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Tuesday, March 6, 2012

Through the Ages - Strategy - Overview

Forum for this blog is located here: Forum.

I had an issue over the weekend and an article didn't post.  So, I will speed up the posts a bit to catch up.  There will be an extra card post coming out on Friday.  This should catch us up!

Overview
Among games, I consider Through the Ages very unique.  Often times in games once a player commits to a line of action, they must pursue that course of action to its conclusion, even if halfway through the game it is obvious it is not working.  Furthermore, there are usually only one or two 'optimal' ways to win.  In Through the Ages every player is confronted with the same challenges, but must choose how they will overcome them.  If one method is not working, or becomes impossible, there is time to switch to an alternate method and lose only a little ground.

Be Prepared
That said, it is always better to go into a game with a plan or two in case a critical card doesn't appear when expected, an opponent takes a critical card, or an event changes the game.  Generally, the cards may determine an initial starting condition precluding jumping into a strategy, but usually there is something players can due to mitigate it.  In general, every player suffers the following issues to plan for:
  • Civil Actions,
  • Population (Farming) and handling Consumption,
  • Production and handling Corruption,
  • Colonizing Territories,
  • Generating Culture,
  • Building your Military,
  • Maintaining Happiness,
  • Managing the Card Row,
  • Generating Science,
  • Planning for Events,
  • Final Scoring.
This next series of articles will discuss specific strategies around each of the items mentioned above.  It is nearly impossible to focus on all the various items.  However, it is possible to focus on a few and let the rest handle themselves.  In some cases, handling one issue will resolve a second issue...or exacerbate it.

We will handle each one individually and discuss strategies around resolving them.  Which issues to ignore and which to focus on are up to the player to decide, but hopefully there are some nuggets of information in the talks.

I recommend trying some of the strategies in your games.  Besides adding variety to your games, it improves play to by providing real life insights into the game's mechanics.  Not every strategy is successful, and some are more critical than others, but situations arise where knowing a particular strategy helps to pay off.

Lastly, I recommend everyone contributing to the discussion if possible.  Everyone's insight is unique and there is no one "correct" way.  The more is shared, the better everyone's game will improve.

Friday, March 2, 2012

Through The Ages - Part XVIII - Military: Aggression and Wars

Forum for this blog is located here: Forum

Sorry for the late post.  Writing this article took much longer than anticipated as analyzing the various Military statistics and required more in-depth study than it initially seemed.  Enjoy!
Aggression and Wars
Military options in Through The Ages are very limited.  At the start of every player's turn that player has the option to perform a single political action: either a Pact/Treaty or an Aggression/War.  Pact cards are few and from our analysis account for little in way of culture.  Aggression/Wars do generate significant culture, being the third largest source of culture after buildings and Wonders.

A Popular War:
War over Culture
Aggression and Wars differ significantly.  Aggression cards resolve immediately and only the defender is at risk.  Furthermore, the defender of the Aggression may play Defense Cards to try to meet or beat the attacker.  Wars resolve the turn after they are announced, Defense cards may not be played by neither attacker nor defender, and both players are at risk to lose.

Aggression and Wars also differ in timing.  Prior to Age II, only Aggression are available.  During Age II only 3 Wars exist, and during Age III 7 Wars exist.  Given that Age III is the shortest Age, there are fewer Wars than Aggression cards.  One thing both have in common is a Military Action "cost" to play.  This is critical only when one realizes by playing an Aggression/War, the player will have fewer Military Actions with which to build units/replacements.  In a 4-player game this can become critical as a player who has current military domination may see an opponent overtake them if they continue to use their military actions to declare War or Aggression cards.
Popularity of Aggressions & Wars
The chart below shows the overall breakdown of Aggression and Wars.
Overall, through the 100 games played, there were a total of 808 Aggression or Wars played.  This implies players should expect to see 8 military conflicts in a typical game.  The largest number of conflicts recorded was 16, and the smallest was 2.

