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[NO PLAYERS] Witnessing Democracy Inaction

Yes, Mortius does have a good read on the Pirates. Mostly, anyway - he has them walking into the Pirates capital before Turn 50, which is not going to happen unless they make even more egregious errors. I'm very interested to see how Mortius plays this. I still believe that literally "anything" can happen between these two teams. I'd believe Mortius killing Pirate new city and going onto choke them into the ground, Mortius calling off the attack to build Stonehenge, Pirates getting attacked but holding their city due to a lucky roll of the dice, anything. Low numbers of units + early game combat + unpredictable turnplayers = chaos.

In particular, a Menagerie attack against the projected Pirate new city is not a slam dunk. That will be a quechua in a city on a hill; if it gets the full fortification bonus, that's 85% defensive bonus (25% innate + 25% hill + 25% fortify + 10% combat I) = 3.7 strength. One warrior will lose, two warriors has about even odds to take the city, and three would be almost certain to capture it. But Pirates would hold the city for sure if they got even two quechuas in there. We might see firsthand in this game the folly of settling so aggressively. Pirate city is 5 tiles away from the capital, all on the diagonal, no roads in place, one warrior for defense. Pure foolishness. Better to settle a safer second city, get it up and running faster, and build from there.

Gillette is demonstrating the weakness of trying to have multiple turn players. I've said this a couple of times before: it doesn't work. You need to have one person in charge of playing the turns. Gillette has both scooter and mackoti trying to run the turns, with the result that each of them is off doing something different, and they wound up with workers building roads in the wilderness while the capital worked an unimproved floodplains tile. Whoops. So much for rushing Pottery tech to build cottages! That was very badly handled, and it was all organizational. They have great players on the team, but they haven't organized themselves properly. "Whoever is free first can play the turn" only leads to bad things. And even though mackoti is one of the best players at Realms Beyond, he is *NOT* someone who should be serving as a team turnplayer, for this reason:

mackoti Wrote:Turn playeed killed lewwyn scout, finished mining and cotage its done.Team need to decide if bW or agriculture after.

His writing is dreadful. I'm sorry mackoti: you're an excellent player, and I have mad respect for that, but you can't write to save your life. It's impossible to run a team effectively when your turnplayer is describing the turns in this fashion. No one will be able to tell what's going on. A good example of this was Dave's early turnplaying for Pirates, where he only posted what was going on once every 10 turns. Umm - it doesn't work. The turnplayer needs to serve as the conduit for each turn's flow of information, and set up the discussion on key topics. Without those reports and that setup, the whole operation quickly falls apart. Gillette will still probably win the game because of the follies of the other teams, but they sure aren't maximizing their resources here.

I've been a major critic of how Team has run their diplomacy, and I'd argue that this is becoming more and more apparent. Their war against Trolls makes some strategic sense, as it puts Trolls behind and doesn't let them run their fast expansion strategy. Absolutely true, I completely see the logic behind it. The problem is that it turns Trolls into a gamelong enemy, and it also slows down Team as well. That's why I hate early war so much in this game: it nearly always turns into a "War Games" situation. Everybody loses. The only way to win is not to play. In this context, Trolls and Team both lose. Gillette wins. Choking only really works in a 1 team vs 1 team context. Not so well in a free for all.

But what really makes this silly is the way in which Team approached Gillette. As I wrote before, Gillette is the natural ally of Team. Right now, they would be far better off if Gillette were working together with Team against Trolls. Instead, Team declare war on a whim and declared a game long "jihad" against Gillette. It was funny, we all had a laugh - and it was strategic suicide. Now Trolls have zero fear about their backside, they've negotiated a borders deal with Gillette, and Trolls can concentrate fully on opposing Team. Rarely have I seen a team sabotage their own chances of winning as hard as this. So Menagerie fights Pirates, Team fights Trolls, and Gillette happily walks away with the game. GG.

I don't see acting like jerks and declaring war repeatedly in the early game to be a winning strategy. I just don't. It's the Civ4 equivalent of shooting yourself in the foot. Repeatedly.
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Inclined to agree on TEAM, especially after reading this:

plako Wrote:Timings are:
T34 We settle - Invest 1T on warrior
T35 Copper mine ready - Start Axe
T36 Whip axe
T37 Can use axe

Team Troll continue to impress with their early micro and flexibility of strategy (not to mention solid C&D and turn playing). Conventional logic would be, when Warrior choked, build Warriors. But the Trolls are going one better with their early Axe. And they may not even need it. If TEAM are watching the graphs, they'll spot that Axe the moment it is produced, at which point the only sensible Warrior move is to run. TEAM simply aren't going to get the early choking opportunities they needed to justify the war. The only thing TEAM will have done is to force the Trolls to focus very slightly more on military, but, pragmatically, the Trolls were going to have to do that anyway before expanding towards a diplomatically not friendly neighbor.

