by LPhillips » Fri Nov 02, 2012 8:55 am
Still seeing problems with the spawns in team games. Top right is out of the picture for a good while, leaving top left/mid to gang up on mid left. A little anti-air will keep top right out of the game effectively for the first 10+ turns (one city of Elf production!). Mid right has the choice of attempting to help mid left or bottom left (who is also being ganged by bottom right/mid) while being effectively isolated from both by distance. Helping bottom left and stalling top left/mid is the correct choice, but mid right has poor/slow expansion and is simply open to aggression from bottom without being an effective aid (a distraction at best). Focusing entirely on the south surrenders map control to strongly entrenched mid/left top.
I'm not seeing any balanced possibilities for this asymmetrical map unless you want to do a right vs. left. Anything else becomes a matter of people getting ganged/sandwiched on one team or the other. You've got two slow expanding mid players on the same team right now, along with the top right whose position is normally useful only against the mid right (his teammate in this setup). You've got all 4 quick expansion spots on the other team. They're meant to counter each other by threat of proximity in FFA play, giving the slower players needed time, are they not?
It's a recipe for complete disaster. We ran it with an impeccable strategy from the weaker side, and probably even if we'd all managed our parts perfectly we would still have lost. One possibility is an altered version for team play with just a few extra cities and one or two terrain alterations (close a pass here, create one there, add a little speed bump here, etc.) I don't really want a right vs left stalemate on the current map, but right now it's just broken.