The other item the chart above tells us is when the conflicts take place.  During Age I most players focus on their economy, and so military conflicts are rarer in Age I.  As time goes on, military conflicts become increasingly common.  In general, the breakdown of military attacks in a typical game for each Age are as follows:



Our first chart also shows the "popularity" of the different conflict cards.  More Raids and Plunders exist than other cards, so seeing them high in the play list is not surprising.  Next on the high list are the two "Culture Stealing" cards: Armed Intervention and War over Culture.  Although War Over Culture exceeds Armed Intervention in number of cards in the deck, War Over Culture suffers in number of plays because it may not be played on the last round, whereas Armed Intervention is playable on the last round.
Success of Aggression
Declaring an Aggression or War is one thing, being successful at it is something else.  Since Wars and Aggression cards have different outcomes we will look at the two differently.   As long as the attacking player doesn't sacrifices troops to increase the attack, there is very little risk in initiating an Aggression.  At most, the Aggression costs some Military Actions, but that is essentially it.  Looking at the following chart we determine the ability of an Aggression or War of succeeding.

From the diagram we can see the odds of a military action succeeding is just under 60%.  The odds of success do differ depending on the Age of the attack, however.  All Age I attacks have less than 50% odds of success.  During Age II and Age III the odds of success increase to just above 55%.  However, during Age IV the success rate increases to 70%

A Popular Aggression:
Raid
These discrepancies are easily explainable.  During Age I the players' military strengths are all relatively close together, being within 1 or 2 points.  Spending a Defense card, or even sacrificing a military unit to make up the difference is not to terrible a loss.  By Age II the player's begin to differentiate themselves both economically and militarily.  Tactics come into play which greatly influence strength.  Similarly, more advance units are researched and built which increase the military strength further.  Lastly, the cost of replacing units puts a tax on the player's economy, so player's are less likely to sacrifice military units in defense if replacing the unit will cost more than the player would lose from letting the attack succeed.

This last item is particularly true when it comes to Armed Intervention.  Armed Intervention takes 7 points from the defending player and gives it to the attacking player.  However, by the time Armed Intervention comes into player most players are making more than 7 culture per turn.  Looked at over an entire game, the loss of 7 culture is roughly equivalent to losing a single game turn.  Most players are willing to accept this loss if it means their economy remains untouched and can be increased on following turn.
Success of War
Wars carry significantly greater risk.  First, the outcome takes a turn to determine and greatly impacts the uncertainty of the outcome.  First, the attacker must have a clear numerical majority in units as the act of declaring war will decrease the number of available actions to build more units for the attacker the War.  Second, the defender has a turn to play a combat changing Tactic, research an improved unit, or build more military units.  Third, although defense cards may not be played, the defender has a clear advantage in deciding if sacrificing units is a feasible option or not to reduce the Wars effects.  Lastly, Wars go "both ways", the attacker loses something if the Defender succeeds.
For our discussion of "success" in wars, we will consider wars which were Won by the player that initiated the War.  This yields the following chart:
The high success rate of Wars follows from the above discussion: there is so much at risk for the attacker Wars are only initiated when the player believes victory is certain.  Still, roughly 1 out of every 5 Wars will not succeed for the two most popular Wars: War over Culture and Holy War.  The losses of these Wars come from three primary sources: Defender Military Jump/Leader Loss, Acquisitions, and Scavenging.
Gandhi is a leader which doesn't
cause a Military Jump, but
ends Wars immediately and
protects from them in the future.
Defender Military Jump/Leader Loss
This scenario occurred in roughly half of the losses.  Basically, the defender managed to play a tactic, build a unit, or place a leader which greatly increased the military of the defender of the war to the point the War.  In 4% of the cases the defender achieved parity with the attacker rather than exceeding the attacker's strength, counting as a 'loss' for the attacker, although neither side gained nor lost any resources.

