[SupCom] Heaven critiques a replay

Supreme Commander YouTuber Heaven reviews a replay and in the process addresses key cross-game ideas. Topics raised include efficient resource gathering strategies, harassment, prophylactic (i.e. preemptive) defense against predictable threats, opportunity costs of idle or ill-chosen units, the importance of converting an advantage into a greater one, and unit efficiency improvement via increased alpha-damage of massed lower-dam units.

This particular map, Loki, has trees near the players' starts that can be reclaimed for energy, allowing construction of power generators to be deferred. However, not all reclaimable trees are created equal: some are actually "tree groups" that can be sucked up by a single reclaim action and contain more energy, while others are less efficiently-reclaimable single trees:
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[PA] AndreasG on the ComReclaim foundational build order

Planetary Annihilation YouTuber AndreasG presents a fundamental build order for maximizing income in the initial couple minutes of play. The economic foundation laid by this build is capable of supporting transition into various strategies. Here I've pulled a couple moments of insight with cross-game relevance, but if you are playing PA yourself, it's certainly worth checking out the rest of the video.

It is important to place the initial bot factory close to the core metal points, to minimize the time the early fabricators ("fabbers") waste in travelling to construct the metal extractors ("mexes"):
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[AoE2] Key commentary selections from EGM Grand Finals Game 1

I previously posted the games of TheViper vs Daut in the Age of Empires 2 Escape Gaming Masters grand finals. Here I've pulled out some key moments in the coverage of game 1.

Right off the bat TheViper makes a grievous error with the placement of his initial lumber camp. The camp is badly blocked in by trees, causing a bottleneck of wood-delivering villagers at the small accessible portion. TheViper in effect has fewer villagers than he should, due to the accrued idle time. It does not take long for the difference to make itself felt, as he is left without the option of placing down a Dark Age rush ("drush") timing barracks:
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[HoMM3] TheKnownWorld on Using Multiple Heroes

Heroes of Might and Magic III YouTuber and Twitch streamer TheKnownWorld presents a short and sweet argument for using multiple heroes, backed up by clear comparisons and helpful tips.

One especially hard-hitting point in the video is the day 3 treasury comparison between the single- and multi-hero examples: even though hiring extra heroes costs 2,500 gold apiece, the faster rate of exploration and access to more loose resource piles means that the multi-hero approach largely pays for itself.

[OTC] Opening tactic of temporary chems investment: a good idea poorly executed

In this clip from an Offworld Trading Company tournament, player adorfield recognizes that the neutral colony’s modules are consuming chemicals, gradually increasing the market price. Adorfield bought 60 chemicals early, knowing that he could sit on them for a period and then sell them at a profit.

This is, on its own, a sound plan. However, the plan should have been aimed at selling the chems as soon as the profits were enough to let him buy the HQ level 2 upgrade for additional tile claims. Instead, adorfield did not sell his stockpile, locking up thousands of dollars that needed to be used to jump start in the critical moments of the opening. The plan actually delayed his development rather than accelerating it.

Meanwhile, an opponent with unstifled development was able to use their faster HQ level 2 claims to snatch away the high aluminum tile adjacent to adorfield’s base. In this moment we can see how the error snowballed against adorfiel and seriously hampered his opening. Yes, the price of those chems will continue to rise, which does provide some benefit, but waiting for the price to rise further came with an enormous opportunity cost of upgrading later than his opponents.

[SupCom] Early aggression in an FFA hurts both participants relative to the other players

YouTuber and commentator Gyle notes early in this free-for-all that many players try to avoid early conflict. This idea crops up in other games with FFAs as well. Two players conflicting early burn resources on aggression while the noncombatants are free to instead invest in their economies.

And indeed in this case despite one player coming out on top, both of the two fighting players end up clearly behind the others in terms of mass income.

[Stellaris] Macsen on the early game

YouTuber Macsen Lets Plays makes great content for single-player 4X games on high difficulties. His commentary is insightful, and his diligence with adding YouTube annotations to clarify or correct is seriously impressive. Here I've pulled out some important points from his Stellaris opening guide, especially ones that parallel ideas of strategy in other games.

Macsen starts off pointing out the importance of quick starts in 4x games:
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[AoE2] Early and midgame commentary selections

YouTuber ZeroEmpires provides insightful Age of Empires II coverage on a game between players Skittles and Melkor. The whole cast is great, but here are a few moments of especially clear presentation.

First an assessment of Skittle's unfortunate spawn location:

The open terrain around Skittle's base enabled early harassment that in turn contributed to an economic advantage for Melkor:

Melkor's larger and safer economy is invested in an army size and upgrade advantage which in turn is used to keep some pressure against Skittle's awkward home terrain, preserving Melkor's economic advantage:

Melkor takes a cost-efficient tactical shot with a well-chosen armor upgrade to enable raiding under watchtowers. Skittles continues to lose gathering time with his villagers: