Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Retrospectives Thread II

Now that I’ve worked my way through all the spoiler threads, I'm going to start out with my thoughts on the game as a whole – how it was setup and how it played out. Hopefully this gets the discussion going.

First off, congratulations to Team #2 on their victory! thumbsup I’ve already written a little in the my thread and in the turn tracking thread, but it bears repetition. What you three did here was a little short of incredible. Good game smile

I owe a debt of gratitude to many people for making this game possible, and as fun as it turned out to be. A big thank you to my team and our ded-lurkers. WK, Shoot, this game wouldn’t have been nearly as fun without the two of you. Scooter, and Ilios while you were around, thanks ded-lurking us and offering advice. Dazed, thanks for getting France off on the right foot. To everyone who played in this game, thanks for helping to make it my most enjoyable MP game on RB to date smile A special thank you to Thoth and Nabaxo for taking over the shattered Team #4 and soldiering on to the end bow Thanks to Sunrise for being a reliable host, and thanks to Sulla and Speaker for introducing the game concept. Most importantly, perhaps, thanks for building our map Plako, which leads us straight into:

[SIZE="4"]The Map[/SIZE]

Of the games I have played on RB, this has by far been my favorite map to play on. The less lush terrain made for interesting city placements, and lake and peak placement allowed for fascinating tactical situations. The map was well-balanced, and well thought out. Resources were on the whole, well-distributed. Every map I play on from here on all will be measured up to this one. Plako bow

That being said, the map was not without a few flaws, that I will briefly highlight here:

1. Too Defensive – This was harped on a lot in the Team #1 sub-forum, and I concur wholeheartedly. The map was just a tad too defensive in nature for the game I personally envisioned, and made any sort of offensive difficult. There were just too many choke points. For example, me and Sulla had a hard time getting at each other because of the water-dominated geography of our shared border. The only land connections were in the far north and south, very distant from our respective cores. If the middle ismus between us had not been blocked by peaks, it would have completely changed the dynamics of warfare between us.

2. No Happy At Flood Plains Start– Near my start, there were only silks and whales for happy. While not a big deal as the game progressed and we opened up trade routes between our civilizations, it was really annoying early on when trying to grow.

3. Few Copies of Some Luxury/Health Resources – Another copy of Dyes, Gold, Gems, and Bananas for each team would have been really nice. As things stood, when we started facing health and happiness issues later in the game, we had to make tough choices on who got what. While not a bad design decision, if that’s what the design team had in mind, I didn’t personally find it very fun. Having to keep a score of MPs around just to keep my major cities happy was not all that enjoyable.

[SIZE="4"]The Setup[/SIZE]

Especially with the benefit of hindsight, I feel like we tried to get this game started too fast, when we really needed more time for organized teams to coalesce. Expecting coherent teams to just form out of single signups was a lofty hope, and we all saw the results of it with Team #4s spectacular implosion. There was a lot of indignation in the Team #1 thread over the missed turns towards the beginning of the game. I agree it was really frustrating (even though I was not playing at the time) However, given the slap-dash nature of how teams we formed - which had players who had never worked together before playing in an unfamiliar setting - I don’t know what else was to be expected other than missed turns and drama. Team #1 had an enormous advantage here, having known and played with each other before. Before joining this game, I didn’t even know WK. With the benefit of hindsight, I think it’s slightly miraculous our team worked together as well as we did. Even then, we were never really as coordinated as I wanted us to be. With WK in Australia and Shoot lacking the time me and WK had to devote to the game, we could rarely play the turns together or cooperate on the level of Speaker, Sulla and Sunrise. We never played a turn simultaneously over voice chat until the final battle. While things did eventually stabilize, this came after one team had already shot their long-term potential.