A similar situation occurs if an Age ends after a War is declared but before it resolves.  Usually the attacking player's leader was Napoleon Bonaparte and his loss resulted in a dramatic loss of military strength, making the construction of military units capable of overcoming the attacking forces.
Acquisitions
Acquisitions involve a territory coming up for bid after a player has declared a War.  The scenario may seem relatively rare, but accounts for a little under one-third of War losses:
  1. The War Initiator declares a War,
  2. During some other players turn a Territory appears as an event,
  3. The War Initiator wins the bid for the Territory and must sacrifice military units,
  4. The lost military units cost the War Initiator the war!
It is hard to determine if the War Initiator forgot a War was going on at the time the Territory bid came up, but the fact this accounted for a third of losses means the player made a decision which said the Territory was worth more than the war.
Scavenging
The last scenario where player's lost wars I refer to as "scavenging".  This scenario takes account of the multi-player aspect of Through The Ages.  This scenario is complex and seems difficult to pull of, but it goes as follows:
  1. Player A declares War on Player B.  Player B has a smaller military than Player A.
  2. Player C then declares an Aggression against Player A.
  3. To defend from Player C, Player A must sacrifice units to defend from the Aggression.
  4. This weakens A to the point where Player B then wins the War.
"Scavenging" involves attacking
a player just after they declare a war.
Consider the Tactic above, the loss of even
a single 3-point unit results in a loss
of 16 points of Military Strength!
In this circumstance usually Player C and Player A are close militarily, although often times Player C was not as strong as Player A and may sacrifice units to boost the attack.  Interestingly, the lead player rarely had a Defense card in hand to defend from this, usually because being in the lead means the Defense card is taking up space another, more useful card would occupy.  The only other last note was many times the Aggression card played was a card which attacked Player A in a significant economic or military way, such as the following:
  • Annex,
  • Assassinate,
  • Sabotage,
  • Raid.
Rarely did the second player attack with Armed Intervention, which directly steals culture, or Plunder which reduces resources.  The point here is the second player is forcing the War player to either lose critical infrastructure or weaken themselves to the point where they may lose the War.  Depending on the War played and the potential infrastructure lost, the War player is placed in a Lose-Lose situation.
Observations
Aggression, Wars and Military Strength form a major component of Through the Ages.  Overall, Aggression cards form the majority of military attacks.  Part of this is there are more Aggression cards than War cards.  Timing is critical for both, however.  Wars are more likely to succeed than Aggression cards, but both are more likely to succeed in the later Ages the card is played.  An Aggression will fail just a little over half the time, but Wars will succeed upwards of 80% of the time.  However, the attacker in Wars needs to be careful of timing to avoid end of Ages, how close the second player is to them in military strength, and be aware of the military cost of bidding for territory cards if a card is drawn.

This concludes the Military section of Through the Ages.  There are a few Odds and Ends to wrap up, but now we will begin to discuss various Strategies to improving the play.  Yes, many of these articles touched on various aspects of Strategy, but now it is come time to put them all together into a cohesive whole!

Saturday, February 25, 2012

Through The Ages - Card - Great Wall

Forum for this blog is here: Forum
This is a series of blogs written about each card in Through The Ages.  To find more, simply click on "Cards" label.
Great Wall
History
Construction on the Great Wall began around 770 BC, when six Chinese states arose and warred with each other.  To defend their individual kingdoms, each began construction of thick walls along their various borders.  Eventually the state of Qin rose above the other 6 states around 300 BC to 220 BC despite the walls.  The first emperor of China ordered the Northernmost walls become joined to defend from the Mongols, while the other internal walls were dismantled.

Construction and maintenance of the Wall varied throughout the remaining dynasties.  Some dynasties maintained the wall, others expanded it, and some simply let it fall into disrepair.  In fits and starts the Wall continued to grow and shrink in length.  At one time it was nearly 6000 Km in length, but later eroded away to under 3300 Km.  However, it was up to  Ming Dynasty (1368 to 1644) to finish the Great Project.  Prior to the Ming Dynasty the Wall had a length of around 3200 Km , upon its completion the Wall was just short of 8,852 Km (5500 miles).

The Great Wall stands as a testament to human sufferings and efforts.  The wall took millions of lives to construct.  Despite failing to prevent the Mongols from invading China, the Wall did preserve Chinese culture and architecture in its design.  Today the Great Wall still stands, but it once again begins to shrink in size due to erosion, natural causes, and human use.
Game Stats
The Wall does not provide a huge culture benefit, but most people probably build it for its secondary benefit: increased Military Strength for every Infantry and Artillery unit.  The other benefit of the Great Wall is an increase in Happiness.
Strategies, Combos and Opinions
Strategies
Military Domination
The Great Wall combines easily with the Military domination strategy.  If used in this regard, the player should most likely construct Infantry and Artillery units, and supporting Tactics: Fortifications, Defensive Army, Fighting Band, Legion, and Entrenchments.
Combinations
St Peter's Basilica
St. Peter's Basilica doubles the Great Wall's happiness benefit.  Although it is rare to be able to build both, it can be done.  Out of the 40 games involving the Great Wall, this was accomplished once.  However, the player only achieved third place.

