CROWDING AND CONTAINMENT

        Well, this page is really about two things. First, it's about sportsmanship and fair play. Secondly, and less importantly, it's about how to use these tactics in offense in defense.

THE FINE LINE

        There is a fine line between crowding and containment. The location of this fine line is disputed frequently, but no informed player disputes its existence. In the most simple terms possible the definition of containment is to surround your enemy in such a way as to restrict his expansion from an early stage. The definition of crowding is to surround your enemy so early as to force him to go to war with you before the end of Turn 1 if he wants to accomplish anything at all. That to my mind is the essential difference. Containment allows your opponent the opportunity to expand in any direction he wants as long as it isn't yours, while crowding forces your opponent into a war situation with you from the very start of the game.
        As far as giving a sporting chance goes, it should be obvious that crowding seldom gives the crowdee a sporting chance. Chances are, even if they do manage to defeat the crowder, a crowdee will no longer be capable of winning the entire game.  Worse yet, the crowder is seldom capable of winning the game afterwards either. The tendency is for the crowder and the crowdee to lose any sporting chance at winning the game at all. As far as fair play goes, crowding isn't that either. Almost every time, a crowd requires the crowding to take advantage of the turn based system and attack the crowdee after they have placed on Turn 0 and before they can come in on Turn 1. The crowdee little can't see it coming. It's pretty much a below the belt kind of attack.
        Containment, on the other hand is a very different kettle of fish. To contain an opponent, you have to outexpand them in the open field, surround them and flag/porc/fortify your border so as to prevent them getting out. Far from being a cheap move, it is actually pretty difficult and expensive! If you succeed in a contain, then you have played in a way that no other player can fairly describe as being sneaky, underhanded or otherwise unfair to the other player.
        Finally, a note on the difference between crowding in allied games as compared to individual games. There are many times in allied games where it is worthwhile to perform what would be considered a crowd in an individual game. This includes when your opposition is performing the infamous shark tech swap (at which point you swoop in, take their cities and get the technology for yourself). While this is technically crowding, it is merely fighting fire with fire in many players minds. Furthermore, it may be worthwhile for a member of one alliance to set up between 2 or 3 of his opponents and threaten them all within a few short turns. This allows you to prevent a block of the enemy from becoming too closely intertwined and prevents them from expanding at a decent rate. In the meantime, the other members of the "crowders" alliance are allowed unfettered expansion and soon overrun the other alliance. There may be other occasions where it is sensible to perform a crowd like action in an allied game, but I'll leave figuring it out to others. That's where the line gets really fuzzy.

THE "HOW TO" OF CROWDING

        The rules of crowding are as follows:

  1. You must place close enough to attack the crowdee by Turn 1 or early (ie. straight away).
  2. You cannot place before the crowdee does because then anyone placing close enough for a crowd would be the crowder and it is you who would be the crowdee.
  3. You must attack the crowdee as heavily as possible without consideration for holding back. Taking all their empire (except their base) before they can know anything has happened is the way to a successful crowd.
  4. If you can't take all of a crowdee's empire straight away, flag everything you can and put porcupines in any city or resource within 2 squares of the crowdee's base. This makes is almost impossible for the crowdee to fight. If you are such a useless player that you need to crowd, you certainly can't have the crowdee fighting back. You would probably lose.
  5. If you can think of anything tactics that are dirtier and less skillful than any of the aforementioned tactics, you might as well use them. You probably couldn't be less fair than you have been already.

PROTECTING AGAINST CROWDING

        It is quite easy to make it highly undesirable, even impossible for another player to successfully crowd you. The rules of defending against crowding are as follows:

  1. Never just go in, place your base and wait for the peace money to start rolling in before expanding. If you do, an opponent can place the minimum 10 squares from your base and drop porcupines in every city and resource around your base without even trying.
  2. Good expansion is the first key to defending against a crowd. The further you can expand and the more directions you do it in on Turn 0. The less chance an opponent has of taking out much of your empire or even of getting close to your base. Your opponent has to place his base at least 10 squares away from your nearest unit.
  3. Place your base in a position that is easy to expand from, but difficult to reach. If another player has to fly across a mountain range or plow through 6 or 7 squares of Forest, Desert or Snow to reach the outskirts of your empire, they are going to be very discouraged and at a very great disadvantage if they do attempt to crowd you!
  4. Be aware of the risks if you must place on the "coast". Enemy naval units can crowd your base from extreme distances. If you come in on Turn 1 with a Captain on your doorstep from the player who started the game 50 squares away, don't say I didn't warn you!

