lanipcga: Building towards a City Hall during Week 1 means your main hero will need to fight for quite a few turns with whatever he/she has. Unless it's a rich map, it might be rough.
That is true (and you make a good point about gold being in shorter supply). I wonder if my starting areas have usually been open (or weak) enough for me to feel like I can keep making progress with just the troops from those first two heroes.
On reflection, I might also be biased by playing through mostly campaign style maps when I've been playing in the past few months. A handful of troops are fine if you've got plenty of spell support.
lanipcga: I revisited quite a few ROE scenarios and quickly remembered why I didn't like them very much
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I love building up from scratch, so "Good to Go" isn't my cup of tea. "Divided Loyalties" and "Golems Aplenty" are among the better ones, in my opinion.
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I much prefer random maps...
It wasn't until I bought the Complete Edition from GOG that I had access to anything more than ROE, so most of my experience is from there.
I have enjoyed some of the quirky maps. I'll probably never play them again, but I don't replay most of the scenarios again anyway.
I'll occasionally kick out a tiny random map, often the smallest possible size and packed with 8 players. Makes for a very brutal, amusing diversion for a few hours. Definitely a scenario to skip straight to creature generators. I don't think I've ever done a random map larger than Medium size; I just have too many games to play, and there are several campaigns and many, many scenarios I haven't tried yet.
lanipcga: For the most part, no. Since neutral towns almost always lack a Fort, I'll focus on building up to a City Hall for the time being. If it appears that a neutral town might be vulnerable to enemy attack, I'll consider stopping at a Town Hall. Most captured AI towns are fairly built-up, but I might build any missing generators if I have resources to spare.
Looks like more of our map differences are coming into play; many of the towns I capture will have the Fort already built. Having no Fort isn't unheard of, but it is pre-built more often than not.
I'll focus economic first, unless I need those troops. If I don't expect to keep the town long, then I might not build at all, instead taking whatever it produces before I lose it again.
lanipcga: Maybe your approach to the game is more casual than mine. It's something you can improve on, though, should you ever decide to play more competitively.
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For example, if I suspect I won't find enough Gems to build a Monastery or a Lake of Fire, I'll postpone building a Mage Guild and build a Citadel instead. It's all second nature to me now.
I'll never really get into the competitive scene, since it tends to sap some of my fun (I can get too focused on trying to win). When I play, I expect that I will win against the AI eventually, but I could almost certainly improve.
How soon do you push for the higher tier mage guilds? I almost never go higher than level 1 Mage Guild for quite a while. Level 2 is doable, but the higher tiers just burn out the special resources too quickly before at least mid-game. I love having them, but I hate paying for them.
lanipcga: Likewise, I've never contested this mechanic. However, I'll remind you that not only does the economic path take many turns to get underway, but it also delays your offensive growth for much of that duration. Eventually making 2000-4000 Gold per turn might give you the impression that you're doing well, but don't neglect the underlying trade-off. You can still win, but the opposition will be that much harder to take down.
It is usually a delay of one week on the generators which I'd have been able to afford anyway (i.e. NOT a cyclops cave), which doesn't bother me much. I usually don't have an issue knocking out the AI when we meet, and I almost never play against human opponents, so I haven't seen much reason to change back.
I acutely remember the difficulties of trying to buy all those stockpiled creatures, but being broke. Granted, that is mostly ROE maps, with a much younger and less experienced me, and I was probably trying to buy all of everything, but the memory is there. ;)
lanipcga: If only it never went beyond the base growth rate, right? Should your opponent build a Citadel or Castle during Week 1, you can expect him to have 4-6 Wyverns during Week 2. Perhaps you could Slow or Blind that stack when the time comes, but you'll still have to contend with the rest your opponent's numerical advantage. Maybe this disparity is more apparent on higher difficulties, but if you've ever slogged through the SOD campaigns, you'll know just how unfair it is to be outnumbered.
I specified base growth rate because trying to factor in the growth bonus from flagging map dwellings would have made the example unworkably complex (and if there are several of the same dwelling, then I'll try to get it built in my town to take advantage of the extra creatures).
Even with a Castle, you'll only have two extra Wyverns for the next week. Granted, you'll probably have another extra Wyvern over my total if I don't get the Castle up in Week 2, but I expect to have it built by Week 3 regardless (and the Citadel in Week 2). So 3 total extra Wyverns, plus some extra lower tier units.
I haven't played much of any of the SOD campaigns. I think I started on Gem's at one point, but I got distracted or something before beating the second map.
lanipcga: From the sound of it, maybe a combination of both. Without a stronger emphasis on creature production during Week 1, losing troops to shooters can stall your main hero's progress until later weeks. It'd be a more even playing field if the AI went straight to Capitol, as well, but that's never the case.
I don't tangle with shooters until I'm prepared to whatever I expect to lose. Shooters can wait unless I need whatever they are guarding.
Broken record, but I think we're back to play style variances based on usual map conditions. I start with enough resources to skip some of the wandering stacks if I need to, and scenarios usually don't stall your progress without some sort of compensation (like the enemy having to deal with the same sorts of stalls).
lanipcga: Well, so long as it doesn't detract from your games. But given what you've told me, I think you'd do well on random maps. They offer a lot more variety and breathing room than the hand-crafted SP scenarios.
Yes, random maps do provide a lot of variety. I just don't have time to play everything I want to play, so I don't usually start a random map that I can't finish in a RL day or two.
As of right now, I've got an active game of Civilization 3, an active save of Might and Magic 7, some Play-By-Email games of Age of Wonders:SM, and an active save of Heroes Chronicles (the Rampart one).
lanipcga: This sounds like a good idea. You choose a map and all the starting conditions and we can give this a shot. Just...not "Good to Go." I wouldn't enjoy that one very much.
'Good To Go' wouldn't be any sort of indicator anyway, since it skips the entire process that we've been discussing: early game build up. It boils down to combat, and we probably use very similar strategies for that.
I'll probably start a large Random map on Hard difficulty. We can post our respective saves every 7 turns or so, with a turn log of highlights from that week, and reporting what "Week of..." we get for the next week.