Michelangelo
Michelangeo as a leader provides an extra Culture for every happiness on the Wonder.  This doubles the Great Walls' culture benefit while Michelangelo is in play.
Opinions
I find the Great Wall a useful Wonder, although not the best Age I wonder.  If I am going for an Military Strategy I try to include it.  I find having the Great Wall in play permits me to focus my science and resource efforts more narrowly.  If I manage to get the Great Wall, I forego Cavalry technologies and aim for one of the Tactics indicated above.  This reduces science costs by removing cavalry from the equation.  Similarly, it saves population and resources which can be put to other uses in increasing the economy.

Sources
1: http://www.chinahighlights.com/greatwall/history/
2: http://whc.unesco.org/en/list/438
3: http://www.travelchinaguide.com/china_great_wall/history/
4: http://geography.about.com/od/specificplacesofinterest/a/greatwall.htm
5: http://www.nasa.gov/vision/space/workinginspace/great_wall.html

Thursday, February 23, 2012

Through The Ages-Part XVII - Military: Tactics Progression

Forum for discussion located here: Forum

Military
Military forces in Through The Ages require units, which come from the population.  At first, only warriors are allowed but through civil actions and science, players may increase the strength and type of military units available.  The strength of military units is entirely based upon their Age, as show in the table below:

What makes the different types of military units important are the Tactics, which are found in the Military/Events deck.
Tactics
Tactics represent how the player's nation organizes is military.  Unlike civil cards, where the player has some control on choosing if a military technology can be learned, Tactics cards are drawn at random (see The Numbers Game).  Still, players can make plans around these tactics cards and determine which ones they wish to keep/upgrade, and which to discard.  Given the requirement in science resources, military actions, civil actions and population requirements, players prefer an "efficient" progression of tactics.  The following chart displays the units, the cost to build, and the strength (for those tactics with antiquated strengths this is displayed in parenthesis).

Drawbacks of Advanced Tactics - Flexibility
Overall, the more advanced tactics provide a greater increase, but there is a drawback to them beyond their cost.  Since a tactic has no effect if a single unit is missing, attempting to control territories can become "more expensive" for those with tactics requiring more units, especially if forced to sacrifice a unit.  This is a common occurrence when bidding for territories.

Consider this as an example: Two players, Alicia and Brutus have four military units each of the same type and strength - 2 Infantry and 2 Cavalry (both minimal Age for maximum gain).  Alicia has Medieval Army giving a total strength of 10 ( (2[infantry x2] + 4 [knights x2] +4 [Tactics: 2 sets of Medieval Army] = 10) ).  Brutus has Conquistadors giving a total strength of 14 ( (3[infantry x2: One is Age I for maximum Tactic effect] + 4 [knights x2] + 5 [Tactics] = 12) ).

The next political phase a Territory appears which both players want to bid on.  In this scenario, Alicia can bid an Infantry and Knight for a combined strength bid of 5.  Alicia's final strength is reduced to 5 if she wins ( (1[infantry x1] + 2 [knights x1] +2 [Tactics: 1 set of Medieval Army] = 5) ).

Brutus' best bid would be 3 (both infantry) or 4 (Age II infantry and a Cavalry).  If using the Age 3 unit, Brutus' strength drops from 14 to 4( (0[infantry] +  4 [knights x2] = 4) ). If using Age 2 Units for a bid of 4, his strength drops to 3 ( (1[infantry:Age A] +  2 [knights x1] = 3) .  In the latter case, Brutus could simply build a Knight to gain partial us of the tactic, but this only yields 8 ( (1[infantry x1: Age A ] + 4 [knights x2] + 3 [Tactics] = 8) ).

The difference seems minor, but to restore their armies to their original strength will require more resources for Brutus than for Alicia.  Alicia's smaller unit requirements on her Tactics card gives her a small advantage in Bidding wars for territory.  Although a single bid doesn't seem to make much difference, two or three territories over the course of two rounds can cripple a player with larger unit requirement tactics as they consistently spend additional resources to restore their military.  This is a topic I hope to return to later as it is a strategy I have used effectively in several games to keep "military suppressed" by simply seeding territory cards when in a weak position.
Tactic Popularity
The final discussion for this article will be the "popularity" of the various tactics.
The results really don't come as much of a surprise.  The earlier Age techs are more popular, with the exception of Heavy Cavalry and Light Cavalry.  Most of this is due to the effects of Age I Events, and the fact Cavalry technologies are not available immediately.  Except for Conquistadors, which is a natural progression from both Medieval Army and Light Cavalry, there is a significant drop in the popularity of the various Tactics.  They still remain popular, but not overwhelmingly so.

