So, I haven't had a whole lot of luck with my games so far. That's because I haven't had a whole lot of skill... But I enjoy myself, usually, so I figure it's worth trying again.
Main lessons:
Basically: I need to spend time, consistently, on each and every turn, for best results. I need to swallow my pride, and ignore aggressive moves, and focus on growing - while maintaining enough army to deter. War will happen, will have to happen - but there's no point in starting one unless I can get a miltech and/or production advantage, first. Or, even better, until I can be the second one piling in to an already going war, and get the lion's share of the spoils.
Fortunately the proposed map should make ancient era war unlikely. That way, I can discover new and exciting failure modes!
All that said, I still rate my chances of winning this somewhere around 25% . I'm better than I was, and we've got some newbs, and still I'm probably not better enough. Plus luck can always matter.
Who do I want to play? Well, with Fin and GLH banned, and a probably smallish lush map, I'm torn between two routes. I'm pretty sure I want Expansive, as the best unbanned trait, but there's a lot of variance in the other trait. And in overall gameplan.
Route 1 is Mids! Take Bismarck (Exp/Ind), or Isabella, and race for the mids. Use that for a tech lead, turn tech lead into land lead, win. Pro: Mids is extremely hard to compete with when there's no Fin. I want to play a specialist-heavy game anyway, after reading some analysis elsewhere. Only three competitors! Cons: Spend too much too early, or worse - fail by a turn - and I'll be too far behind on land grab and growth. Then the Mids becomes the tool my conqueror uses to win
Route 2 is balance. Take Peter (Exp/Phi IIRC), Sury (Exp/Cre), Isabella (Exp/Spi), something like that, and just go for the best conventional game I can play. Heavy growth, grab more than my share of land, sit back and grow it tall, wait for opportunities. Pro: Straightforward, not luck-dependent. Con: It hasn't worked for me before. Hard to get motivated for those early turns without a tangible goal. Depending on the initial island size, tech might limit growth more than production.
Civ? Probably will be chosen strictly for starting techs; the really good ones are already banned, after all. So either that'll have to wait on a starting screenshot, or it'll be one of the always seen civs like China if we don't use screenies.
Flugauto, you around? Any opinions?
Main lessons:
- Don't try to conquer in the ancient era
- Don't convince your neighbor to try to conquer you in the ancient era
- Don't use Knights as 1-movers
- Don't start a fight without siege
- Don't push onward when you know you're running ragged
- Don't expect you can make a perfect war
- Don't skimp on the early turns
- Don't skimp on the middle turns
- Don't skimp on the late turns
- Don't leave your valuable cities unguarded when your rival sails a force nearby
Basically: I need to spend time, consistently, on each and every turn, for best results. I need to swallow my pride, and ignore aggressive moves, and focus on growing - while maintaining enough army to deter. War will happen, will have to happen - but there's no point in starting one unless I can get a miltech and/or production advantage, first. Or, even better, until I can be the second one piling in to an already going war, and get the lion's share of the spoils.
Fortunately the proposed map should make ancient era war unlikely. That way, I can discover new and exciting failure modes!
All that said, I still rate my chances of winning this somewhere around 25% . I'm better than I was, and we've got some newbs, and still I'm probably not better enough. Plus luck can always matter.
Who do I want to play? Well, with Fin and GLH banned, and a probably smallish lush map, I'm torn between two routes. I'm pretty sure I want Expansive, as the best unbanned trait, but there's a lot of variance in the other trait. And in overall gameplan.
Route 1 is Mids! Take Bismarck (Exp/Ind), or Isabella, and race for the mids. Use that for a tech lead, turn tech lead into land lead, win. Pro: Mids is extremely hard to compete with when there's no Fin. I want to play a specialist-heavy game anyway, after reading some analysis elsewhere. Only three competitors! Cons: Spend too much too early, or worse - fail by a turn - and I'll be too far behind on land grab and growth. Then the Mids becomes the tool my conqueror uses to win
Route 2 is balance. Take Peter (Exp/Phi IIRC), Sury (Exp/Cre), Isabella (Exp/Spi), something like that, and just go for the best conventional game I can play. Heavy growth, grab more than my share of land, sit back and grow it tall, wait for opportunities. Pro: Straightforward, not luck-dependent. Con: It hasn't worked for me before. Hard to get motivated for those early turns without a tangible goal. Depending on the initial island size, tech might limit growth more than production.
Civ? Probably will be chosen strictly for starting techs; the really good ones are already banned, after all. So either that'll have to wait on a starting screenshot, or it'll be one of the always seen civs like China if we don't use screenies.
Flugauto, you around? Any opinions?
EitB 25 - Perpentach
Occasional mapmaker
Occasional mapmaker