Whenever I write these things, I figure it's important to state that
I am a middle to low tier Kohan player. I only get to play Kohan on the
weekends, but that doesn't keep me from thinking, and that thinking has
prompted the following:
In a team game, teamwork is to everything else as 2 is to 1. This is
not a hard and fast number, but I vividly recall one game where my two
friends and I (weak players all) plus 1 veteran (Zar) managed to win a
tough game. Our enemy was better than us (it was pretty obvious at
several points) but our coordination was maximum (we were lucky, one
player dropped and they ended up with AI, a problem in 4v4). Three weak
players all playing on the same LAN while the veteran coordinated our
assault on three fronts made up for our weaknesses. I am not sure how we
would have done if that other player had not dropped, but we had a
fighting chance the entire game.
One interesting thing about a team game is that a perfect team would
fully share everything. In Kohan, the infrastructure can be traded
(cities, mines, money), changing much of the dynamic of the game (and
giving Kohan a bit of unique feel)
Cities provide the following things:
a. The ability to field more companies.
b. The ability to build units of a certain type.
c. The ability to acquire gold.
d. The ability to support units.
e. The ability to re-supply units.
Of these, only A is specific to a particular player (ignoring the
elite issue). A player needs cities to be able to field companies. B-D
can be supplied by trading between players as they see fit, and E is a
benefit for all teammates. However, a player can never have more than 20
companies, and 10 Royalist/Ceyah villages will do that without needing a
single component. Though it would be a bit odd to see, a team could in
theory trade 10 villages to a player who could build 20 companies and
sit on a big negative while his teammates stockpiled gold. Why you would
do this is beyond me, but it suggests that for the most part cities are
a commodity to be shared by the team on an as needed basis. In practice,
this could allow one 'full econ' player to constantly be traded cities
that he upgraded and then gave back to his allies allowing them to field
better armies quickly. Sure, you can trade him the gold manually, but
the possibilities of such a tactic are not to be ignored.
Gold serves the following purpose:
a. It allows for city upgrades, components, and the building of
armies.
The interesting things about gold are that gold has a threshold
factor, and can be stockpiled. 10 gold is usually not very useful, while
120 gold can build a mage college (while 119 can't). In practice, two
players with 50 gold each are unable to upgrade to a bank, while 75 gold
to one and 25 gold to the other can. More than any other resource, gold
is the one resource most easily shared, and the effects can be very
important. The time it takes to do anything can be reduced, and this is
particularly important with regards to the military, where a single Nat
town can be can produce some powerful units with the cost (Barracks,
Library, Nightbringer, Blacksmith) of 180 per player in a 4 player game,
instead of 720 from one player.
Resources serve the following purpose:
a. They can be sold off to produce gold.
b. They can be used to support armies.
Resources can't be stockpiled, and therefore are not so much shared
as they are allocated to the different players based upon need. This is
where teamwork can really produce strong gains. The cities and gold
owned by the entire team serve the fundamental purpose of allowing
players to build and field armies, and fielding armies for any length of
time requires sufficient resources and gold. Though I have never really
seen any team talk about it, it should be a goal of a team to use the
cities and gold owned by the team to maximize each players access to the
resources needed to support armies. Of particular importance is to use
the money the team accumulates to purchase the necessary components to
support all those things teams need. Banks are not enough. If one player
is fighting for his life at the front line and is fielding bigger armies
than he can support, he needs resources and he needs them badly. Gold is
fine, but that extra city you have with the Bank and Iron Export may be
making you 40 gold a minute, but a blacksmith and library will help a
great deal more.
The important thing about the above is that all of this implies a
structure of coordination I have rarely seen in team games.
Instinctively, we view the cities we create as 'ours', and when we trade
we think in terms of our own requirements. But, as I propose above, this
is the wrong way to look at it.