I attempted to draw results on the final position of  a player and their chosen tactics, but the results were all the tactics were evenly spread out among the various Tactics.  Out of 100 games (400 players), only 4 chose not to play any Tactics cards.  Although not conclusive, it is interesting to note their final results were also evenly spread out.

In short, it is not "which tactic you choose", but "how you choose to use it" which makes a difference in Through The Ages.

The next article will cover the various forms of Military Aggression and Wars, bringing the Military portion of the blog to a conclusion.

Edit: Corrected the military tree image after Harald Korneliussen recognized I'd left off two arrows.  Good job of keeping me honest, Harald!

Monday, February 20, 2012

Through The Ages - Card - Taj Mahal

Forum for this blog is here: Forum
This is a series of blogs written about each card in Through The Ages.  To find more, simply click on "Cards" label.
Taj Mahal
History
Built in honor of Mumtaz Mahal, third wife of Shah Jahan, the Taj Mahal of Agra stands as a beautiful monument to this day.  At the age of 14 Shah Jahan met and fell in love with Arjumand Banu Begum (changed to Mumtaz Mahal after marriage).  It would be 5 years before they were married in 1612.  During her marriage she birthed 14 children to Shah Jahan, the last one being the cause of her death in 1631.

Long the favorite of Shah Jahan, he wanted to do something to commemorate her.  The crowning achievement of his devotion would become the Taj Mahal.  Construction started the year of her death in 1631, but it took 22 years, 22,000 laborers, and  to complete.  Shortly after its completion Shah Jahan was deposed.  Upon his death Shah Jahan was entombed in the Taj Mahal along with the remains of his wife.

The Taj Mahal we see today is now a mixture of Western and Eastern styles.  Over time the semi-precious stones and gems inlaid were stolen and sold.  In the 19th century the British Viceroy Lord Curzon began the restoration of the Taj Mahal.  The building architecture remains of Indian influence, but the grounds around it follow British designs.
Game Stats
At 39 culture, the Taj Mahal represents the wonder which produces the greatest amount of culture during play.  As seen in our previous article (Culture: Wonders), the Taj Mahal's minimum seen culture generation exceeds that of 7 other Wonders.  Additionally, the average Taj Mahal culture generation beats the maximum culture generation of all but 2 other wonders: Eiffel Tower and First Space Flight.

Despite this, the Taj Mahal remains an unpopular choice.  This is because the Taj Mahal does not provide any economic benefit.  Unlike the other wonders, it is difficult to make assumptions about the Taj Mahal because of the few times it is played.  If constructed, the Taj Mahal provides a great culture generation system, particularly if it arrives early.
Strategies, Combos and Opinions
Strategies
Culture Generation
If going for a Culture Generation method, the Taj Mahal should be considered as an important piece of this strategy.  For its cost, the Taj Mahal provides an excellent return.  To generate similar culture would require the Theatre building: Opera.  Opera costs 7 science and 9 resources.  For this extra cost, the Opera will provide a single Happiness.
Combinations
Because of its singular focus on culture generation, the Taj Mahal does not combine well with other cards.
Opinions
My opinion on the Taj Mahal is mixed.  Should the Taj Mahal appears early and the player has excess resources, I believe it is a great investment.  If building the Taj Mahal, the player needs to be sure to focus on other aspects of the economy: such as science buildings, and religious buildings for Happiness. Military strength becomes important because many events impact the player with the greatest culture, and the Taj Mahal ensures the player will be towards the top of the culture generation.

The Taj Mahal is one of two Wonders which suffer a penalty from Ravages of Time.  Ravages of Time destroys an Age A or Age I wonder's normal benefit and generates 2 culture per turn for the remainder of the game.  For most other wonders there is a trade off, loss of an ability to gain an increase of 1 culture per turn.  The Taj Mahal experiences a pure loss of culture.
Sources
1 http://www.tajmahal.org.uk/