[OTC] Tourney match featuring aggressive pressure against lategame potential

Here we have the best of 3 Offworld Trading Company (OTC) match between players blackmagic and DeathTacticus with excellent commentary from philothanic and Zultar. In this match, we see cross-game ideas such as the strength of controlling the center as well as a race between early and lategame strategies.

Game 1. It's best to search for ways to get in your opponent's way while advancing your own gameplan. Here Blackmagic cancels an iron claim to the east and instead takes 2 iron tiles adjacent to DeathTacticus's base. This play does not lose as much tempo as it would seem, as he could not claim those 2 tiles earlier as they were protected by the timeout from DeathTacticus' own found there. These two tiles stifle the expansive opponent's options, walling DeathTacticus off from the open space northwest of his base and reducing his options for later building placement. Expansive colonies have a large tile footprint that can make it especially difficult for them to design their bases in tight areas. They face the competing incentives, wanting to connect production to the base to avoid shipping but also wanting to avoid over-clustering of buildings that increase the value of the opponent's EMPs and Power Surges (both of which randomly spawned for this game's black market):

Both players are in the top center of the map away from many of the map's resources. Zultar discusses one attractive alternative found location nearer to the center that went unused. Controlling the center of a game map (LoL mid tower, chess center squares, etc) is very strong because occupiers have the shortest average travel distances to other points on the map. In this case, reducing shipping distance to every other point on the map would help because shorter shipping lanes are cheaper to operate. Playing to shorten distances is as important here as in other map-based games, as we saw with Planetary Annililation. By founding in a particular spot, players make a (mostly) static choice about shipping costs for the map's resource patches:
Continue reading "[OTC] Tourney match featuring aggressive pressure against lategame potential"

[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.