Zippy the Squirrel wrote:Ahhh, Tall v. Wide. I've been playing a lot of Civilization 5 lately, so that argument gets right to me. I hate that they've nerfed playing Wide so much recently in Civ5.
Charlescomm is Tall to the extreme, or One City Challenge. Having only one city to pay maintenance on and lots of contracts and deals with other factions probably means he has the highest income rate on the continent.
Haffaton was certainly Wide to the extreme, Infinite City Sprawl. Trying to cut costs as much as possible so they can hold on to as many cities as they can. And it worked, until the costs starting getting too high.
FAQ is simply Tall. Three or four cities hidden away and well defended, with plenty of elite units, although knowing Jillian's propensity for violence, it could easily transition into an expansive faction once an heir pops.
Jetstone was Wide, but with a focus on quality. Likely they started Tall and used their elite forces to conquer a lot of land before settling down, as evidenced by their previous capital not being a city of their own making. Gobwin Knobb put an end to that, though, and King Tramennis is clearly more of a diplomatic sort, so Jetstone is probably gonna hunker down into a Tall role in the coming days.
I think Transylvito wants to be Wide, but isn't capable of it due to decadence at the highest levels. If Caeser ever takes over I can see them explosively expanding for a short time before drawing new borders with factions that can actually take them.
Gobwin Knobb is weird. They're aggressive, and they've conquered a lot of cities very quickly, but their (former) capital is extremely strong (and the one they just transferred to is pretty great as well), and their army is composed both of lots of cheap (FREE) weaker units and elites. Part of how game breaking Parson and the Magic Toolbox is, I suppose. If I didn't have a suspicion that the story's going to end with the defeat of Charlie, I'd be eagerly looking forward to how they apply their strengths to an attempt to conquer or subjugate the entire Erfworld.
I know some of this seems obvious, but I just wanted to jot it down for jotting down's sake. I know that while typing up Transylvito I started comparing and contrasting them to Jetstone and found the similarities and differences to be amusing.
I get the impression that both Gobwin Knob and Jetstone are structured similarly, in that they are sides that have a small core area with a few high level cities (Tall) and then a large hinterland of smaller cities (Wide). It's a bit of a hybrid strategy that is the logical outcome of a initially tall side (like how Gobwin Knob was reduced to a single city, but one with absolutely murderous defenses) that then goes on to expand into the surrounding area. Homekey definitely seems wider than any of the sides we're familiar with, which all have high level capital cities and have income that isn't all that dependent on razing; unless its possible to support a wide side's army with foraging alone, it'll eventually have to settle down and get taller, even if it isn't a truly tall side like Faq.
It seems like most sides we see have fairly well thought out strategies, too, which I guess makes sense given that sides with poor strategies probably aren't going to last very long. Jetstone focuses on leveling up warlords and other leadership, which is a sort of tall strategy, but then couples it with masses of cheap infantry, a strategy made possible by their healomancer (to keep leadership alive) and dittomancer (to enhance the bonus), and complemented by the hat magic and dollamancy, although they probably could have done better if they let Ace upgrade warlord's hardware. Even though Faq's strategy was designed by a pacifist, it actually totally makes sense for a side in the mountains nested between several powerful sides to focus on a few relatively high level cities popping elite flying units. Transylvito's strategy seems to be a blend between Jetstone's and Faqs, using flying units to take advantage of the terrain but focusing on leadership and cheap bats, with their dollamancer producing most of their land forces. Even Carpool, which we've barely seen, appears to have just made the realization that their Shockamancer lets them play a wide strategy like Homekey's, but with more emphasis on air defenses than fortifications, which is fortunate for them since their main enemy focuses on flyers.