I doubt the Trolls will, since they need to focus on expansion at this stage, but if they send that Axe north they could cause real problems for TEAM, who would be forced into early Archery just to hold their territory: TEAM's second city (appears) to have no strategic resources, and their proposed southern Horse site will be damn difficult to settle with an enemy Axeman nearby.

More generally, TEAM are very reliant on their Pirate vassal to hold diplomatic balance, and by anyone's reckoning that's a weak link. TEAM could easily find themselves as 1.5 against 3. Even their Joker won't save them from that. Depending on how fast/badly the Pirate-Menagerie situation develops, I'd expect some of the more conservative elements of TEAM (eg Gaspar) to propose a somewhat less hot-headed diplomatic strategy. That may cause the first fracture within TEAM itself, since I suspect a few people on that team signed up "to be angry" - will be interesting to watch.

Added a bit: On the question of whether TEAM's diplomatic strategy was inherently flawed, I'm less sure:

If Team Pirate were competant, the early game would develop into TEAM vs Trolls and Pirates vs Menagerie, with Gillette keeping their heads down. Sure that allows Gillette to build in relative peace, but where? The map forces Gillette to advance towards one of their neigbors, thus embroiling them against one of the non-TEAM-aligned teams, advantage TEAM (or Pirates, indirectly TEAM). Meanwhile TEAM know exactly where they can expand, since their west is based on diplomacy, and their south is based on logical warfare.

That assumes somewhat fixed diplomatic alliances, and no dogpiles. But really, can anyone see Gillette signing up with another to dogpile TEAM, and Gillette getting any land out of such a war? It is seemingly inevitable that the hyper-expansive Trolls will fill most of the borderlands with TEAM. Gillette would be left to make one of those bizzarre Whosit-in-Pitboss2 moves, where a huge amount of effort is expended achieving sod all on a distant battlefield, indirectly weakening the attacker at home.

So, I'm inclined to regard TEAM's current diplomatic position as weak primarily because the Pirates are weak, something which TEAM could not have known at the outset.
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Oh, I totally agree that Team is limited by their geopolitical situation. They couldn't have known how badly Pirate would play, and they probably thought that Gillette was their southern neighbor, since they met that scout first.

However! That's where having the flexibility to change courses diplomatically would be a good idea, as conditions change and more information is available. Declaring war on nearly everyone else tends to rule this out. wink
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Human relations are more flexible, less well defined than wars or game mechanics. Hence diplomacy always creates more options, and ultimately reduces risk. In a complex game managing risk tends to be crucial to victory. Yes.

I believe that is also reflected in Parkin's response to Pirates' Settler, which remains conciliatory even after aggression. Although it should also be noted that Parkin has been away from the game so long they've mistaken the Pirates for a credible opponent: Parkin rationally assumes anyone that settles a "contested spot" with a single defender could not possibly know the location of their neighbor's borders...

Menagerie are currently "playing the timer", in the expectation that delaying the game by a day will give the Pirates time to respond to their settlement ultimatum. Not sure I agree with holding the turn like that, but I'm biased because I know it is not going to make any difference: Even if the Pirates get the missive posted in time (far from certain), they've shown no ability whatsoever to combine disparate sources of information in a way that informs (I almost said strategy) turn playing.

For example, TEAM have been feeding the Pirates power graphs designed to demonstrate one thing, and one thing only: That Menagerie have the largest Warrior army in the world, and before settling aggressively against them, the Pirates might like to consider some military. It has taken WarriorKnight over a week to "analyze" that, and their comments remain completely remote from turn playing, even though the strength of the opponent one is about to settle on is entirely pertinent to decisions actively being discussed by the turn players. It would mean Menagerie's polite threat is not necessarily an idle threat. That the Pirates should be able to do the same maths as us, and conclude that Menagerie can deploy 3 Warriors against one Quechua, and that might be cause to pause, to get more defenses in place first.

Not that any of this would make much difference long-term... Team Pirate may now be playing the turns, but the result is a comedy of errors: A third Settler once again being built at size 2... while in Slavery? Just 2 Workers to support 2 new settlements at founding, both of which are in dire need of roads and tile improvements? I've lost track of where the Quechua saga ended, but I got the impression the third Settler might not even be covered by a single defender, so thinly spread are Team Pirates' military. These aren't advanced gameplay strategies, these are basic techniques that should be learned before stepping into a highly competitive multiplayer arena.

Earlier NobleHelium characterised the Pirate problem as, "a rag-tag newbie team with some veterans occasionally making largely ignored or useless comments that aren't pertinent to the actual gameplay."

Nakor is certainly being ignored: In part because they don't explain the bleedin' obvious to the clueless (see comedy of errors above) newbies - "I'm really unsure about building another settler at size 2" needs (among other things) a lengthy explanation of the how to use Slavery optimally. In part because Nakor's experience from previous games counts equally with the inexperience of others in the Pirates' democracy - you may be "really unsure", but kp and thestick are in agreement... and playing the turns. WarriorKnight seems to have buried their head in the sand somewhat, focusing on some haphazard C&D in relative private, so as not to get in the way of the turn-players. Great if they learn something about C&D in the process, but kind of pointless when the rest of the team isn't using pertinent C&D information to inform decisions. Pindicator briefly took the helm, then went for a run and presumably decided to keep running. If they, or any other original veteran is lurking, I can only imagine their reaction to the current build queue.

