[OTC] Splitting tiles for defensibility

In Offworld Trading Company, resource-producing buildings gain significant bonuses to production for each neighboring building of the same type. A great contiguous field of the same type of building has the greatest possible production power. However, high level players usually avoid this sort of base layout. Commentator Zultar explains that top players recognize the diminishing returns on adjacency bonuses, and also know that a single field of tiles is a juicy target for black market sabotage (as happens to one player in the clip). By defensively splitting tiles, you sacrifice some of one type of value (production from extra adjacency bonuses) in order to reduce the value for opponents in attacking you.

[OTC] Relative value: Getting more out of a silicon stockpile

Here we have an example of relative value in tournament Offworld Trading Company FFA game. Player RainbowIdeology has had an elemental quarry mining silicon, and now has a modest stockpile built up. He could sell the silicon to the market for cash, but doing so would lower its market price. Opponent Rhahi’s two glass kilns, each of which consumes oxygen and silicon to produce glass. Since her kilns are using more silicon than she collects, she is forced to buy silicon off the market to run them. If RainbowIdeology were to depress the market price of silicon, Rhahi’s profit margins on glass production would grow. Instead of selling to the market, RainbowIdeology constructs three solar panels, each of which costs 100 silicon and 20 aluminum. The panels will (at least for now) be very profitable with the current high power price of $198. Rainbow got more value out of his silicon stockpile by building solar panels than he would have by selling it.

[Dom4] Sy on strategy and pretender design for LA Agartha

Dominions 4 is a turn-based fantasy wargame where the player is a god over a nation of worshippers, contesting with other pretender gods for the spot of top dog (er, top god?). Sy, a multiplayer Dominions veteran, walks us through his strategy in "I Equip My Heavy Crossbow" (game admins usually choose unusual names for the games they run). Sy's nation is Agartha, a race of cave-people. I've pulled out a few salient areas below, but the whole video is densely packed with more. First, Sy reviews why he considers Late Age Agartha a strong early- and mid-game nation:
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[Chess] Concentration of power enables tactics

In chess as in other games, players assist their ability to calculate with a recognition of common patterns between games. Here, International Master Christof Sielecki (aka Chessexplained on YouTube and Twitch) briefly draws our attention to the simple but critical point that concentrations of power can enable tactical shots. This general pattern appears in non-chess games as well.

[AoE2] Early and midgame commentary selections

YouTuber ZeroEmpires provides insightful Age of Empires II coverage on a game between players Skittles and Melkor. The whole cast is great, but here are a few moments of especially clear presentation.

First an assessment of Skittle's unfortunate spawn location:

The open terrain around Skittle's base enabled early harassment that in turn contributed to an economic advantage for Melkor:

Melkor's larger and safer economy is invested in an army size and upgrade advantage which in turn is used to keep some pressure against Skittle's awkward home terrain, preserving Melkor's economic advantage:

Melkor takes a cost-efficient tactical shot with a well-chosen armor upgrade to enable raiding under watchtowers. Skittles continues to lose gathering time with his villagers: