Or, "Monday Morning Quaterbacking". (BTW, the password I put in for the save doesn't seem to be working, so I'm basing this on screenshots)
Ok, I've been watching from the sidelines. I'm not a great fan of MP, but I've been beaten up by Friedrich (as well as other beta testers) enough to know a thing or two. First, I think we were dead before we even got started. Reason?
1 - Civ Choice. Or rather, UU choice. We were more concerned on the civ (Japan, or Maya). Of the two, the Maya have the better UU for the early stage, however, here's the facts:
a. Iroquois 3/1/2
b. Gallics 3/2/2
c. Immortals 4/2/1
d. Javelineers 2/2/1
See something wrong?
i - Mobility. 3 out of 4 are mobile. Even if we were to put up a defense, atleast 1/3rd of their units will retreat, leaving us out in the open.
ii - The attack. We're the weakest attackers, and even our defense is no better than atleast 2 UU. This is the stats of the units you use in a "Poor Man's War", which is a short, temporary war to try and gain resources.
The other teams knew that we had a lousy UU. Once they contacted each other, they knew what would make for an easy victory. Our cities will be razed, or become no-man's land (with a few settlers for continental ports) for future wars. We also let them build up their mobile units. 30-40 Gallics is a pretty scary sight to any player, much less a coalition of 100 players. (too bad we don't have those resistor-type units of Civ2. ).
2 - Lack of exploration. I noticed another team established an embassy with us, and we haven't even met the 4th team yet. Apparently, the world was well met by the time this war started. Our exploration should have been more agressive. If the passageway was blocked, go around it, even if it means the 50% chance of sinking.
3 - Lack of Navy. The best way to stop an invasion (before navigation), is to block the coast/sea. The best way to stop a land invasion is to attack the ships before the units arrive. The best way to spot the invasion is... SENTRY NET!!!!. This is another one of my "told 'ya so!"'s. Sentry Nets are used by experienced players to spot an incoming invasion force. (Why do you think C3B wanted that mountain in the first place?).
4 - We waited too long. We didn't have the best UU, and we should have rushed C3B, or atleast tried to.
5 - We were too timid. This seems to be an inherient trait from the SPDG. (our agression level is either a 1, or a 2) If we keep treating this like a single player game, then we're NEVER going to win!
6 -
If we traded maps, then that gave them vital info. They know the following things:
a - Where our cities are.
b - Where our resources are.
c - Where our roads are.
d - How much we actually know about the world.
e - Allowed them to conduct "espionage" (viewing our cities).
Do you know why e is possible? Without a worldmap, or territory map, you can not view cities that you don't know about!!!. We essentially said, "Here, view our cities!".
BTW, notice how we're dead last in score. That means others are larger than us, and have a higher population. Also, knowing the terrain allows for strategic planning, such as which cities will allow them to take the most maximum cities in 1 turns. (Remember, they have mobility).
7 - We play with single player tactics. We assume that the other teams are going to play like the AI (thus, trading maps for example. A human player will conduct team-based espionage). We assumed that the teams would come from 1 directions (I'm guessing our cities were undefended since they were at war, or at the border). While we built normal improvements (temples, libraries, etc.), the other teams were building up their UUs. 30-50 units isn't an unheard of number for MP battles in the ancient era.
(BTW, come to think of it - would that double move work over ocean? i.e., the galleys could have crossed a huge barrier, and not lose a single galley. Just a thought).
Let's try not to lose the single player demogame, otherwise we become the laughing stock of the demogame community.
Ok, I've been watching from the sidelines. I'm not a great fan of MP, but I've been beaten up by Friedrich (as well as other beta testers) enough to know a thing or two. First, I think we were dead before we even got started. Reason?
1 - Civ Choice. Or rather, UU choice. We were more concerned on the civ (Japan, or Maya). Of the two, the Maya have the better UU for the early stage, however, here's the facts:
a. Iroquois 3/1/2
b. Gallics 3/2/2
c. Immortals 4/2/1
d. Javelineers 2/2/1
See something wrong?
i - Mobility. 3 out of 4 are mobile. Even if we were to put up a defense, atleast 1/3rd of their units will retreat, leaving us out in the open.
ii - The attack. We're the weakest attackers, and even our defense is no better than atleast 2 UU. This is the stats of the units you use in a "Poor Man's War", which is a short, temporary war to try and gain resources.
The other teams knew that we had a lousy UU. Once they contacted each other, they knew what would make for an easy victory. Our cities will be razed, or become no-man's land (with a few settlers for continental ports) for future wars. We also let them build up their mobile units. 30-40 Gallics is a pretty scary sight to any player, much less a coalition of 100 players. (too bad we don't have those resistor-type units of Civ2. ).
2 - Lack of exploration. I noticed another team established an embassy with us, and we haven't even met the 4th team yet. Apparently, the world was well met by the time this war started. Our exploration should have been more agressive. If the passageway was blocked, go around it, even if it means the 50% chance of sinking.
3 - Lack of Navy. The best way to stop an invasion (before navigation), is to block the coast/sea. The best way to stop a land invasion is to attack the ships before the units arrive. The best way to spot the invasion is... SENTRY NET!!!!. This is another one of my "told 'ya so!"'s. Sentry Nets are used by experienced players to spot an incoming invasion force. (Why do you think C3B wanted that mountain in the first place?).
4 - We waited too long. We didn't have the best UU, and we should have rushed C3B, or atleast tried to.
5 - We were too timid. This seems to be an inherient trait from the SPDG. (our agression level is either a 1, or a 2) If we keep treating this like a single player game, then we're NEVER going to win!
6 -
I guess those alarm bells were real... The offer to trade maps for instance -- sure we stood to gain their knowledge of C3B but we didn't think much about what they would gain.
If we traded maps, then that gave them vital info. They know the following things:
a - Where our cities are.
b - Where our resources are.
c - Where our roads are.
d - How much we actually know about the world.
e - Allowed them to conduct "espionage" (viewing our cities).
Do you know why e is possible? Without a worldmap, or territory map, you can not view cities that you don't know about!!!. We essentially said, "Here, view our cities!".
BTW, notice how we're dead last in score. That means others are larger than us, and have a higher population. Also, knowing the terrain allows for strategic planning, such as which cities will allow them to take the most maximum cities in 1 turns. (Remember, they have mobility).
7 - We play with single player tactics. We assume that the other teams are going to play like the AI (thus, trading maps for example. A human player will conduct team-based espionage). We assumed that the teams would come from 1 directions (I'm guessing our cities were undefended since they were at war, or at the border). While we built normal improvements (temples, libraries, etc.), the other teams were building up their UUs. 30-50 units isn't an unheard of number for MP battles in the ancient era.
(BTW, come to think of it - would that double move work over ocean? i.e., the galleys could have crossed a huge barrier, and not lose a single galley. Just a thought).
Let's try not to lose the single player demogame, otherwise we become the laughing stock of the demogame community.