Alright, some thoughts on reading the Byzantium thread. I looked at Mortius' poor team, but there really wasn't anything to say there.
- Lots of spamming posts. I've never understood this desire, but whatever. You sure posted a lot.
- I never figured out your naming theme until now. Probably shouldn't have named the capital Athens with another Greece in the game though.
- Where are the pictures? Hard to see what's going on. For all those posts, I think there were maybe 30 pictures in 1000 posts.
- Why does everyone focus on our team, even at the start of the game with nothing going on? heh
- Honestly, darrelljs was the one that was right, over and over again. Advocating the less aggressive, practical plans. Why didn't you listen to him?
- Late contact due to lack of exploration units. I think that the failure to defog the territory immediately south of your capital (which was very strong) was a major factor in restrospect.
- I think the very long delay in researching BW/AH was the biggest fault in this game. No visibility on copper until T40? No horses until T65??? This led your team to select city spots ahead of time (which didn't have resources) and set you up for the disaster that followed. Mentally, your team had already decided on where you were sending the first settler BEFORE copper appeared - dangerous, very dangerous. You can't skip BW and AH for so long! (Remember how we made fun of Templars for doing the same thing?)
- Here's why this situation was different from "Pink Dot" in the Apolyton game. #1 in that game we had massive C&D knowledge on the Templars. We knew exactly what they were building, what techs they had, and so on. We KNEW that they had no resources whatsoever, and that they couldn't attack with anything better than quechuas. In this game, you didn't even know who or where your eastern neighbor was! #2 in the Apolyton game we were forced to settle Pink because the surrounding land around our capital was terrible. The south had the only good land available - it was a move made out of desperation and weakness, not strength. In this game, there was tons of beautiful grassland around your start, including a double-food resource with grassland location due west. Or a copper + food location to the south. #3, when we settled Pink in the Apolyton game we sent along 2 warriors and an archer, which made for strong early game defense. In this game, you settled aggressively with no archer defenders. All of this added up to an insanely risky blunder. Have to say, this was a classic case of copying the Pink Dot move without understanding the
context in which it was made.
- Seriously, you guys didn't know IKZ eliminated Mortius? Were you watching CivStats at all?
- I really can't believe that veterans of the Apolyton game were so keen on "signing a border agreement" with Jowy. Remember how that played out with Templars? Border agreements are WORTHLESS! The only thing that matters is claiming land for yourself, and then being strong enough to defend it. Come on guys!
- With a military of three warriors, and no resources connected, your build path in the capital was worker -> worker -> Oracle. Ummm... do I even need to comment on that?
- Also, waiting until T47 to get a second city up kind of sucks. We had city #2 on T35, and city #3 on T50. Plus more workers and more actual defensive units!
- This just is not a good situation.
- sunrise, have to call shame on you for letting this team go for the *ORACLE* before even getting Archery tech,
while settling aggressively. The Paris play actually would have worked, if your team had brought 2 archers along to the party. Instead, you guys were off in religious lala land.
- Also hard to believe that a single email from athlete could confuse your team so easily. People lie all the time in diplomacy - don't trust anyone!
- Although, that being said, athlete's emails were completely full of lies and falsehoods. Like, 100% "lying through my teeth while doing the exact opposite" messages. Yikes. Mis-clicked warrior indeed....
- And also, what was up with Jowy's diplomacy??? He completely changed his stance towards your team with no provocation whatsoever. Have to say, felt similar to our relationship with him too. Now I need to go read the Jowy spoiler thread and see what was going on there.
- Moving defending warriors *OUT* of your aggressive city, when you're expecting a likely attack from another team. Ummm, regoarrarr, what were you thinking there, dude?
- Keep in mind that if you had just researched Animal Husbandry tech, you would have had a horse resource at the capital which could have been hooked up in time to counter with chariots of your own...
- I don't know why you continued building Oracle in your capital rather than nonstop archers. Don't get me wrong, I'm glad you built a useless Oracle rather than letting another team have it, but I don't understand the reasoning. Surely Iron Working was useless unless there was an iron directly under your capital city, right (?)
- I also enjoyed the "look how many cities India has!" diplomacy posts, which I expect to find in probably every team's thread at some point.
Overall, risky as it was, the forward city play really could have worked. The biggest fault as I see it was ignoring Archery tech for so long. If you simply knocked out Archery before going for Meditation/Priesthood, you could have had 1-2 archers in that frontline city, which would have laughed off chariot attackers. I honestly think the Oracle killed you in this game. (That, or you could have done what darrell suggested and planted Paris one tile west to grab copper immediately. That also would have worked.)
More than anything else, what this game shows is lack of information. darrell commented about one point about playing in the dark, and I think that was very much true. Information is everything, because it lets you make informed decisions. When you don't know what's going on, you're forced to play blind, and you inevitably make mistakes... like getting rushed by chariots from your neighbor, haha. I was surprised at how little information there really was on your neighbors despite all those thread posts. (Like, no reading of the Demographics charts and analyzing your neighbors strengths and weaknesses.) We knew better than you did that athlete was building up for a major attack!
One other thing which was controversial at the time: Jowy's decision not to send iron to Byzantium to save them. I still think it would have been better for Greece to save this team, and I'm not saying that from the perspective of "it would have been better for India". The key to winning one of these games, if you've got a neighbor on both sides, is to get a rock-solid alliance with one of those teams, then go conquer in the other direction. My team failed at that, miserably, in the early game... and you all saw what happened when we finally did get such an alliance with Dantski later. (Just conquer around the circle in clockwise fashion.) Jowy could have saved Byzantium - with minimum effort - securing himself a very strong alliance to his east, while also slowing down an otherwise runaway Ottoman team.
Now, you have to contrast that against having a runaway friendly Ottoman team as Greece's neighbor, which is the other option. I still say that's a worse option for Greece, because you're counting on a team whose core cities are *VERY* far away to save you if you come under attack. In the end, athlete did basically nothing to help save Jowy when the time came. Even more simpler than that, if I'm forming a long alliance, I want to be the strong partner in the alliance, not the weaker one. I want someone who's not a threat to win the game to be the one helping me out (see: Dantski in the lategame). I'd rather have a partner like that than a runaway Ottoman team who already had lied to and attacked their neighbor. Plus, it's just good to have your neighbors fighting each other and weakening themselves. Anyway, that's the way I would have played things, feel free to disagree.
It was also interesting to see how much flack regoarrarr received back in December, being attacked as a double-mover and rules bender (or whatever). Perhaps like a recent situation involving another team, eh? I think the real solution is to create a clear double-move rule which could be applied universally to all of our Pitboss games in the future. That seems like the next step we as a community should take, as it would eliminate 90% of the drama/controversy which takes place in these games. I'll try to post some thoughts on that soon.