Strach,
strach wrote:(since I see that you have enough time and penmanship to write a microessay on every warbarons problem):
Fast typer
strach wrote:Do you ever implement this "balanced development" strategy (as opposed to the maximal develompment strategy, which you seem to favour)?
No. I always strive to occupy as much as I can as fast as I can. There is an old saying that goes like this: "The things that come to those that wait are the things that are left by those who got there first".
Being first to cities mean you can potentially plunder for gold. Large numbers of cities also means you generate more income per turn which means more heroes, more allies, the opportunity to upgrade your production in cities etc.
Now, in Beta4, that may change. The reason is quests. Quests to occupy/plunder/raze cities, especially if there these quests are for nearby cities (as they were in DLR) will become very important. In which case you'll want to expand slower in order to get more quests which will yield rewards. But right now there is no reason not to expand like wildfire.
strach wrote:at least in 2 games I had some serious problems because I outstripped my opponents in city and army number, and they all allied against me - now I'm much more careful and try to pay more atention to some less "visible" elements of the game. what I mean that 20 cities and 80 armies is often worse that 15 cities with better walls and better situation on the map; and the same goes with armies.
As you become more experienced you'll learn to handle these allied attacks against you. I'd estimate in 90% of my FFA games I end up being the victim of a 2-1 or a 3-1. I've learned how to handle those situations and now I can generally easily defeat a 2-1 against me unless the 2 have way more cities/armies/heroes/gold and often can handle a 3-1 as well.
Besides, I expect to lose a couple of cities from over expanding. Those I expect to lose are those I've plundered leaving little for my opponent. Sometimes I simply raze them entirely when I take them. When self raze is added there will be even less for my opponents to get.
strach wrote:the other thing is that "maximal development strategy" (correct me if that's a wrong phrase) - always makes you "spread to thin" - which is usually hide by the fact that you have strongest armies at your boarders/frontlines (and many players try to fight with you on your boarders which is a often mistake - like in our game on westeros where I lost my hero heading to your boarder, while I should have been more patient and attacked your weaker cities).
I forgot it was your hero I killed there early in the game. You made the mistake of advancing a hero without scouting. NEVER EVER do that. It's the most common blunder I see players make. In fact I make my living off it.
It you want to do the fast expansion there are 2 things you must absolutely do:
1) Win the scouting war. By this I mean you need 2-3 cities making bats (Fog of War obviously). You should be flooding the map with scouts everywhere. Expect to lose most of them. I never have any bats return home. They fly till they die. Their only job is to locate enemy units/heroes and keep track of them (and raze anything they find that's empty). Kill enemy scouts as soon as you find them. Win that war and your enemy is blind. Once they are blind, their heroes will blunder and you'll be set to pounce.
2) Have strong defense in cities only as appropriate. Otherwise a 1-2 units is fine. The object here to assess what your cities defense is meant for:
(A) to defend vs. bats, lone enemy units
(B) to defend vs. good non-hero stacks
(C) vs. hero stacks
For (A) all you need is 1-2 Lt Infantry/Hv Infantry types. Having more accomplishes nothing as even 32 1-turn units won't beat a good non-hero stack (Siege/Spiders/Medusa/Pegasi). WAY too many players try and place 4-8 men in every city.
For (B) you'll need bonus units (Pegasi/Medusa) or city specialized units (Spider/Minotaur) and at least 8-12 total men. If an enemy hero is nearby a city, don't put up a type (B) defense. Raze it (Beta4) or support it with a hero stack or Ghosts or just leave it empty. But don't let the enemy hero get gobs of experience taking such a city.
For (C) you need a hero stack of your own. Or Archons/Devils in the city. Or multiple Ghosts (3+).
So in your 20 city, 80 men example, most of your cities should have 1-2 men in them. Only a couple should have more than that near the front lines. So you'll then have a ratio of about 80% of your armies on offense and 20% on guard duty. If you win the scout war you can do this because you'll never be surprised in your back cities (which you won't be doing to be in Westeros since I won the scouting war).
The other thing is when enemy stacks come toward you, don't hunker down in your cites. Go out and attack when possible. For example if an enemy stack (non-hero) of 8 units moves toward 3 of your cities and you have 12 men total there, don't put 4 men in each city. That's a waste of time since the 8 stack will definitely beat one of those cities. Instead send out 8 men to meet his stack and hopefully kill it. Or at least bring it down to 1-2 men left. Then your 4 remaining men might be able to finish it off or at worst put 1 man in each city and win a 50/50 battle.
LPhillips,
It's true many maps aren't perfectly balanced. But as long as they are close. Hopefully if the neutral production gets balanced better some more maps may become playable. Right now there are 5-6 decent maps to play 1-1 games on where the map is big enough that perfect balance isn't so important. But I agree all the smaller maps are pointless to play on because with say only 20 total cities it's 75% luck based of hero offer + neutral production.
Changes in Beta4 may make more/less maps balanced.
KGB