Posted: Wed Dec 31, 2014 6:35 am
I've been changing my mind about the possible veteran-alliance-restrictions.
They seemed like a reasonable solution, but in practise I'm not so sure now. You'll have a situation where several veterans find themselves on a peninsula, but they're not allowed to ally together. That seems artificial.
The motivation behind it is to help the newer players, recognising that they will probably need a larger goup to be able to compete with the experienced players. But maybe this isn't a very good way of doing it.
I guess if it wasn't so long between games it wouldn't be a problem, you'd just learn from your mistakes and play better the next time. Even though I never thought it was going to be easy in LT33 to form an alliance out of a bunch of relative newcomers, I certainly have a better appreciation now of why it's so hard.
Since it was my first game, I read a lot of the forum before the game started, and so I knew what people had said about Mmm2, but when I found myself directly between him and Edrim, I knew that would have to dictate my strategy.
Sure enough, as soon as the game started he immediately wanted to attack Edrim, get me to attack Edrim, or at least let him go through my territory. And he betrayed me at the first opportunity, capturing my workers.
I tried to keep them apart as long as possible by staying as the neutral zone in the middle, knowing that eventually I would have to takes sides.
But like Wieder said, their alliance was full, so in the beginning I thought if I wanted to have a path to victory in the endgame I would have to ally with Mmm2. I had no choice but to overlook his initial betrayals. But time and time again he tricked me.
So I tried to start a group of non-aligned players. (Bizarrely Mmm2 then suddenly wanted to join that!)
But my so-called 'Independent Alliance' never worked - not at all. And my allies were slowly gravitating towards Mmm2, despite my warnings. It's understandable for Soon though. Still, I'm glad that once it became clear that me and Buggy were going to find ourselves on opposite sides of the trench lines we were able to talk in a friendly way about it. And there's something satisfying in knowing that attacking Nevermind proved to be Mmm2's downfall due to overreach.
In the end my strategy didn't really work - Edrim's alliance was full, but I had been hoping that one of their group might fall and I could take their place.
Naturally, once Mmm2 foolishly let his capital fall I put the neutrality calmly to one side and took as many of his weakly defended cities as I possibly could. I did feel bad though taking the ones now occupied by 'Martians' and 'Atlanteans'. They'd probably been feeling quite at home in their new cities.
Perhaps 'neutrality' is a little disingenuous. I don't think Akfaew's team thought there was anything neutral about allowing the railway through my territory. Maybe 'local neutrality' would be more accurate But I digress...
Wikipedia - Suing for peace
<<Suing for peace is an act by a warring nation to initiate a peace process. Suing for peace is usually initiated by the losing party in an attempt to stave off an unconditional surrender and may sometimes be favorable to the winning nation, as prosecuting a war to a complete or unconditional surrender may be costly.
However, pressing for peace may sometimes be started by the winning faction as a means to end the war for several reasons, such as where additional conflict would not be in the perceived best interest of the winning party. In this case, demands might be made, or the two nations may agree to a "white peace," or Status quo ante bellum.>>
For many of us the 'role-play' aspect is important. You spend months slowly building up a nation and engaging in wars. I know you can look at the game in purely strategic terms, like a board game, so the goal is not so much to win, but to get into a winning position - then you can win. But I think even on these terms not losing points after the end-game is a genuine outcome to aim for.
Obviously my experience in LT33 has influenced my thoughts on this. In my posts I've been saying we should allow bigger alliances, and allow neutrality as a viable option for the endgame. I had the bad luck in my first LT game to find myself directly between two experienced veteran players with a long-standing feud - and thus inevitably two strongly opposed alliances. One didn't want me, or couldn't take me because of alliance-size restrictions, and on the other side I've got this guy wanting me to join the alliance he was 'leading' who says we shouldn't build our cities too close to each other and compete over resources - and then settles right up all along my borders blocking me in, even though there was an enormous stretch of land available because of idlers!
A guy who suddenly attacks one of your units, and then says
'oh, sorry about that, I was being paranoid'.
