When the King awards you a favour in Caylus, which track should you choose?
When is one track more beneficial than another?
What circumstances make a particular favour track more or less useful?
When the King awards you a favour in Caylus, which track should you choose?
When is one track more beneficial than another?
What circumstances make a particular favour track more or less useful?
The real (and boring) answer is: it's going to vary, depending on the specific circumstances of the game you're playing.
My answer: the victory point track is very strong, and a good default option. The build track is also extremely strong, as can be guessed from the fact that you don't even get a bonus the first time you move on it! The money track is not so great, but sometimes it's exactly what you need if you're finding it hard to get funds any other way. In my personal experience, the goods track is the weakest. It's usually possible to get goods through normal actions, and the gold at the top end of the track is less good than just getting 5 victory points... unless you've set up a bunch of exciting things to spend your gold on. But that seems like a lot of extra hoops to jump through.
Other people's mileage may vary, naturally!
Timing is really important in that game. A lot of building can only be build once. If you are at a particular moment when a specific choice allow you make a important move, at that time you will go for a line that is not necessary the best to develop. For the rest of the answer, I will assume that you are not in one of those situation.
Of course, since each track get better and better, you have interest to develop a few track to their end, instead of just starting all.
Since everything is ultimately convert to victory point, I will use that track as the reference. So you should develop this track unless you are in a particular situation making another more interesting. At the end of the game when you know you won't have conversion opportunity, you should go for this line (unless you can make a building that gave you more points).
With the conversion ratio at the end of the game (1 for 4), this track is worth a lot less the that the victory point. However, when the bank and the church are available, you are able to convert money to a lot more victory point, but you should only get as much money as you will be able to convert (plus what you need for each turn up to the end of the game).
This line was never useful as a fully developed line in the game I played. I assume it became useful when green building start to replace existing resources and no new resources building has been build.
When I have several favors and I am short of a resource for a big building favor, I use this line to get it. It is also useful if you need that resource to build a particular building before another player. But those two situations are really rare.
This line give you a lot more bonus when the corresponding building are not available. How ever, you need to develop it early in the game, so you have to guest what the other players are going to do.
If you have the choice of using a building in your normal turn or via a favor, the bonus of the favor is very little compare to the other line and none for the fifth square.
The Building Track. The smaller buildings are good for increasing your gain in future turns, but the real goal for this strategy is the large buildings at the end that score massive points.
The Money Track has usually ended up as my secondary because of the need for money, and I hate playing my pieces just to get money. If you have a game where you're doing fine financially then you can ignore this track, and it would be best to be in this position, but not always easy to achieve.
The VP track doesn't seem very good in the early stages of the game, since it doesn't produce any gain in future turns, so it doesn't help your game economy. There is a strategy to hammer the big VP points at the end, but you'll have to commit to it early on to be able to get through the small stuff.
The Resource Track I've found mainly useful for the gold, that you need to buy the big buildings at the end.
You have to gauge your position, and it's weaknesses and strengths (relative to others) after you're into the game a few turns and choose a strategy.
Building Strategy: 1. Building 2. Resource if you don't need money, otherwise money.
VP Strategy: 1. VP 2. varies based on position
In the games I play, players tend to go for the building track. They use the track to build the best buildings early, such as those that provide great resources. They rack up victory points when people visit them in later turns, as they are often want to do.