Re: The Strategy compendium
Date: October 13, 2016 10:10AM
I needed a break from homeworks and decided to post something here. Share your thoughts, please :)
The wonders have changed strategies a lot - I find that to be a positive thing, the players must adapt the changing environment. In my mind, the wonders don't limit your gameplay, they just give new opportunities. Also the randomness of the wonders (all of them can't be in the single game) gives more alternative playing style choices.
I've heard that the Wall-wonder* seems to be quite OP. Some say it decides the result of the game. I've seen players going for it at the turn 1 - I've done that too. It is strong, if you know how to grind the most out of it. The longer the game goes, the weaker its power becomes, but I would and will always try to do it. The different topic is whether it's too strong and should it be changed. (?)
Haeinsai (develop), 20% attack and bonus, Ankot (25 gold) and farming wonders (all up 1, doubled, once a year) have all different type of strategies. Colosseum (positive attidute) and Himeji (+3 soldiers, 50% attack/defence ON that land) can be useful too. Not sure about the Pyramid (spread's bad attitude towards the enemy lands), but I've seen players doing it. Once my opponent had it and my 60k +2 adv land at the border was doing only 8 armies because of it. One might gain some advantage with it.
On Rome AD map Zeus seems to be the top choice of players, and it's the one that will most likely have a decisive impact on the result. The wonders that decrease shipping costs and the farming wonders are popular too. Colosseum has its own part and again Pyramid is still there, but I'd rank it to the bottom.
When it comes to the europe maps, old-school 3vs3s seem to be still quite popular, espicially Finland-Natolia maps are played often. This brings me to a problem that has been raised before; with Finland on the team, Hanover doesn't get Sweden which limits its backlands only to Denmark. In a long game Sardinia is very highly to get (a decisive) upperhand. Thinking about the strategy on these maps, I've noticed that the players sometimes tend to delay the advance of the capital and push troops on turns 4 and/or 5. I sometimes do that also and am doing it more often on long distance fights (ie. Tunis-Denmark, Finland-Natolia).
One more thing about the strategies: I think there are very many good ways to execute your game plan, but you always have to think about the opponent's style. In exempel some players like to troops their devs (instead of advancing them) and therefore push at the early stage of the game, some players love to develop and advance in piece and then push heavily. You have to know who you are playing with how to play against them. In the poker they have a saying "play the man, not the cards" but in the chess it's more about making the best possible move - my opinion is that the perfect conquerorist is somewhere between those two :P
* Apology, I'm not familiar with the names of the wonders yet :)