Probably one of the few times he was actually telling the truth.
They seemed like a reasonable solution, but in practise I'm not so sure now. You'll have a situation where several veterans find themselves on a peninsula, but they're not allowed to ally together. That seems artificial.
The motivation behind it is to help the newer players, recognising that they will probably need a larger goup to be able to compete with the experienced players. But maybe this isn't a very good way of doing it.
I guess if it wasn't so long between games it wouldn't be a problem, you'd just learn from your mistakes and play better the next time. Even though I never thought it was going to be easy in LT33 to form an alliance out of a bunch of relative newcomers, I certainly have a better appreciation now of why it's so hard.
Since it was my first game, I read a lot of the forum before the game started, and so I knew what people had said about Mmm2, but when I found myself directly between him and Edrim, I knew that would have to dictate my strategy.
Sure enough, as soon as the game started he immediately wanted to attack Edrim, get me to attack Edrim, or at least let him go through my territory. And he betrayed me at the first opportunity, capturing my workers.
I tried to keep them apart as long as possible by staying as the neutral zone in the middle, knowing that eventually I would have to takes sides.
But like Wieder said, their alliance was full, so in the beginning I thought if I wanted to have a path to victory in the endgame I would have to ally with Mmm2. I had no choice but to overlook his initial betrayals. But time and time again he tricked me.
So I tried to start a group of non-aligned players. (Bizarrely Mmm2 then suddenly wanted to join that!)
But my so-called 'Independent Alliance' never worked - not at all. And my allies were slowly gravitating towards Mmm2, despite my warnings. It's understandable for Soon though. Still, I'm glad that once it became clear that me and Buggy were going to find ourselves on opposite sides of the trench lines we were able to talk in a friendly way about it. And there's something satisfying in knowing that attacking Nevermind proved to be Mmm2's downfall due to overreach.
In the end my strategy didn't really work - Edrim's alliance was full, but I had been hoping that one of their group might fall and I could take their place.
Naturally, once Mmm2 foolishly let his capital fall I put the neutrality calmly to one side and took as many of his weakly defended cities as I possibly could. I did feel bad though taking the ones now occupied by 'Martians' and 'Atlanteans'. They'd probably been feeling quite at home in their new cities.
Perhaps 'neutrality' is a little disingenuous. I don't think Akfaew's team thought there was anything neutral about allowing the railway through my territory. Maybe 'local neutrality' would be more accurate But I digress...
Wikipedia - Suing for peace
<<Suing for peace is an act by a warring nation to initiate a peace process. Suing for peace is usually initiated by the losing party in an attempt to stave off an unconditional surrender and may sometimes be favorable to the winning nation, as prosecuting a war to a complete or unconditional surrender may be costly.
However, pressing for peace may sometimes be started by the winning faction as a means to end the war for several reasons, such as where additional conflict would not be in the perceived best interest of the winning party. In this case, demands might be made, or the two nations may agree to a "white peace," or Status quo ante bellum.>>
For many of us the 'role-play' aspect is important. You spend months slowly building up a nation and engaging in wars. I know you can look at the game in purely strategic terms, like a board game, so the goal is not so much to win, but to get into a winning position - then you can win. But I think even on these terms not losing points after the end-game is a genuine outcome to aim for.
Obviously my experience in LT33 has influenced my thoughts on this. In my posts I've been saying we should allow bigger alliances, and allow neutrality as a viable option for the endgame. I had the bad luck in my first LT game to find myself directly between two experienced veteran players with a long-standing feud - and thus inevitably two strongly opposed alliances. One didn't want me, or couldn't take me because of alliance-size restrictions, and on the other side I've got this guy wanting me to join the alliance he was 'leading' who says we shouldn't build our cities too close to each other and compete over resources - and then settles right up all along my borders blocking me in, even though there was an enormous stretch of land available because of idlers!
A guy who suddenly attacks one of your units, and then says
'oh, sorry about that, I was being paranoid'.
Probably one of the few times he was actually telling the truth.