Island Placement Strategic Meta
Lately I’ve been thinking about some rabbit holes. Specifically, those involving the thinking man’s strategic aims when setting up for a game or playing it. This is one of my absolute favorite topics in Pirates CSG – competitive optimization from thinking through options and deciding on a best course of action. It’s a bit more theory and less experience-based than I usually am, but it’s real fun for me to think about. These snippets come from the Pirates CSG Discord server and I hope to add more over time.
The player who goes first chooses the location of the first island. The second player chooses the location of the final island, which they can place 6L away from the island in play that is already in the most remote location. Then the second player chooses the home island location of the first player, which at that point, why not put the first player as far away as possible?
I can’t believe I haven’t thought of or noticed this before, at least not to a clear strategic goal. This makes it seem like the optimal standard setup (1v1 at 40 points with 6 total islands) would pretty much always have at least one island farther out than all the rest, or would even make the island placement look a lot less like the typical circle or pyramid shape I’m very accustomed to seeing since people often default to placing islands no more than 3L away from other islands.
I think the follow up is: Does an “island placement meta” emerge where because Player 1 knows they will be placed 6L away from an island to start the game, do they place their 2nd and 3rd islands (the 3rd and 5th to be placed) the maximum distance (6L) away from other islands because they know that they will HAVE to place Player 2 at an island that would otherwise be closer? It is suddenly obvious that they will want ALL the islands to be 6L apart to minimize their relative distance to getting gold compared to Player 2.
This could also exacerbate the existing “issue” of speed being the most important attribute in the game along with extra actions. If both players are well aware that one of them (50% either way) will start the game 6L away from the nearest island, they are almost forced to build speed fleets that attempt to make up for such a distance. Which results in more Hai Peng/Banshee’s Cry/Lord Mycron type fleets. This in turn forces the other player to build a more competitive fleet as well, and results in even less average or below average ships and crew from being used.
You would see the ships you’re going up against, but would have to make educated guesses on the crew. That’s where experience and having a somewhat encyclopedic knowledge of the game pieces could come in handy. A bunch of face down crew on the Hai Peng and a potential Mycron ship is a pretty decent bet you’ll be seeing some crazy S+L+S+Lx2 stuff going on in the game. But opponents could also bluff what their crew setups are or just lie about what they have, which gets into the strategic elements I’m also thinking about…
I’ve just been thinking more in-depth about the rules than usual in the past month or two. Plus I keep going first and losing, though this certainly isn’t the reason why. XD
When you go as deep as the rabbit hole goes, you could even say everything is playing the game. Even what you say to the other player prior to meeting up. Bluffing that you’re using a casual fleet and saying the roommate took your tin by accident that morning. XD
I might lose competitive games in the future because I’m bringing this topic up right now. O_O
I just think if you “reverse engineer” it or go backwards, Player 1 realizes that they will have terrible positioning either way. Even if the first 4 islands are set up in a square 6L apart, and Player 1 puts the 5th island 6L away from a corner of the square, Player 2 can still place island 6 (which they know will be 1’s HI) 6L away from the square in the same direction. I think I’ll have to draw this out or make a video about it soonish.
Player 1 would want some powerful ships to stop P2 from getting gold home. This could even affect fleet building for everyone involved – if you know you’ll get screwed with a gold fleet in Player 1 position, BOTH players might just hedge their bets and bring loaded fleets with minimal points invested in gold running.
Terrain is vastly harder to talk strategy about and theorize a “meta” around, simply because it’s FAR more variable than the islands. So many types of terrain, with so many places they can each go on the ocean
I countered my own idea from earlier. Player 1 would anticipate Player 2 placing the final island as far away as possible, and therefore would likely place island 5 in the middle. (this is very basic with the first 4 all maximally 6L apart. Then P2 picks the final location 6L off a corner of the area which they choose as the P1 HI.
I think P1 starts to depend on whirlpools at this point.
the rules don’t specify about agreeing on the TYPE of terrain, so players would potentially just bring a lot of everything and base their choices on whether they go first or second.
Man the meta continues! Because with terrain, P1 can now try to MAKE other islands more appealing for P2 to choose as P1’s HI! By putting whirlpools near a faraway island, it could make P2 think twice about making that P1’s HI.
Maybe this all circles back to the official HI selection choice rule being quite good?
Continuing the discussion on the Discord on 9/27/2021:
This gets into more island placement strategy. Player 2 knows they can put P1’s HI wherever they want. They can place it near their own HI with the full intention of blasting away on their turn (the end of “round 1”) because they had HI protection while P1 doesn’t (unless they keep ships there and likely forfeit actions).
This could also dramatically impact terrain type selection AND placement by P1 because they know they’re going first and will have their HI chosen by P2. If they think P2 will blast them in R1, it could benefit them to place fog banks near as many islands as possible so they can hide right after the game starts if necessary.