novice Wrote:
My vote is that someone make a 5 page sulllaesque writeup of this game for us who haven't been lurking.
From our point of view:
1) Early dice rolls matter. Ours gave us 2 units which prevented a super early rush from anyone except the Doviello (and they weren't our neighbors). We'd have
rather got the free great people the other civs popped of course
2) Fin aristofarms are strong.
3) The recipe for success as the vamps' neighbor is not a) try to steal cities for cheap (Loki), b) ask for help in a war, c) complain when we send the promised number of units and they arrive on time, d) participate in a multi-civ plot against us, e) then ask for peace.
4) Midgame snowball due to high production. Uberfish snowballs too with a higher ceiling.
5) Diplo necessitates us taking out Amelia and not sandbagging it.
6) We're on track to pull this off, but it's a Pyrrhic victory and we have no chance of stopping Uberfish's tower, so we concede.
Honestly we didn't have any amazing plays. We played Aristofarms properly and chose the right vamp leader, and the first few turns of the Clown war were planned out properly to hit hard and fast, and finally darrell did some good number crunching on vamp production lategame. Other than that I don't think anything we did is worthy of a big retrospective.