@Cracker:
Thanks, and thanks for making the game possible. I agree with your criteria for success, and on that basis this game ranks among those at the top of my admittedly limited experience. I'd like to win as well, of course
I hope you will continue to provide your welcome support to this kind of venture. I think SGs like this will help the hard work you put into your classic games to live on and teach more lessons.
@The Team:
I think we did a lot of things right and could have improved a few. Here are some lessons I've taken away. I'm sure there are more that I can't remember
- We slowed our local rivals down well by provoking wars in our own back yard, and as a result we extended the value of our UU. I think we could and should have slowed the Han down better in the other continent and kept them better balanced with their local rivals.
- We chose our early targets well. I noted during SG23 that I considered our choice of early war targets to be better than the other team, contributing to our early victory date, and I think this applied here as well.
- Yes, Sir Bugsy, we bit off more than we could chew when we invaded Baekje, and I was all for it when we discussed it. But the "error" was in thinking the Han would stand aside and let us do it. If we could have controlled the Han in some way we'd have been able to damage Baekje and consolidate a big chunk of real estate there while we prepared our final onslaught for the Han. I don't think ten turns delay would have made it different - the Han would still have intervened and we would not have been able to hold. Baekje could have been subdued by cavalry, but the Han's Infantry needed tanks and/or a rubber pillage. Once Karasu and Smackster started the final invasion the former Baekje lands fell to tanks in a very few turns.
- We were probably damaged by our loss of rep early on, though as a result we felt free to be ruthless in our peace negotiations, so our earlier loss of bargaining power may have been more than compensated for by our later treachery. However, treachery is always an option, so it would have been best to have kept our rep until we *wanted* to lose it rather than losing it accidentally.
- I think I understand more about the scoring mechanisms now, and if we were playing a similar end game again I'd try harder, from earlier, to maximise territory and happy faces.
- Pillaging was worth spending time and planning on. Karasu's effective use of RoP rape to achieive it is now carved on my remaining brain cells. But now I also know you can't just pillage the capital. You have to go for the strategic resources as well. If we'd taken out the Han's rubber in the same turn we might have finished a few turns earlier.
- Smackster's combat settlers are a new weapon in my armoury, together with Sir Bugsy's attention to detail in planning their moves.
- There's a comment in one of the GOTM threads that our play was not optimum and a top player could have finished this game with Cavalry. Clearly there's room for some improvement, with examples above. But I'm not far sighted enough to see how we might have conquered the world that much sooner, so it would be interesting to speculate on how we could have changed our play to do so.
PS I too would consider it an honour to play another GOTM SG with this team. And a big thank you to Mad-Bax for making this one happen and keeping it on the rails.