Sirian
Designer, Mohawk Games
Sky: Glad to hear your new family member arrived without complications! I figured that you were busy with something important. Won't be long before your next turn rolls around.
Dwip: Our irrigation situation was "good". There were a couple of cities still dry, chiefly those the farthest away from water sources. I mostly took care of that on my round, but you can finish bringing water to those last parched areas on your round.
Early in the game we had all the workers out in the boonies and that was bad. Generally, work should be done on the core first, on the best tiles first, on the highest priority jobs first. However, large maps play differently than small and medium maps. Roads take on more value. Looking ahead to what will be needed, as opposed to reacting only after to the fact to what is already needed but not present, is a more effective approach.
I emphasized a road to the FP and FP lands in the early game and that got done, which helped. I took it for granted that folks would extrapolate from that to the idea of building roads to every region of the land we hoped to occupy -- and that amounts to every region of the land. We want it all! The idea that tundra or desert is not highly fertile land and therefore undesirable is faulty. The notion that you need a dot map and every location mapped out for you misses the point. Remember early in the game, when I said I was going to go light on dotmapping and detailed plans and team management? I expect you guys to think these things through yourselves. This not being a high pressure game where victory hangs by a thread, we have margin for error. Hearing from me about errors or about moves I question is par for the course, and so is having to make your own choices or figure out what to do from what you are handed. That doesn't mean I expect you to do this or that, only that I will comment about what is done, either way.
Discard this entire way of thinking. Do not seek a one-size-fits-all way to deal with cities in rubber stamp fashion. Tailor our forces to the capabilities of the enemy. Can the enemy land a ship or two of troops anywhere along the shore? Yes. We need at least two defenders in every coastal city and three at ones with resources or near enemy ports. We need a few fast response troops in the back lines to attack landing parties. Inland, we need only one unit per city. The rest of our force should be positioned to converge on what will be a massive enemy invasion force if one is sent. Two or three units? We need DOZENS of units and we need them in position. Check out the military distribution I've handed you, watch the dozens of animations of American forces shifting around on patrol in just the few tiles we can see, and think about the SoD that will be coming our way. We want to stop it in its tracks, not lose half a dozen cities.
This is not just a large map, it's the equivalent of a huge map situation. If you apply a small map military game plan, you will be in for some rude surprises!
- Sirian
Dwip: Our irrigation situation was "good". There were a couple of cities still dry, chiefly those the farthest away from water sources. I mostly took care of that on my round, but you can finish bringing water to those last parched areas on your round.
Early in the game we had all the workers out in the boonies and that was bad. Generally, work should be done on the core first, on the best tiles first, on the highest priority jobs first. However, large maps play differently than small and medium maps. Roads take on more value. Looking ahead to what will be needed, as opposed to reacting only after to the fact to what is already needed but not present, is a more effective approach.
I emphasized a road to the FP and FP lands in the early game and that got done, which helped. I took it for granted that folks would extrapolate from that to the idea of building roads to every region of the land we hoped to occupy -- and that amounts to every region of the land. We want it all! The idea that tundra or desert is not highly fertile land and therefore undesirable is faulty. The notion that you need a dot map and every location mapped out for you misses the point. Remember early in the game, when I said I was going to go light on dotmapping and detailed plans and team management? I expect you guys to think these things through yourselves. This not being a high pressure game where victory hangs by a thread, we have margin for error. Hearing from me about errors or about moves I question is par for the course, and so is having to make your own choices or figure out what to do from what you are handed. That doesn't mean I expect you to do this or that, only that I will comment about what is done, either way.
I've got my own estimates on how much military we should have places, but since everything I do is up for critique these days - what are we considering to be an adequate military force to shoot for? 2 defenders per city? 2 rearline/3 frontline + offensive troops? What?
Discard this entire way of thinking. Do not seek a one-size-fits-all way to deal with cities in rubber stamp fashion. Tailor our forces to the capabilities of the enemy. Can the enemy land a ship or two of troops anywhere along the shore? Yes. We need at least two defenders in every coastal city and three at ones with resources or near enemy ports. We need a few fast response troops in the back lines to attack landing parties. Inland, we need only one unit per city. The rest of our force should be positioned to converge on what will be a massive enemy invasion force if one is sent. Two or three units? We need DOZENS of units and we need them in position. Check out the military distribution I've handed you, watch the dozens of animations of American forces shifting around on patrol in just the few tiles we can see, and think about the SoD that will be coming our way. We want to stop it in its tracks, not lose half a dozen cities.
This is not just a large map, it's the equivalent of a huge map situation. If you apply a small map military game plan, you will be in for some rude surprises!
- Sirian