Turn 194
I logged in eager to see Mackoti's maps!
NOPE.
My guess is he parked his Explorer on this Jungle hill tile and declared to prevent us from scouting him a little longer. I guess it's also possible he's hoping to dash our chances at landing circumnavigation.
Sigh. So help me if Plako is our other neighbor. I was really hoping Alhazard's Gandhi would be a neighbor, and failing that RMoG would be nice. He was logged in at the time. I tried to open the diplo window to make a map trade, but he never acknowledged the window open, and he finished and logged out before I could get anything. I did offer it after that though.
He's saving gold too. No surprises in the civic column.
I can't check on Mackoti's culture because Nicolae's capital has even more. I'm wondering if they both elected to slip in a library in between whips/chops? Even if Academy isn't the goal, it's likely that extra 25% could help them in the race to one of the early techs. It's not a bad idea.
Alright, silly Mackoti/Nicolae groans aside, let's talk serious map theorizing.
From the fog it looks like there's an icy land bridge up here of some sort. It also looks like there's narrow channels separating fingers of land that we're each on, and land bridges connecting them all at the edges. So I'd expect it to look something like this:
-X--X--X-
--X--X--X
The land bridges increases player access (separating us by water would be silly), and offsetting the players would be the logical mapmaking move to give us 4 neighbors (or 3.5ish) rather than 3. Of course, all neighbors aren't created equal. We had 4 of them in 33, but the access to each of them was definitely not equal. We'll have to wait until we get more map intel to figure out who is closest to us.
Finally, I'll talk about Mackoti a little bit since I've actually played a lot of games with him and closely followed other games he's played in. The thing to understand about Mackoti is he does not make macro mistakes. If he makes a mistake, it's likely to be a minor micro thing or more likely he goes on tilt. And both of those things are fairly uncommon. Sort of anyway - he'll appear to post something very tilt-like in his player thread (threats to quit come once a month or so but rarely actually happen) and then do the opposite, sane thing in game. But the point about the lack of macro mistakes is key. He doesn't start wars unless he 1) literally has no choice - like we had no choice being at war with REM late in 33 or 2) is guaranteed to win comfortably. That actually makes him an okay neighbor in that sense. A predictable but strong neighbor is often preferable to a loose cannon. The problem comes in if you have nothing but predictable, strong neighbors, but we don't know just yet. Early returns: not great!
The main problem with Mackoti as a neighbor is two-fold. First, he's not a valid conquest option because he's never weak enough to be a soft target. Second, if we do get into a winning position, he will not let us get away. This is the other half of not making micro mistakes. He knows when a player has gotten into a strong enough position to play it zero sum, and he knows when there are > 2 players capable of winning where he should focus on bettering his position. These seem like basic things, but games are won and lost on stuff like this. Part of why I find Mackoti's play to be pretty inspiring is because the key to what makes him really good is pretty simple: he seems to always make the correct strategic choice.
Finally, it's noteworthy because if Mackoti is seemingly doing something unconvential, it's wise to assume he's making a good choice and try to fill in the gaps from there.
Anyway, when I started this post I got the notification that Mackoti rolled this turn, which means in the 20 minutes or so it took to write this, I'm sure I'm already the last one to play.