Yeah it does sounds like its benefits in sequential are limited at best
I'll be down to 1 city next turn (there are 3 war elephants outside Antioch, which is defended by a wounded axe, and I can't get phracts there in time even if I wanted to). With axes the only units I can build for defence against berserkers, I assume it won't take Scooter long to send me packing
So here're my semi-final thoughts on how this went
I think we all (except Scooter) blanked on the fact that the map was big & small-based. I know I did. Thinking that we would all start on the same continent, as is normal for RB games, I was focused on picking a tech to avoid dying to Artillery. Well, it's T95, and I haven't even made contact with Luddite! On the other hand, Dutch being left on the table in a game like this is silly - and I could've taken Dutch + Astronomy
I definitely overvalued starting military techs. The problem with them is, you have to stifle your own development to take advantage of your superior military unit before opponents with economic edge get the counter. By stifling your development, you fall behind in city count, and they can just defend by virtue of having more cities and being able to produce more stuff. There has to be a balance, and I'm sure it will be found if we continue exploring this variant - but in this game, my problems started because I found myself next to a player with turbo-powered economy, feeling constantly under pressure to make something happen before phracts could be countered. But also Oxy, who started with no military edge whatsoever, is doing quite well - evidently, superior military techs couldn't stop him either - and that's after me calling him a sitting duck at the start
When it comes to starting positions, sharing the continent with Scooter was probably the worst possible pairing for me. Player with strong economic starting tech, strong knowledge of the game, and strong understanding of multiplayer - he knew how to turbocharge his starting position and how to contain me into a position which ended up being unwinnable
In hindsight, me accepting the first war-peace was potentially a game-deciding mistake. At the time I was still very much under impression that Scooter had axes on the field, and I had to think about not dying to an axe rush. I neglected to check his resources regularly once he researched Sailing and I could see them, and didn't realise the military position he was in. Even then, him seeing me with 3 axes and immediately going for a war-peace should've tipped me off. That was the time when I could put pressure on him and force him into building axes of his own, which would've folded to phracts. Instead, I gave him 10 turns of peaceful development, 10 turns of working towards the counter to phracts
By the same token - as I posted before - if I was regularly checking his resources, I would've known that he had access to horses, and I needed spears on defence rather than axes
Ultimately, Scooter succeeded in slowing down my development, while I didn't find a way to disrupt his plans. That led to me falling behind and having to take bigger and bigger risks to find a way back in. Eventually the risk taking went wrong. I can lament all I want how I got unlucky on the key combat turn and how Scooter won 3 coinflips in a row - fact it, I wouldn't even be in that position, wouldn't have to take a risky attack, if I wasn't under so much pressure to make something happen quickly
All in all, without perfect play I had no chance to win a duel against Scooter, and my play this game was nowhere near perfect
I'll be down to 1 city next turn (there are 3 war elephants outside Antioch, which is defended by a wounded axe, and I can't get phracts there in time even if I wanted to). With axes the only units I can build for defence against berserkers, I assume it won't take Scooter long to send me packing
So here're my semi-final thoughts on how this went
I think we all (except Scooter) blanked on the fact that the map was big & small-based. I know I did. Thinking that we would all start on the same continent, as is normal for RB games, I was focused on picking a tech to avoid dying to Artillery. Well, it's T95, and I haven't even made contact with Luddite! On the other hand, Dutch being left on the table in a game like this is silly - and I could've taken Dutch + Astronomy
I definitely overvalued starting military techs. The problem with them is, you have to stifle your own development to take advantage of your superior military unit before opponents with economic edge get the counter. By stifling your development, you fall behind in city count, and they can just defend by virtue of having more cities and being able to produce more stuff. There has to be a balance, and I'm sure it will be found if we continue exploring this variant - but in this game, my problems started because I found myself next to a player with turbo-powered economy, feeling constantly under pressure to make something happen before phracts could be countered. But also Oxy, who started with no military edge whatsoever, is doing quite well - evidently, superior military techs couldn't stop him either - and that's after me calling him a sitting duck at the start
When it comes to starting positions, sharing the continent with Scooter was probably the worst possible pairing for me. Player with strong economic starting tech, strong knowledge of the game, and strong understanding of multiplayer - he knew how to turbocharge his starting position and how to contain me into a position which ended up being unwinnable
In hindsight, me accepting the first war-peace was potentially a game-deciding mistake. At the time I was still very much under impression that Scooter had axes on the field, and I had to think about not dying to an axe rush. I neglected to check his resources regularly once he researched Sailing and I could see them, and didn't realise the military position he was in. Even then, him seeing me with 3 axes and immediately going for a war-peace should've tipped me off. That was the time when I could put pressure on him and force him into building axes of his own, which would've folded to phracts. Instead, I gave him 10 turns of peaceful development, 10 turns of working towards the counter to phracts
By the same token - as I posted before - if I was regularly checking his resources, I would've known that he had access to horses, and I needed spears on defence rather than axes
Ultimately, Scooter succeeded in slowing down my development, while I didn't find a way to disrupt his plans. That led to me falling behind and having to take bigger and bigger risks to find a way back in. Eventually the risk taking went wrong. I can lament all I want how I got unlucky on the key combat turn and how Scooter won 3 coinflips in a row - fact it, I wouldn't even be in that position, wouldn't have to take a risky attack, if I wasn't under so much pressure to make something happen quickly
All in all, without perfect play I had no chance to win a duel against Scooter, and my play this game was nowhere near perfect