THE "HOW TO" OF CONTAINMENT

        Containment comes in two flavours: peace-time containment and war-time containment. Obviously peace-time containment can only occur when you are at peace (have signed a peace treaty) with the target of your containment. War-time containment is at any other time (sure you may not have officially declared war, but to assume there is no war with no declaration is just totally British and erroneous to boot). I'll discuss each situation separately if I can.

        The trick of peace-time containment is this. To break out of your containment, your target has to break peace with you! Unfortunately though, the more successfully you contain your opponent, the sooner this will occur as when you are more than triple your targets size he will be able to break the peace treaty for free and you will recieve no cash for it (it is called a rebellion). So there are two kinds of containment in peace-time: Strong containment and weak containment.
        Strong containment is what you use when you are trying to completely shut down an opponents expansion and overwhelm them by force of numbers. Use this strategy when you only have one opponent who can threaten you. It is a very offensive strategy so expect to be going to war soon. You want to block off as many paths of expansion for your target as possible with flags in cities and resources that are difficult to attack/reach for your target and porcupines or other strong units in vital positions where your opponent my try to break through. Usually, you only finish half of this strategy before you can have hurt them badly enough that you can start working on their empire.
        Weak containment is what you use when  you have more than one enemy nearby or are less interested in shutting your opponent down than you are in expanding yourself. All you are looking to do with a weak contain is make it impossible for an enemy to close on your base and to cut them off from resources that are as vital to you as they are to him. Usually, in a game with peace, your opponent will be less interested in breaking a peace treaty to get at those resources than they will be to keep the extra cash and keep expanding. Usually, the first to break peace either gets a kill right away or winds up being defeated by someone else who was allowed to expand peacefully... So weak containment is an effective strategy for improving your own expansion and position, while defeating your opponents attempts at the same.

        The trick of war-time containment is different. Your target is actively trying to attack you at all times, so your first priority is to destroy all their attacking units with little or no loss to your own. Your second priority is then to take as much of the enemy empire as you can easily. Whatever is left over is containment. You are seeking to make a wall of porcupines, flags and fortifications (if desirable) around the enemy empire and most especially any part of the empire that is closer to your base than any other. If successful, your opponent is unable to escape from the tightening noose of your troops and will eventually succumb. If unsuccessful, you are probably going to die, so let's not entertain that notion. Final note: War-time containment is pointless if you can kill your opponent in one fell stroke! Apply only when absolutely necessary. Experience will tell you when that is.

        Having said all this, you may still be a little bit unclear as to the exact details of how to do these things. All I can say is read the rest of the site. Containment is a big strategy with lots of little tactics hidden inside. All I can do here is give you a broad view of how it works.

PROTECTING AGAINST CONTAINMENT

        There are a few ways to protect against containment (speaking generally here):

  1. Just say "no": If you refuse to sign peace with a nearby opponent, then it is impossible for them to use peace-time containment techniques on you. Instead, they are forced to approach you more warily and this this can be of benefit. Of course, this tactic isn't always a good option.
  2. Fight fire with fire: If you outexpand a would-be container, then you can turn the tables and contain them instead. A contained opponent is going to have difficulty doing anything to you, much less contain...
  3. Place far away from your opponents: Often, the last few people to place have a strategic advantage over those who placed first. You can utilise this by placing near an opponent or two and attempting to contain them before they contain you or you can place far enough away that you cannot be effectively contained by the time you and opponents first come into contact.
  4. Attack: This is usually the last resort of someone who has been effectively contained. However, you may surprise an opponent by attacking them before they are prepared. You must consider your chances very carefully before doing this though. Naturally, the stakes are quite high if you misjudge your opponents defenses!

INDEX