News / Submit
Archives
Articles

KIS Home
Reviews
Info
Screenshots
Background
Story of Kohan
Factions
Heroes
Units
Spells
Terrain
Buildings
Technology
Official KIS AI

Ahriman's Gift / Battles of Ahriman

Fan Fiction
Strategy
Editing
Cheats & Tips
Walkthroughs (KIS)
Kohan University

Forums
Staff
Player Gallery
Clans
Contests & Tourneys
Links

A Proud Member of

StrategyPlanet

 




Lexander's Tactics: Teamwork, A Non-Combat Analysis

INTRODUCTION

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.