Transcript (by Youtube)


0s hello welcome to the politopia channel
3s today we're going to be showing you an
4s epic game between two highly skilled
6s venger players this epic back and forth
9s game will keep you on your seats the
10s entire time and without further Ado
12s let's get to it in the west we have
15s Chris Krakens the co-leader of the
17s kraken's house plague is white and in
20s the South we have uh Meister lampy uh
23s he's an arctic wolves player he's
25s playing as
27s lime and we have some pretty generic
29s vanar spawns with two guaranteed animals
32s none of them have good resources because
33s it's vanar uh we're going to expect a
36s Warrior opening for both of them but uh
39s Chris kraad could have a really good
40s Forge spot or white could have a really
42s good Forge spot down in the uh with
44s those three mountains so we'll see how
46s that turns
47s out one last thing to bring up is the
50s interesting option for white here in the
52s western corner of the map since they are
55s right there at the corner all they have
56s to do is move one of their Warriors over
58s to the side to in order to save them a
59s couple of stars on a future turn to
61s level up their Capital with their early
64s game economy being really really
65s terrible saving those couple of stars
67s really could go a long way so we'll see
69s how these players decide to play things
72s out let's begin both players choose to
75s expand outwards looking for their two
77s starting Villages unfortunately lime
79s isn't able to find a second village to
82s help boost his early game production and
83s economy and white saves his lighs housee
86s for a future turn
93s both picking up hunting to begin their
95s economy run this does lead to
97s interesting texy choices for them
100s further on either give them access to a
102s stronger economy or a potential option
105s of archery in the
107s future yes very strong unit for vengar
110s Archers they counter a lot of Swordsmen
122s lime does actually go for Archers by the
124s way
127s so okay so we see live trade their first
130s swordsman outside of their original one
132s so they're planning to go on the
134s offensive and take archery at the same
138s turn right over there the first Archer
141s has been trained at the capital ready to
143s start applying some ranged pressure to
145s White forcing him to go on the
147s defensive there's some crazy line and
151s Marketplace at Forge right yeah venger
155s see I think every single one of those
157s mountains has has gold on it possibly
160s venger does have a high metal spawn rate
163s so as soon as they can even though they
164s already have Smithy they do typically
167s like to pick up climbing and then mining
169s very early on to give themselves that
171s boost um but oddly enough the other
173s secondary one is if they have enough
175s organization to pick up farming CU they
177s usually have quite a bit of farmland and
180s lands it's just really hard to get
182s initially yes the venar resources are
185s very odd and look at that with that it
189s is
193s Rich lime gets a population ruin
195s allowing him to upgrade their Capital it
197s doesn't look like they'll be able to get
199s a giant
208s still one other interesting thing with
211s archery being picked up is all these
213s Swordsmen are now receiving a defensive
215s bonus on the forests while white decides
218s to pick up climbing and is getting a
220s defensive Forest on the mountains so
223s both of them do have a decent spot for
225s their swords men to be very potent not
227s only on the offense but defense as
235s well and there there come the forges
238s those are going to be very useful if you
240s look at White's position absolutely be a
243s giant next
244s turn absolutely skyrocketing in his
247s economy going all the way
250s up going all the way up to 13 stars per
253s turn for venger is actually looking
254s pretty good by turn
261s nine we see a very good army from from
264s lime very formidable with all these
265s archers they counter The Swordsman very
267s well but
270s unfortunately I don't think it's going
271s to last very long because these Giants
272s are going to come
276s in and with that
278s immediately white now has two Giants on
281s the board on turn 10 absolutely giving
283s him another threat for lime to deal with
286s however archers are going to have a
289s field day dancing around all of these
291s Giants an interesting choice is made by
294s Whit here to pick up a border growth
297s instead of rushing out another Giant
300s perhaps saving it for another turn but
302s also giving him better access and
305s preventing lime from having good roads
306s in the
313s future or see it looks like white is
315s going to come off with an early City
318s Advantage because they've gotten to
320s those cities in the uh in the East far
323s quicker
335s lime is going to have a lot to catch up
337s with because he's already behind an
338s economy as well as City production going
342s to have to be able to claw his way back
344s in this five versus 6 City game we'll
348s see if lime has any tricks up of sleeves
349s in order to turn this around
370s he's building up an army of riders which
373s counted The Archers very well
375s but lime gets that Lighthouse that means
377s a Giants Within Reach for him
387s now on turn 14 is where the first most
390s exciting play of the game
393s happens chopping a lot in order to
395s afford roads he rushes for with The
397s Swordsman kills another archer off with
400s a rider in order to get a very secure
403s Siege on the capital the only way for
405s lime to come back from this is in order
407s to get a giant push luckily he's able to
410s secure the defense with a forge as well
413s as another mind spot but if that Capital
417s was captured that would have been a very
418s early end to this
431s game it's another live city sieged two
434s more live cities
437s sieged there's three Giants within his
440s borders it's not looking
443s great he will Manish to un Siege one of
446s them but only one
453s L would have to require in order uh at
455s least two monuments in order to un Siege
458s this but unfortunately it's not going to
461s happen and whes is going to take another
463s big lead into this game by taking a very
466s important city cutting off all of lime
469s cities away from his Capital he takes
472s trade right before the capture which
473s lets him get these incredible Market
475s spots you don't see that a lot with v
477s gear in order to counter the aggression
480s of the white venger lime is rushing for
483s uh into the middle and trying to cut off
485s all of White's
486s cities and now making a double Siege
489s themselves one of which also with a
492s giant however all of lime cities are
495s completely cut off from the
498s capital so if you look at the city of
500s Arup is a 40 Health giant it's level one
503s it doesn't look like there's any hope at
504s all of uh Chris un sieging this but
508s you'll see he's still upgrading it
510s seems like he would just want to cut off
512s all the the resources there and make it
513s a waste but he knows he's counted all
516s the population takes two monuments
520s population and then that Forge over
522s there seals the deal and he gets a giant
524s from level one oh
527s man 36 Stars per
530s turn 36 stars with the power of both
533s smiy and
536s trade the white venger is able to
538s Skyrocket his economy going from the
541s deadlands to one of the wealthiest
543s polytopians on the
547s Square very
557s dramatic with one more Trading Post
559s leveling up the cities he jumps up from
561s 36 to 44 Stars per turn on turn 18 at
566s this point he's going to be able to
567s afford anything that he's going to be
569s requiring plus he's getting another
572s Siege on the lime Capital but this
575s game's not over
576s yet his a Pally has 12 Stars per turn so
581s barely a
586s quarter by that's end of turn 18 lime is
589s doing a counter Siege in order to take
591s their original first city back in
596s response whites venger will be leveling
598s up his cities and actually applying
600s pressure to once again multiple lime
603s cities sieging the capital sieging the
606s outer city of
608s discar he is able to apply even more
611s pressure to make sure that lime does not
613s have enough Breathing Room in order to
615s come back into this
619s game for not the first time this game
621s lime barely manages to save his capital
623s from
628s Sing that's another important Siege
636s happening yeah we're seeing two more
638s sieges with Giants and we're about to
639s see another Siege on the
641s capital a third Siege in a row on the
644s capital is he going to be ignoring the
646s city of uh uh this one it doesn't look
650s like he has any options to un Siege it
653s it already has so many Giants he's used
654s all his monuments and there's just no
657s room to place anything
661s he takes free spirit so he's setting up
664s for uh Knights
670s presumably and lime is going to capture
672s that city with the uh insane and
676s look gra Stars per turn drop to only
681s 22 from all the uh the horrible loss of
683s connections so thanks to the power of
686s Roads ends up being able to level up the
688s capital all the way so instead of having
690s to defend it to get uneg it back ends up
693s just training another giant this time I
698s don't think that the white venger is
699s going to be able to apply a fourth Siege
701s in a
702s row and in fact it's actually lime
705s that's applying pressure and has cut off
707s all of white cities through the center
710s of the map
722s white is working to take their City back
724s so they can restore their economy look
726s at all those markets
728s which used to be producing so many stars
730s but now they're R run down and abandoned
735s absolutely if you take a look at the
737s economy he went from 44 Stars down to 22
741s just from taking a single City that
744s absolutely devastated White's plans in
746s order to run away with this game so he
748s will be securing the city back but this
751s does give lime a little bit of a chance
753s in order to make a
775s comeback he takes chivalry and he
777s captures back his City
783s goes up to 43 Stars per turn just from
786s capturing that
788s City 21 stars in one
790s [Music]
795s turn but white is not done yet setting a
799s Siege blocking the backup with the
801s Archer and trying to set up a low HP
804s Rider line to prevent line from getting
807s back to his City he's runting to apply
809s even more pressure before he's ready to
811s secure the game with his knights in a
814s last ditch effort in order to save his
816s own City and to stop the constant sieges
819s lime uses his archers to kill off a
821s couple of riders secures with roads
824s throwing the assorts men
827s forward and promotes to a veteran in
831s order to protect that City from future
833s attacks
839s lime is still holding out hope but with
842s this turn uh White is going to crush all
844s his dreams he sieges three cities one of
847s which is
848s unbreakable and it's the first
850s appearance of his
853s Knights and faced with this crushing
855s pressure lime resigns the only city that
858s could have been saved is her axis right
860s over here in part and the is completely
865s unsalvageable at this point but also
867s with an onslaught of 4 kns and two more
870s Swordsmen and a whole bunch of giants
872s still at White's disposal Light Lime
880s resigns the game already started off
883s slightly disadvantageous due to Chris
886s being able to upgrade a second City with
888s hunting then I overcommitted with
890s archery and I didn't really get any
892s damage done and fell behind both
895s economically and acceleration wise after
898s he got the first shot Giants he was
900s playing the entire game with an economy
902s military and Technology
904s Advantage I ended up getting a lot of
906s good trades with my units as I kept the
908s time pressure up uh Chris was running
911s out of time almost every
912s turn it took him a while but after 23
916s turns he finally got me in the
919s end so why do I think I won in the game
921s vers Meister well early game I have
924s access to these great mines which allow
927s me to get excellent Forge spots and
929s early Giants so I have this giant lead
931s but then I also get this city lead
934s towards the mid game and that's really
936s helpful for me producing more units but
939s also keeping Meister on the back foot by
941s kind of surrounding his cities and
943s forcing him to defend from multiple
945s angles but what it really comes down to
947s and I think what my biggest strategy was
950s in chess when you have a winning
952s position one of the ways to convert it
954s is to trade down all of your pieces
956s until all you're left with are your
958s Pawns and then you can advance them and
960s win that way and that's kind of how I
963s think I really won this game and my
965s strategy going into it we had this
967s really messy mid game but I knew that
969s once the dust settled if I was able to
972s hold on to my cities if I was able to
974s like eventually consolidate that I would
977s win thank you all for watching feel free
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