Another consequence of the rushed setup is we never really discussed a ban list or fully thought out the settings. I’ve already harped on a few things in my thread, which I’ll repeat here. First off, letting Team #1 go first in the turn order basically conceded the GA to them, though none of us really realized it at the time. For future medieval start games, there needs to a bid system for place in the turn order, or the GA needs to be disbanded. Blockades had an enormous impact on this game, they really should have been banned in the setup. Likewise, the Cristo Redentor is extremely powerful in the team setting, it, and probably the Kremlin as well, needed to be banned. Most importantly, if I ever play in an AW teamer again, I'm going to ask that Culture and Space be banned. I’m not saying this to disparage Team #2’s victory at all, it wasn't banned and was a perfectly legitimate victory. The bottomline is that both of these are just far too easy to attain in a team setting, and put the other teams in the situation of a prisoner’s dilemma, which is entertaining to watch but not fun to play. I prefer my AW games bloodier than this one turned out to be. Even had we stopped the culture victory, the defensive nature of this map combined with the Spaceship victory not being banned would probably have turned the late game into a Space Race buildfest between us and Team #1. At least with culture, you give up tech to achieve your aim. Going for a space race victory, you can effectively defend as you launch your spaceship. In the event we stopped the culture victory, I was planning on asking Team #1 to agree to ban a space victory. Seeing that Team #1 had no intetion of giving up going for a Space victory, I’m glad the game ended when it did.

Also, while I know any form of communication was banned in the game setup, I came to really wish we had a banter thread as the game went on. Not being able to communicate with your rivals removes much of the human element from these games, and not getting to trash talk your opponents made the game a little less enjoyable for me.

At any rate, I’m really interested in doing another one of these. However, if we do, I would like to spend enough time in the setup process to make sure we catch all the potential things like those I have mentioned, that come to define the game later on.

A few notes on the lurker thread, as it’s far too extensive for me to comment on everything:

First off, you guys, at least for the first fifty pages or so, are the most doomy gloomy people I have ever met. I swear almost every post was something about Team #1’s inevitable victory, how everyone else just wasn’t good enough, or how this game was doomed to fail. It was a little frustrating to read actually, but got a lot more interesting, especially after Sulla came back to the game.

The lurker debate after ssmagus’s major spoiler post, and then later on over what to tell Sulla was absolutely fascinating. I do think it might be time to re-evaluate the lurker code of conduct and what is and is not permissible. Since I’ve come to RB, things have moved towards being a lot more relaxed, and encouraging more lurker involvement in games. Personally, I would have favored telling Sulla he made an error in his test. Correcting a mechanics question like that is completely acceptable, even if it does have enormous impact on the metagame. If Team #1 had just put a question mark at the end of a sentence regarding whether the CV was possible or not, then it would have been permissible to tell them it was from the current code of conduct - at least as I understand it. The entire game hinging on an article of punctuation...oye.

It was really refreshing to see all the people rooting for us behind the scenes – sorry we couldn’t deliver in the end. I was amazed so many people responded to my suggestion of wagering on the number of dead units. Congrats to Waterbat on winning with his guess!

At the risk of starting a cavalcade of criticism on myself, I have one more thing to say that’s heavy on my mind after reading the lurker thread: lay off Speaker and Sulla. Pitboss #2 was a long time ago. I’m not saying he and Speaker didn’t deserve some of the shit thrown their way (no offense to you guys, but legitimately there were times when I was frustrated with one or both of you). Moderating the UN thread was over the line. Then Thoth went over the line with personal attacks. Fussing at me when I logged in during your turn and then consistently logging in while we were playing for the rest of the game was, a tad hypocritical, and I’ll leave it at that. That being said, there was a lot of undeserved bile towards Team #1 in the lurker thread. If players take potshots at one another, that’s different. You don’t have the complete picture, and you’re invested in your game, it's expected that you'll make some posts in the passion of the moment. Sniping at a player from the lurker thread is just poor taste.

At any rate, it was a really fun game smile Thanks again to everyone who made it possible. I'm currently working on writing up my thoughts on how each team played, should be getting them up during the course of the next few days.
Reply

Congratulations Team #2. One of the most Epic wins here and after the huge problems early I'm really glad it got finished properly.

