While exploring and toying with the notion of plunging deep into the center of this Pangaea, I have a few thoughts on warfare here. Please note this is actually largely theoretical, as I've never played a Pangaea of this form before. I am operating under the assumption that this is a more conventional "blob-with-squiggly-outline" continent and not the "several blobs stuck together" model, for reasons of balance.
In general, with five players the fairest way to balance them on a pangaea is to arrange them in a pentagon, so each player borders two others, with the center of the continent a riotous five-way clustersettle. For simplicity, then, we have four fronts, our north or east neighbor, our south neighbor, the middle hot zone, and (post-Astronomy) the ocean.
The oceanfront is a deadly, deadly place once deep-water hulls are available, even moreso once aircraft carriers and transports enable strong Sirian strikes. The lack of islands means that offensive fleets are going to be horribly exposed, but so too are defending coastal cities, so unless there is a significant tech edge on one side, I expect naval fights to be horrifically expensive. The tech edge, thing, is of course huge...so the main objective on the naval side of things is to keep ahead in tech. The map is vast enough that long-term circumnavigating strikes are going to be kind of ridiculous. An Optics bulb will be kept in mind for circumnavigation bonus, by the way.
The north/east border is a bit of a cipher to me right now, to be honest. It looks like we're in the lower temperate band, so it wouldn't shock me if there was someone in higher latitudes, but if so they are NE. There could also just be an empty waste up there and our main rival is due eastward. The borders there need to be secured early and solidly, as it should be fairly open, settleable terrain.
To the south the jungle belt begins. From looking at Novice's tool a bit he seems to consider jungle "real land", so I won't be shocked if there is a rival fairly close on the other side of the jungle. Jungle borders are weird. Until iron working and (generally) calendar, the land is largely useless, but once those two techs come in you're looking at a very green and usually lush tract of prime land...that still takes a ton of worker labor to clear. We do need to set good borders southward, but they can wait for a bit in general as I'm betting Mr. South is also going to be taking his time clearing that mess. Of course, in the best possible world Mr. South invests heavily in cleaning and developing the jungles, and then a knight stack from us re-appropriates the new prime territory. Dyes and sugar aren't amazing luxuries, but they are worthwhile enough to claim them early.
The high risk/high reward settling grounds are those in the center. One reason I'm pretty well set on Riffington as the second city is that it pushed directly towards the middle. Everyone will probably have equal access to the apparently lush center, so established claims are important. If at all possible, I want our cities in the center to be on hills, and getting culture defenses up, or grabbing the stone for cheap walls, will be vital. Engineering is a good earlier tech for us anyway, so castles and a good three-move road network ought to be in place soon after the Guilds timeframe. How aggressively we tackle the middle, of course, also depends on the aggressiveness rating of our neighbors.
Aggressiveness ratings, in order:
Commodore:
As mentioned before, I am very aware of the steady undercurrent of warmongery in my plays. I hate being pink dotted and a reputation for violence can only help by making my rivals cautious. On the other hand, I'd really like to win one of these things, and this is at least a decent chance here. That means playing the Krill playbook or the Seven playbook, which in both cases means strong economy, solid defense, and then hitting at the right time. The right time can be knights, cavalry, tanks, or Sirian fleets, but it is not a grinding ancient or classical-era war. Discipline, Commodore!
Mistabod:
Mist is actually a fairly aggressive personality, prone to advocate early and often spoiling attacks, and Ichabod is no slouch when it comes to warring either. The combination of Imperialistic and a strong military will slow their economy down on a Guilds beeline, but I fully expect that's their endgame. The right is always cataphracts. I'm willing to bet Mist pushes for hard spoiling raids too. I don't think we'll see an existential threat out of them pre-Guilds, but opportunistic border razes are something to watch for. Nice as LKs are, "getting knights first" is probably the second best option to handle these guys. The first best, of course, is "don't border them".
Oledavy:
Davy is a bit of a cipher for this ancient era, given he's never reported one fully (25v teamer was more Mack's baby, I think). Nonetheless, we do know that he's loves his war in these games, more I think than anyone else playing here. He's in love with tactics, but as time moves on he's getting better and better at the logistics side of things, which is where war really runs (P.S. I suck at logistics, never putting in the proper time for them). His slow starting leader means that he will be focusing on economic development early, but he'll also plan to settle aggressively and use Artist bombs once Caste opens up that option. Once Nationalism and Gunpowder are online, I expect him to begin his main offensives, but he's not adverse to going off earlier if he sniffs weakness. Engaged wars with Davy will all be existential. He's also a massively experienced naval commander, so I fully expect him to press over-ocean when he can.
Gaspar:
Don't let the barking-man avatar fool you, Gaspar is a very cautious, canny man. His pride is prickly, his persona is aggressive, but his inner heart is that of a builder. He loves playing Civ to build beautiful empires (I do too, really), and if he thinks he can win without fighting at all, he might very well do so. On the other hand, if someone messes with his beautiful empire, he will get very, very angry (and write entertainingly about it, too). I hope someone else kicks his sandcastles, while I will cheerfully send him missionaries. One other note, lack of fundamental aggression is not a lack of ability to start wars. If he sees a good (keepable) catch, or senses crumbling, he will help himself to what spoils he can. Existential threats come from his sector only if he thinks he's lost, or he thinks we're about to win. Otherwise, border wars (that might still escalate).
Yuri:
Yuri is a friendly guy, who makes his cheerful plans and then sticks to 'em. I haven't yet seen him lose his temper, although he's obviously gotten annoyed. I can't really see a Yuri attack unless he is; out of room, pink dotted hardcore, or really in the hole. Now he is still a huge threat to win this thing, with HC of the Ottomen easily the best combo. Jans to counter cataphracts will become Jans and cannon to kill a rival very quickly. Still, wars with Yuri will probably never be all-or-nothing if he's in the driver's seat.
