to make this break even with the cost of playing the occ depending on what time in the game you play it, and when the only way to get chests is the mediocre Labrador (in solo mode), getting wool and using knarrs to upgrade it...? or the crafting action, none of these actions give you enough chests to give you enough chests to make this occ worthwhile. There are a lot of occs in the base game that follow the formula: "play me early and I will give you 1VP each time you do this relatively uncommon action that you are unlikely to do more than 3-4 times in a normal game" - these are generally very situational and underplayed, and this is a good example of that.