Oledavy your write-ups are really great as well your discussion opening here. I agree that the map was a tad too big and defensive. However having lack of happiness near floodplains start and overall lack of too many duplicates was consicous design desicion. It is naturally alright to have plentiful of resources of different varietes that is pretty common in most of the games, but I also think that sometimes you need to play a more "natural" game where you really need to take happiness and health into account.

Also I don't quite agree banning the space victory. I think it is about time to wrap up the game when the tech tree has been gone through. If there are 2 equal opponents left at that point, it will most likely just cause an eternal dogfight without a winner in sight. In this game you probably would have lost the tech race, but then the right desicion is to give up that and focus on building an army to bring the tech leader down in case they focus too much on building the ship in expense of defense.
Reply

plako Wrote:However having lack of happiness near floodplains start and overall lack of too many duplicates was consicous design desicion. It is naturally alright to have plentiful of resources of different varietes that is pretty common in most of the games, but I also think that sometimes you need to play a more "natural" game where you really need to take happiness and health into account.

Ah, wasn't sure if it was intentional or not. I see your reasoning now, and like what you tried to do. It just was not my personal preference. If I recall correctly our team had access to only 1 of each of the following:

Bananas
Gold
Gems
Dyes

Everything else we had two or three of, and in some cases more, as we seized resources that should have gone to Teams #2 and #4. However, my frustration with this came principally from having only one gems and gold for the entire team. If one team got a lucky pull from a mine, and popped an additional gold or gems, suddenly they get +2 happy in all their cities. This makes having only one of each resource a tad bit unbalancing I think. WK got a lucky silver pull during the game, giving us a three total copies of the resource (though I never did get around to hooking the third up). At any rate, that's just my $0.02 on the matter.

And yes, agree with you map was a bit too big. I wonder how it might have gone with 4 civs on each team. Would have been interesting.

At any rate, I feel like a bit of a critical ass after all that, so let me just re-affirm that I absolutely loved this map. Best one I've played on, hands down thumbsup Hope you continue designing maps Plako!
Reply

Yeah, GG all around. I'm really grateful to Lewwyn and ASM for carrying on without me, and showing that Culture Victory in team mode wasn't just something we hallucinated. It took a while to get everything sorted out, but by the end all the teams had really pulled together.

Definitely agree that the map was great. I think that large, hilly, snaky maps like this one and the one we had in PB4 are my personal favorite type of map. The resource thing did kind of cross the line from "interesting" into "annoying" though- it made it almost pointless making buildings in the early game, so I just spammed settlers instead.

Speaking of settler spam- you guys really missed out by not getting the colossus. EASILY the most powerful wonder on this map (well other than Sistine Chapel =)). With a Fim/Imp leader, tons of lakes, and the medieval start giving me granaries and lighthouses for free, expanding in the early game was ridiculously easy. At one point I think I had 15 cities and only 5 workers. Admittedly those were Hagia Sophia, Fast Workers, but still it was funny. I wish I'd taken more screenshots early in the game to show how ridiculous my early economy was- that's why I renamed my civ the Lakers. Even if we weren't doing the Culture Victory, I'd still want an Industrious leader on the team.

At various times in this game I did make some comments that I regret. Sorry about that. It's just hard not to get emotionally involved after sinking so much time into it, and encountering a lot of frustrations along the way.

I'm sure it must have been incredibly frustrating for Team3, seeing the Culture Victory happen and not having any good option to stop it. That's the nature of the Prisoner's Dilemna- there just isn't a winning strategy. I tend to agree that it should be banned in games that have absolutely no communication allowed like this. Even just having a banter thread would have changed things completely.

Anyway I'm still super pumped that this crazy thing actually worked. Thanks again to everyone for playing!
Reply

luddite Wrote:Speaking of settler spam- you guys really missed out by not getting the colossus. EASILY the most powerful wonder on this map (well other than Sistine Chapel =)). With a Fim/Imp leader, tons of lakes, and the medieval start giving me granaries and lighthouses for free, expanding in the early game was ridiculously easy. At one point I think I had 15 cities and only 5 workers. Admittedly those were Hagia Sophia, Fast Workers, but still it was funny. I wish I'd taken more screenshots early in the game to show how ridiculous my early economy was- that's why I renamed my civ the Lakers. Even if we weren't doing the Culture Victory, I'd still want an Industrious leader on the team.

