I've been following the threads here rather closely and following a lot of the strategic suggestions that I've found. However, I've come to some conclusions that bother me.
My opinion is that, from the point of view of gamesmanship, it's cheating to cherry-pick start locations or to reload a game because you don't like what happened. This might be excusable when testing strategies, but otherwise it is not.
That said, a lot of risky strategies have been suggested. When they work, they give you a great leg up, but when they fail, you could end up well behind in development. For example, there has been a lot of discussions of the game openings where you build settlers and workers first without protecting them. The workers chop forests to generate quick settlers thereby letting you quickly get at least four cities up and going. This is a high risk strategy because, at least on the Monarch level where I've been playing, there is a small but significant chance that you will lose an early settler or worker. However, I have not seen any discussion of the best strategy to pursue if this happens. My guess is that it is because, when it does happen, people give up on the game. If that is the case, from the point of view of gamesmanship, that is no different from cherry-picking an starting location.
Here's another example. One suggested strategy is to go for the Pyramids early, while chopping forests to get them before the AI. This is an extremely risky strategy because there is a chance that you won't get the Pyramids even after having wasted a lot of turns building them, not to mention wasting the forests that you have chopped. You are really holding the bag, if that happens, but I've seen no discussion of a fallback strategy in that case and again I suspect that people just give up on the game. As I said above, that's no different to me than cherry-picking starting locations.
It is my opinion that all strategies should be presented as strategies that are viable for playing through to the end and winning. Analyses of these strategies should include discussions of and suggestions of what to do in case things don't work out as expected. It should NEVER be the intention of a strategy to give up and quit if certain goals aren't met, and it should always be possible to present avenues to victory.
My opinion is that, from the point of view of gamesmanship, it's cheating to cherry-pick start locations or to reload a game because you don't like what happened. This might be excusable when testing strategies, but otherwise it is not.
That said, a lot of risky strategies have been suggested. When they work, they give you a great leg up, but when they fail, you could end up well behind in development. For example, there has been a lot of discussions of the game openings where you build settlers and workers first without protecting them. The workers chop forests to generate quick settlers thereby letting you quickly get at least four cities up and going. This is a high risk strategy because, at least on the Monarch level where I've been playing, there is a small but significant chance that you will lose an early settler or worker. However, I have not seen any discussion of the best strategy to pursue if this happens. My guess is that it is because, when it does happen, people give up on the game. If that is the case, from the point of view of gamesmanship, that is no different from cherry-picking an starting location.
Here's another example. One suggested strategy is to go for the Pyramids early, while chopping forests to get them before the AI. This is an extremely risky strategy because there is a chance that you won't get the Pyramids even after having wasted a lot of turns building them, not to mention wasting the forests that you have chopped. You are really holding the bag, if that happens, but I've seen no discussion of a fallback strategy in that case and again I suspect that people just give up on the game. As I said above, that's no different to me than cherry-picking starting locations.
It is my opinion that all strategies should be presented as strategies that are viable for playing through to the end and winning. Analyses of these strategies should include discussions of and suggestions of what to do in case things don't work out as expected. It should NEVER be the intention of a strategy to give up and quit if certain goals aren't met, and it should always be possible to present avenues to victory.
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