In general, with five players the fairest way to balance them on a pangaea is to arrange them in a pentagon, so each player borders two others, with the center of the continent a riotous five-way clustersettle. For simplicity, then, we have four fronts, our north or east neighbor, our south neighbor, the middle hot zone, and (post-Astronomy) the ocean.
The oceanfront is a deadly, deadly place once deep-water hulls are available, even moreso once aircraft carriers and transports enable strong Sirian strikes. The lack of islands means that offensive fleets are going to be horribly exposed, but so too are defending coastal cities, so unless there is a significant tech edge on one side, I expect naval fights to be horrifically expensive. The tech edge, thing, is of course huge...so the main objective on the naval side of things is to keep ahead in tech. The map is vast enough that long-term circumnavigating strikes are going to be kind of ridiculous. An Optics bulb will be kept in mind for circumnavigation bonus, by the way.
The north/east border is a bit of a cipher to me right now, to be honest. It looks like we're in the lower temperate band, so it wouldn't shock me if there was someone in higher latitudes, but if so they are NE. There could also just be an empty waste up there and our main rival is due eastward. The borders there need to be secured early and solidly, as it should be fairly open, settleable terrain.
To the south the jungle belt begins. From looking at Novice's tool a bit he seems to consider jungle "real land", so I won't be shocked if there is a rival fairly close on the other side of the jungle. Jungle borders are weird. Until iron working and (generally) calendar, the land is largely useless, but once those two techs come in you're looking at a very green and usually lush tract of prime land...that still takes a ton of worker labor to clear. We do need to set good borders southward, but they can wait for a bit in general as I'm betting Mr. South is also going to be taking his time clearing that mess. Of course, in the best possible world Mr. South invests heavily in cleaning and developing the jungles, and then a knight stack from us re-appropriates the new prime territory. Dyes and sugar aren't amazing luxuries, but they are worthwhile enough to claim them early.
The high risk/high reward settling grounds are those in the center. One reason I'm pretty well set on Riffington as the second city is that it pushed directly towards the middle. Everyone will probably have equal access to the apparently lush center, so established claims are important. If at all possible, I want our cities in the center to be on hills, and getting culture defenses up, or grabbing the stone for cheap walls, will be vital. Engineering is a good earlier tech for us anyway, so castles and a good three-move road network ought to be in place soon after the Guilds timeframe. How aggressively we tackle the middle, of course, also depends on the aggressiveness rating of our neighbors.
Aggressiveness ratings, in order:
Commodore:
As mentioned before, I am very aware of the steady undercurrent of warmongery in my plays. I hate being pink dotted and a reputation for violence can only help by making my rivals cautious. On the other hand, I'd really like to win one of these things, and this is at least a decent chance here. That means playing the Krill playbook or the Seven playbook, which in both cases means strong economy, solid defense, and then hitting at the right time. The right time can be knights, cavalry, tanks, or Sirian fleets, but it is not a grinding ancient or classical-era war. Discipline, Commodore!
Mistabod:
Mist is actually a fairly aggressive personality, prone to advocate early and often spoiling attacks, and Ichabod is no slouch when it comes to warring either. The combination of Imperialistic and a strong military will slow their economy down on a Guilds beeline, but I fully expect that's their endgame. The right is always cataphracts. I'm willing to bet Mist pushes for hard spoiling raids too. I don't think we'll see an existential threat out of them pre-Guilds, but opportunistic border razes are something to watch for. Nice as LKs are, "getting knights first" is probably the second best option to handle these guys. The first best, of course, is "don't border them".
Oledavy:
Davy is a bit of a cipher for this ancient era, given he's never reported one fully (25v teamer was more Mack's baby, I think). Nonetheless, we do know that he's loves his war in these games, more I think than anyone else playing here. He's in love with tactics, but as time moves on he's getting better and better at the logistics side of things, which is where war really runs (P.S. I suck at logistics, never putting in the proper time for them). His slow starting leader means that he will be focusing on economic development early, but he'll also plan to settle aggressively and use Artist bombs once Caste opens up that option. Once Nationalism and Gunpowder are online, I expect him to begin his main offensives, but he's not adverse to going off earlier if he sniffs weakness. Engaged wars with Davy will all be existential. He's also a massively experienced naval commander, so I fully expect him to press over-ocean when he can.
Gaspar:
Don't let the barking-man avatar fool you, Gaspar is a very cautious, canny man. His pride is prickly, his persona is aggressive, but his inner heart is that of a builder. He loves playing Civ to build beautiful empires (I do too, really), and if he thinks he can win without fighting at all, he might very well do so. On the other hand, if someone messes with his beautiful empire, he will get very, very angry (and write entertainingly about it, too). I hope someone else kicks his sandcastles, while I will cheerfully send him missionaries. One other note, lack of fundamental aggression is not a lack of ability to start wars. If he sees a good (keepable) catch, or senses crumbling, he will help himself to what spoils he can. Existential threats come from his sector only if he thinks he's lost, or he thinks we're about to win. Otherwise, border wars (that might still escalate).
Yuri:
Yuri is a friendly guy, who makes his cheerful plans and then sticks to 'em. I haven't yet seen him lose his temper, although he's obviously gotten annoyed. I can't really see a Yuri attack unless he is; out of room, pink dotted hardcore, or really in the hole. Now he is still a huge threat to win this thing, with HC of the Ottomen easily the best combo. Jans to counter cataphracts will become Jans and cannon to kill a rival very quickly. Still, wars with Yuri will probably never be all-or-nothing if he's in the driver's seat.
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I write RPG adventures, and blog about it, check it out.