I guessed that's why you renamed your civ the Lakers smile

Mackoti and I had a discussion shortly after the game started, talking about strategies for the medieval start. One of the ideas he floated was having someone on the team play as Victoria, have an industrious teammate to build the Colossus, and then spamming coastal cities. Free lighthouse makes every coastal tile an instant grassland town. You're early game expansion and GNP were truly terrifying. I was a tad bit skeptical of your Victoria of China pick at the outset of the game, but having CKNs and Pavilions turned out rather nicely, so well done there thumbsup
Reply

Yeah your analysis of our civ was dead-on, Dave. If you want to see how our game went, reading his MinistryofSilllyWalks thread is probably more enlightening than reading our own.

I'm slowly looking back through my chat log to see how we planned out our strategy. I just found this gem from August 1:
Quote:Lewwyn: do you guys have time right now
Luddite: for a game?
Lewwyn: yes
Luddite: hmm maybe
ASM: I suck at civ
Lewwyn: XD
Luddite: haha
ASM: um
I don't ahve it installed
Not the most auspicious of beginnings...
Reply

Oh yeah, and I forgot about my first idea (July 31):
Quote:Luddite: i have a rediculous plan
pick celts and japan, build gallic warriors, and upgrade them into guerilla samurai smile
Lewwyn: lol
I'm down
Luddite: probably not the best strategy but it would be hilarious
Reply

Aha, I just found the date where we first thought of trying for Culture Victory- August 7, after a week solid of discussing possible strategies and leader/civ combinations. We were already interested in China/India/Ottomans and some combination of Fin/Imp/Exp/Ind/Spi/Phi, and were wondering what tech to research first. We thought of theology, but the AP was disabled...

Quote:Luddite: hagia sophia is still good but i don't know if it's worth rushing for it
ASM: 1 turn roads
about it
GE points
Luddite: yeah
and 2 turn chops
ASM: yeah
only for india though
Luddite: i guess, on the other hand, what else are we going to do early on?
unless we want to tech vassalge and rush someone
ASM: sistine
smile
Luddite: or try to win music
haha, yeah
ASM: culture victory
Luddite: lol
hey, how does that work in a team game?
ASM: we have a GP factory civ
I don't know
I would imagine one of us needs to win
Luddite: hahaha
oh man
3 civs pumping artists
gift them all to one person
and on quick speed
ASM: ...
we need THAWK
...
okay
what if we
each focussed on 1 city
and then gifted those cities to our PHI civ
we need 3 legendary to win
or is it different on the huge map?
Luddite: no, the map size shouldn't matter
although it'll effect the cathedral requirements
ASM: well
that would be ultimately cheezy
wait
does culture reset when gift?
Luddite: i don't think so
ASM: hmmm
need to ask cyneheard/thawk
Luddite: yeah
ASM: because I like where this game plan is going
because it seems ridiculous
Luddite: it would be hilarious
speaker would go apeshit smile
ASM: I'll post in our forum
Luddite: ok
ASM: yeah
the make speaker go crazy is amusing in its own right
there are 4 teams and atleast 12 players so someone may have already thrown that idea out
Luddite: yeah
but you never know
i mean, we didn't think of it till just now smile
ASM: yeah
well
I still like our civ picks as is
if we go for culture we don't need that much land
and if they succeed in bumping difficulty up to monarch
go us
Luddite: yeah
and, as a bonus
spi/phi china smile
perfect for culture victories
ASM: and a strong builder openning for hagia
we'll want spiral
and want to give it to our fin civ
yeah
its going to be epic
because fin civ can run a really high slider
PHI can GP farm
and IND can wonder whore
Luddite: so the question is
what do we research first?
the free artist from music could be huge for culture victory
but bureau is still really good
and hagia sophia
ASM: um
skip music
hagia sophia
I guess
we should get sistine
and gift that city to our phi civ
or we can keep it
mercantilism will be very powerful
so banking is a good goal
lets talk to lewwyn about this
Luddite: yeah
ASM: hmmm
GAs are definitely important yes
4K culture
we would need about 6GAs per civ
so 18 GAs
is that even feasible?
i mean
it'll probably be less
but that realistically is the most we'd need
me: well it depends how things work with teams
i mean
6 GAs each is easy!
also we don't need quite that many- we can get some culture the normal way
ASM: well
wonder whore guy won't need that much
we can slider fin guy more than everyone else
everyone will be in merc
18 GAs in 100 turns hmmm

