View Single Post
  #237  
Old January 22nd, 2011, 07:11 AM

Executor Executor is offline
Major General
 
Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
Executor is on a distinguished road
Default Re: GotM: Gardens of the Moon, vets, busy, 12/16 players left

Calahan is on point about VP, tho I think I was the one who suggested this setup and I had no idea there indeed where those spots that marked capitals on this map at the time.

But still, I was the only one opposed to keeping track of current VP, as I do too think that's free info for others that have invested far lesser resources.

Personally, I prefer no score graph games BECAUSE one can run away with the win.
Even more so no diplo games, partially because I hate diplo, therefor don't bother with it much and often get stuck on the losing team.
Isn't it nice when you have a nice lead and everyone is too afraid to attack you but can't call for help as they usually do?

As for rushers, I believe they are just as likely if not even more so with higher indies. Rush nations have no problem with high indies while others will have a harder time beating them.
I myself tried to rush Ulm as soon as I realized caps were marked (tho I did not know it was Ulm at the time), and was at his capital around turn 7-8 already. Those sacred chopping infantry of Ulm made me pull back and deal.
And still I managed to invade Pang around turn 15-ish. And than there were TC and Cealum... and now Ermor and Mictlan... wow

Anyway, the reason people do run away with the win is because there are always only a hand full of nations that play aggressively enough to gain a lead. After that, it's as much as eliminating those few nations of similar power to win the game.
The rest, which is ofter the majority of players wait to long to make war.

I personally feel that you have to be out of your first war by turn 30 or so. Than it's back to research/build phase.
The sooner you attack a nation the better. There really is no point in "preparing" as with every passing turn your enemy will be preparing as well and anticipating, or planning, an attack more and more. So the only logical thing to do is hit someone before they hit you. If you manage to invade someone by turn 15 they'll always be caught with their pants down, will need time to regroup while you take that time to raid some provinces and ensure a gold lead, which in the end is all you need to rush someone, even if a non bless nation, just brute force.
Reply With Quote