Ah, looks like my turn to make a build choice.
(Ugh, on the warehouses going like hotcakes this turn).
Heading into a meeting, so I'll post my build choice in an hour or so.
They did on Turn one as well, which cost me having to buy a large warehouse late game as well as the Indigo of burned (twice I think) and forced me to when I didn't want to earlier for fear of wasting even more.
But that's the whole fun of the game. Changing plans based on what other people are doing. I fear our warehouses will be too little too late, though. It is possible that there are only two rounds after this one. Possibly there are three. There is an outside chance for four if we collectively deemphasize building. But if the need for warehousing comes up then El Guapo will probably end the game on the same turn that I can actually use the warehouse, defeating its whole purpose.
More simply put: To need a warehouse, you need to store product. Producing (the only real way to need to store goods after the next person captains (currently)) gives El Guapo +5 Doubloons while trading also gives El Guapo +4 Doubloons. He also has a quarry. Guapo is likely to be able to build a large beige building every turn.
Greatest probability (more easily seen when you are sitting at a table): Guap builds the best large building for his schema that he can next turn so he can man it on the turn after then builds the most VP sized building he can build on the turn after and ends the game.
(And nicely done I might add)
Mostly the large warehouse is 3VPs for me and it was still probably the wrong choice. I probably should have held off for the colonists large building which would have been like 8-10 VPs for me.