Note that when we first thought of this, we forgot that the culture bomb value gets reduced by quick speed lol but our original estimate of 100 turns was almost dead on. Also we originally thought that all 3 cities had to be on the same civ, so things got even better when we realized that was not the case.
Reply

Another funny thing about this was having ASM and lewwyn repeatedly saying that it would never work, and that we were about to die. This isn't even all of them, just the ones I can find easily from my chat logs:
8/10

Quote:Lewwyn: You've been invited to this chat room!
ASM: ahhhhhhhh
Lewwyn: so i'm in chat with kyan and Mackoti
Luddite: oh yeah?
Lewwyn: and they thing culture race is a losing plan
Luddite: hmm
why is that?
Lewwyn: spull will be rushing
from the start
and its late age
won't get enough GAs
Luddite: what do you mean by rushing from the start
like
Lewwyn: teams cut the rate too much
Luddite: do you think they'll rush us with war chariots?
Lewwyn: they think spullas going mongolia
for Gers
and then to knights
with france for musketeer defense
Luddite: i guess that would explain why they said the game would only last 100 turns
Lewwyn: I mean thats what they think will probably happen
and man
I agree with them

Quote:ASM: are we screwed?
19 minutes
7:29 PM Ludite: what do you mean?
ASM: for the culture plan?
Luddite: oh
i don't think so
i admit, i'm nervous about trying for culture
7:30 PM but i still think it's a good plan

12/16 (after Speaker took Lewwyn's border city with an artist bomb)
Quote:Lewwyn: lol
yes but its going to annoying. and he can easily for 3 cities
forkk
2 have no units
the other is the cap with warriors
I mean
Luddite: hmm
Lewwyn: its game over man, game over

12/19
Quote:ASM: Lewwyn is screwed
8:16 PM Luddite: really?
ASM: I dunno
he doesn't have the infrastructure for a war
you might need help
*to help
8:17 PM Luddite: i am
ASM: I'm occupied with Jkaen

1/29, after Team3 took my city in the south
Quote:ASM: well
killed a knight for you
tongue
Luddite: haha that's good
ASM: your still screwed lol
Luddite: meh
ASM: if you had enough pikes to 1 turn road and hit that stack, you would be in really good shape
Luddite: yeah well... i don't lol
ASM: its kinda hurt

2/10
Quote:ASM: well we are prolly screwed
Luddite: oh?
ASM: I dunno
doesn't seem like we'll be able to pull it off
Cav in 2
I'm going to research GP
Luddite: you mean cuirs, right?
ASM: yeah
I cna get GP in 8 turns by myself and I'm only getitng 30 culture from max culture
Luddite: ok
what about china though
ASM: um
Luddite: i mean, i need to be running 100% culture
ASM: seems like speaker is warring with someone
on T3
since he jsut got another GG
Luddite: well that's good!
ASM: not really
Luddite: but anyway, yeah
go ahead and research gunpowder
ASM: he has nearly as much power as our whole team combined
Luddite: don't worry dude
our power will rise quickly
ASM: theirs is rising faster htough
Luddite: i've been spending the whole game on a farmer's gambit
now it's time to transition to total war mode
ASM: yay
2 tech tiers behind :D
oh well guns will be nice
2/24
Quote:ASM: well we are dead
getting invaded by everyone
Luddite: lol
6:29 PM all 3 teams?
ASM: your fault
yes
Reply

What's funny to me is that Lewwyn had originally asked me to dedlurk and basically when he told me you guys were going to try culture I said forget it. lol
Reply



Forum Jump: