|
|
Endgame
At the end of the game, there
is usually a scramble to put together the right alliance to secure the purse positions.
There is no hard and fast rule for how to manage this situation (the best tacticians
have been thrown for a loop here), but in general, you want to play to your strengths.
If the people above you in the rankings are people you have a good relationship
with and are honorable in their dealings, then it's better to stick with them
than to try and swing a deal with someone you don't know you can trust.
An offer of more points is only good if you can rely on actually getting those
points. There tends to be a great deal of misinformation circulated at this
point in the game, so you need to be careful about whom you trust with your fate.
Thanks to Macros the Black for suggesting some of these approaches.
First Place
If you find yourself in
the top position, it is best to make sure you can take that position regardless
of what other alliances are put together. Be willing to give up a significant
share of the purse to put yourself out of reach of the competition. There
are far fewer people who have win credits than have most titles. If you
are on top, it is also a good idea to engineer the end of the game between yourself
and your allies. If you can flush out the other alliances, you can ensure
the maximum number of points for your alliance, and if you can take everyone
by surprise you can sometimes sneak your allies into placing as well.
It is usually best to have all the allegiances sworn to but not accepted until
the turn you end the game. This can keep your real strength hidden.
It is also usually a good idea to be logged into the game in the last hour or
so before the final tick runs. This can allow you to adjust to any last-minute
developments.
Reading the Citadel
As the endgame approaches, it is important to figure
out what the final point totals will look like. You need to count both
what you will have and what your rivals will have. Take how many places
there are in the game you are in, and add to this how many followers each
place can have, thats how many players from the top you should be keeping
on eye on (usually around 20). In general, be conservative in your estimates.
For example, assume that your allies will stay at the same numbers or lose
territories, whereas you should assume that your rivals will grow; assume
that the second-place player will get the next highest five (or however many
are allowed) to swear to them (excluding those who are sworn to you or that
you are absolutely positive are sworn to someone else). If you don't
know someone's position, assume that they are going to work with your rivals.
You also need to add in fudge factors for last-minute GrunchGuards or mass
cedes. If you can guarantee taking first in spite of all of that, then
apply the same approach to getting your allies into those other spots (2nd,
3rd, so on). Finally, keep on eye on everyone's Fury totals in the citadel.
If someone has at least 4000 fury (even if it's not one of the top players),
you need to be prepared for the game ending that very turn (as black Betweens
can be ceded). Also be sure that if the game does not end, and that player
no longer has over 4000...that the spell was indeed NOT cast. If you
have a lot of time, it can be useful to scout people's territory to see which
BB's they have if you're not sure and check if people will be able to cede
the last BB's to their allies/neighbors.
Ceding
One way to get a boost in number of points at the end
of the game is to have your followers cede you paths into the interior of
their empires. By constructing a "cede tree" (Macros' term), they can
hold onto their T-base but still be able to cede you large numbers of territories
right at the end. If you have a dominant lead in the game, you can also
boost your allies by ceding one of them the regions you don't need to try
and get them into placing. Conversely, you need to keep an eye on your
rivals in case they are trying to work this tactic against you.
Casting
the Final BB's
When you've done your best to ensure as many of the
top places as possible for yourself and your allies, it's time to turn your
attention to actually ending the game. In general, you will already
have the first 3-4 BB's, so the last two are the most important. You
can collect all the Fury yourself for those two, but it will be fairly obvious
that the game is ending. If you want to try and pull off a surprise,
you can have neighboring allies cast one or both of those BB's and cede them
to you. Or, you can cast the 6th BB and then the 5th; this generally
works best if you spike your 3rd BB (so that you don't go up in # of BB's
in the citadel) and/or have your allies send you 2000 Fury so it looks like
you only spent 2000 (although most people are wise to this. Another strategy
is to send the endgame fury to someone at the very bottom of the citadel (a
shock troop ally for example) and have them end the game, most people only
look at the top of the rankings and rarely do people click on the Top Fury
button. If you can pull off a surprise ending, you can sometimes catch your
rivals off guard and get more top positions than you would be able to get
otherwise.
Distributing
the Purse
It is generally a good idea to get a sense of how many
points your allies expect before the game ends. This prevents people
from feeling cheated; if they feel cheated when they work with you, they are
more likely not to work with you again in the future. It is generally
good form to give all of your followers who don't get the religion bonus 1
or 2 points to make up for that. Anything beyond that will give them
an advantage over 90% of the players in that room. Giving people points
sows goodwill for the future; if you can afford to give your followers more
than they expect, they will be very likely to help you out again, it is also
a very good thing if your followers are expecting less than they may deserve,
this allows you to give them more without compromising what you yourself are
expecting. In general, give people points in proportion to how much
they have helped you. If you couldn't have won without someone's help,
it's bad form to only give them a few points. On the other hand, you
don't need to give a ton of points to someone who only helped you in the first
ten turns, or who's loyalty was uncertain more often than not. Ultimately
its best to not give any bonus to people that specifically ask for a certain
amount (or who are only helping you in the late game because you are the highest
bidder), unless you want to show these greedy players "the light".
It is also a nice gesture if you can help your followers get to the next title,
but this is not always feasible.
Placing
If no one has first place
locked up, or if you can get second but not first, then the strategy looks
a little different. Because the purse drop-off is fairly significant
between first and second, even larger than second and third, you want to use
as few followers as possible to secure your position so that you don't have
to split those small purses many ways. Sometimes its better to get a low placement
with few followers that split a higher purse more ways (both for you and your
followers) Another tactic is to offer people shares based on position
so that you don't have to give someone as many points if you finish second
or third as you would if you took first. Forcing an ending can be a
valuable tactic, particularly if you can make it happen before the top player
has accepted allegiances. One way to do that is to cede them BB's if
you or your allies are on their borders. No one can refuse a ceded territory,
so this can be an effective way to force an ending (note that ceding is disabled
in some games). If you don't have a dominant command on first place,
be wary of players who will switch allegiances at the last minute to try to
improve their own situations. In general, it is best in this position
to keep the real endgame scenario close to your chest, and sometimes it's
good to put out disinformation (that the game will end sooner or later than
it really will) to flush out hidden allegiances.
Lemming Grunch
(The Elrad "fake ending")
One clever maneuver which
is hell to pull off (but can kick ass on a grand Scale) is the Lemming Grunch.
The concept is fairly tricky, basically is operates of the premise that when
people see someone is able to end the game, that they all flush out their
allegiances, mass cede, and grunchguard like mad. Most players that think
they are playing out their last turn do not plan ahead for the next turn (or
at least not as much as they otherwise would). If you can find a way to convince
the others in the game of this (Most basic of ways is to simply have 4000,
or 6000 fury, which can be accomplished by a temporally pool of resources
from allies) then you will find a collection of rivals with their pants down.
Some would have squandered the majority of their fury on useless Mountains
and Lakes, most would have deployed their armies only the the greatest immediate
gain, not planning ahead for the long term, some may have abandoned focus
on certain fronts all together, but almost all would find themselves within
their respective allegiance circles. All of these ensure that you will dominate
the battle field as they recover, probably placing much higher then you would
have had you ended the game. Alternatively if you can make it very obvious
that you are pulling a Lemming Grunch, you can end the game as a surprise
to everyone. Ultimately having enough fury to end the game puts you in a position
of power.
Being a Follower
If you don't have a shot at
one of the top spots, it's generally a good idea to side with those who do in
hopes of getting a few points from the purse. For most people, you will
already be aligned with one of the top alliances.
If you're still independent, start talking to people about a couple of weeks before
the game will actually be ready to end; put out feelers to see who might be looking
for followers and how many points they'd be willing to offer. When possible,
try to work with players who share your religion (assuming they are ending the
game): if they do, you'll get the religion bonus. However, you may get an
offer for more points from someone who is of a different religion. You will
have to weigh the likelihood of their being able to deliver on their promise.
Try to get secured minimum numbers of points as part of your agreement, but be
aware that asking for too many points may end up in your being left out altogether,
and if you are too specific certain generous players may not give you as much
as they might have. It's a free-market dynamic, so you will have to use
your best judgment in figuring out how much people need your support and how much
they will be willing to pay for it.
Research
One of the best things you can do to prepare for the
endgame is to keep track of who's fighting whom as the game goes along.
Gather intelligence from your allies on whom they are working with, whom they're
fighting, whom the people they are fighting are working with, etc. Also,
check out any allegiances in the citadel as the game goes along. If
you know who's been working with whom throughout the game, you are less likely
to be misled by disinformation and will have a clearer picture of how the
endgame alliances will sort out.
Return to top
Previous page
|