The real shame is not that Team Pirate has less influence on the wider game than an AI, but that the newbies aren't learning anything from the veterans. One of the main reasons for playing a mixed-ability democracy game, IMHO, has been lost.
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Honestly you guys are looking at this all wrong. There's only about five people capable of winning the game who actually care about winning and four of them are Trolls.
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I like how the Pirates have not said anything about the fact that there are two warriors outside their new city.
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Indeed. And not to mention:

kp Wrote:Should we start diplomatic relations with the green team?

Checked your mail recently? Didn't think so. Regardless, for now the Pirates live to fight another day:

Mortius Wrote:After a deep consideration, I think the best solution is to be patient, and don't attack Pirates now smile

You are annoyed caution and I claim my five pounds! Well, almost. Slightly more mellow than I expected, actually, although Mortius did initially post an "onward to their capital" bloodlust, so maybe they've mellowed in the last turn.

Still, I'm having trouble following Mortius' conclusion: They outlined the case for an early attack well, which they then edited to read "Nevermind" shhh. They seem to have been swayed by Lord Parkin, who hasn't been playing the game, and doesn't realise how poor their opponent is. I also suspect Mortius is not confident enough in their own assessment of Pirates' military and tech (which was accurate) to argue that the Pirates have no practical way to reinforce their border city anytime soon.

Menagerie are still planning to Axe-rush the Pirates, but if that comes after Stonehenge the Pirates will have likely settled their Horses and will have Chariots. If so, in all probability Menagerie have lost their Ivory, Gold and north-east border to team incompetent, largely because they weren't prepared to take an 80% chance on a rapid offensive action.
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ironstar Wrote:We also have to assume a third warrior would be imminent from their cap right?

You are forgetting to express your assumption to the power of your opponent. That is, Warrior^Trolls=Axeman.

Nakor Wrote:It's a load of crap, of course, but some good might come from it... wink

Pirates' diplomacy towards Menagerie, quoted for truth. Curiously only Parkin seems likely to buy into it...

I must confess I'm confused by Menagerie. They declined to immediately war over a contested city spot, but now seem quite keen to immediately war over a Scout that has merely wandered too close to their borders. Maybe this is just Mortius talking again, and Parkin will be along in a moment to calm things down?

Still, looks like another day of holding the turn for discussion. Sequential demogame: I'm not convinced the combination is a good one.

Edit: Oh, it gets better... After Mortius grumbled about HitAnyKey's turn-playing, both agreed that, "we should post anything we will do on forum before doing it." So HAK diligently raises concerns about attacking Pirate's Scout, and Mortius dutifully plays the turn before reading HitAnyKey's post scared . I would accept Mortius' argument (that war had already been discussed), if Menagerie had decided to launch an immediate war over the contested city spot. But I (and I assume HAK) considered the Scout kill to be a magnitude more trivial, and so if a war was not to be immediately fought over a city, then it certainly wasn't over a Scout.

The upshot is presumably that Menagerie are at war with the Pirates, but not over what everyone expected them to be at war over. How will the Pirates respond? They should naturally assume that their border city is now under threat and prioritise reinforcing it, making Menagerie's eventual city assault tougher. Or will Menagerie offer peace? Then wish they hadn't when they spot the Pirate Worker? Or will they attack said Worker, ensuring the Pink Dot site remains utterly unproductive?

This game is so much fun... Ahem.
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Mortius Wrote:What peace huh
The plan is to conquer all Pirate's cities, not to kill their lonely scout. We will have first axes in 8-10 turns. There is no time or a reason for peace.

Bloodlust! Kil'em all! Er, um, something tells me that the rest of the team had a rather different concept of the plan...

Given this, I still don't understand why they didn't take the immediate 80% chance against the city as it stood. If they won, they won. If they lost, they'd be making exactly the same Axes they plan to make now, and attacking on a very similar timescale. The main reason for delaying was surely to not be in an active state of war in the meantime, to keep the Pirates guessing of Menagerie's intentions. (I don't accept the argument that the city could be captured at size 2 thus saving a Settler, since the previous occupants would normally whip away an excess population into defenders.)

As for an assault on Pirates' capital, I wonder how much diversion Menagerie plans from wonder-building and economy in the meantime? Sure, the border city is pretty easy to deal with, but the Pirate capital is much further away, and fundamentally better defended. Not to mention that even the Pirates should be able tech Archery, settle a strategic resource, chop/whip defenders, and so on if they think Menagerie are coming for their capital. Even the Pirates. Surely? Ultimately spending that much time forcing each other to build huge Bronze Age armies is simply going to slow both teams' development to a crawl, allowing someone else to clear up - presumably Gillette in the Berserker-era.
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Once a city grows to size 2, it won't autoraze even if it is currently at size 1.
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