TH1/.codex/skills/polytopia-strategy-design/references/polytopia-strategy-playbook.md

7.5 KiB

Polytopia Strategy Playbook

This is a practical strategic model. Always adapt to mode, tribe, map type, spawn resources, opponent distance, and current patch.

Strategic Thesis

Polytopia is mostly won by compounding small tempo advantages:

  • reveal villages earlier,
  • capture cities earlier,
  • buy useful tech before city-count cost increases,
  • convert city upgrades into SPT or decisive units,
  • build roads that create captures/kills one turn sooner,
  • avoid tech and unit purchases that do not change the next few turns.

The strongest move is often not the biggest move; it is the move that makes the next turn much stronger.

First Principles

  • Stars are tempo. Do not spend them unless the spend creates immediate city growth, expansion, defense, or a tactical breakthrough.
  • Tech is a tool, not progress. Buy tech when you can use it now or next turn.
  • Vision is economy. Scouts, explorers, mountains, and fast units are valuable because they find villages and choose wars.
  • Villages are snowball points. Capturing a village usually matters more than a low-value skirmish.
  • Roads are delayed movement. A road is worth it when it changes capture timing, attack reach, defense rotation, or trade connection.
  • Unit trades are positional. A "good" kill can still be bad if the attacker dies on a key tile or opens your city.
  • Defense buys time; economy wins if time is used well.

Opening Plan

Turns 0-3

Goal: identify the nearest village route and first city upgrade path.

  • Move starting unit to maximize revealed tiles, not just toward visible resources.
  • Check capital resources before buying tech.
  • If a tech upgrades the capital immediately, it is often correct.
  • If no immediate upgrade exists, consider saving stars for a unit, tech after exploration, or a village timing play.
  • Avoid training units that cannot reach useful tiles before a cheaper or faster alternative would matter.

Turns 4-7

Goal: capture villages and set the economy curve.

  • Compare "research before capture" vs "capture first." Researching before a new city can save stars because tech cost rises with city count; capturing first can still be correct if the city immediately increases SPT or produces a needed unit.
  • Use city upgrade choices to solve the next bottleneck: SPT if star-starved, Explorer if blind, Border Growth if it unlocks several resources, Wall if contested.
  • Start roads only when they create a concrete one-turn swing.

Turns 8-12

Goal: convert expansion into military or unstoppable SPT.

  • Identify the main front and backfill economy in safe cities.
  • Research counters only when the enemy composition requires them.
  • Do not overbuild slow units if fast units can fork cities.
  • Start planning super-unit timing if a city can reach it without starving the rest of the empire.

Tech Timing

Ask these questions before every tech:

  1. What can I do with it this turn?
  2. How many city upgrades does it enable?
  3. Does it save a unit or capture a city within two turns?
  4. Will capturing a village first make this tech meaningfully more expensive?
  5. Does this tech commit me to a branch I cannot afford to exploit?

Good early tech usually unlocks local resources or movement. Bad early tech is a nice future idea with no immediate spend path.

City Upgrade Choices

  • Workshop/economy: default when the city is safe and the extra SPT accelerates future actions.
  • Explorer: strong when fog hides villages, ruins, enemies, or map shape; weaker when vision is already solved.
  • Resources/population: good when it creates another upgrade soon or supports a super unit.
  • Border Growth: high value when it captures multiple resources, unlocks a port/market/forge/sawmill/windmill plan, or reaches a critical tile.
  • Wall: choose when a city is under credible threat or must hold a choke/front.
  • Park: Perfection/score priority, rarely the conquest default.
  • Super Unit: evaluate not just the unit, but whether you can protect and project it.

Roads And Movement

Roads are best when they:

  • let a unit capture one turn earlier,
  • let riders/knights threaten multiple cities,
  • let defenders rotate into a siege,
  • connect front cities for reinforcement,
  • turn a city into a launch point.

Roads are bad when they:

  • spend stars without a timing change,
  • give an enemy the same route,
  • stop at a tile blocked by zone of control,
  • support a front you are not actually fighting on.

Always account for zone of control. A road route that passes adjacent to an enemy may not produce the movement you expect.

Combat

Attack Rules Of Thumb

  • Kill units that open city captures, protect your siege, or prevent enemy counterplay.
  • Chip high-value units before committing melee attackers.
  • Screen fragile ranged units and bombers.
  • Avoid leaving fast enemy units with chain-kill opportunities.
  • A city siege is only valuable if the opponent cannot cheaply unsiege or kill the sieger.

Defender Mindset

  • Hold cities with durable units, walls, terrain bonuses, or enough counter-damage.
  • Block road access and landing tiles.
  • Force enemy units to end turns in kill zones.
  • When losing a city is inevitable, trade for time, stars, or a stronger recapture.

Naval Play

On water-heavy maps, naval tempo is often expansion tempo.

  • Get on water early when villages, lighthouses, starfish, or enemy coasts demand it.
  • Use Rafts for transport and upgrade into the naval role needed by the front.
  • Scouts find coastlines and targets; Rammers contest ships and landings; Bombers break clustered fronts but need protection and setup.
  • Bridges can convert "almost connected" land into surprise attack routes.
  • Ports and Markets are economy pieces, but only if the city has enough adjacent support to justify the investment.

Diplomacy And Cloak-Like Pressure

Diplomacy tools add a hidden-front layer:

  • Peace can buy economy time but may give opponents freedom elsewhere.
  • Embassies convert information and opponent count into stars, but patch cost scaling matters.
  • Cloak/Moth-style infiltration punishes undefended large cities and weak vision.
  • Counter infiltration with city walls, patrols, fast finishers, splash, and not leaving core cities empty.

Tribe Archetypes

Use these archetypes when giving advice:

  • Resource-economy starters: rush the starting resource tech payoff, then expand.
  • Mobility starters: convert early reach into villages and pressure before slower tribes stabilize.
  • Naval starters: exploit water if map supports it; pivot if spawn is landlocked.
  • Military starters: pressure early, but do not ignore economy or tech-cost timing.
  • Defensive/diplomatic starters: use survivability or diplomacy to buy SPT and information.
  • Special tribes: learn their exception mechanics first; generic build orders mislead.

Common Mistakes

  • Buying tech because it is "next" rather than immediately useful.
  • Capturing cities before buying a planned tech, making the tech more expensive for no reason.
  • Upgrading a city for score/elegance while the front needs units.
  • Building roads that do not change a timing breakpoint.
  • Sending super units unsupported.
  • Fighting over units while ignoring empty villages.
  • Letting fast enemy units chain kills.
  • Choosing Explorer when visible map already answers the next three turns.
  • Delaying naval on maps where water controls expansion.

Strategy Answer Template

When asked "how should I play this?", answer in this order:

  1. Mode/map/tribe assumptions.
  2. First 5 turns.
  3. First tech priorities.
  4. City upgrade priorities.
  5. Unit composition and road plan.
  6. Midgame pivot.
  7. Specific mistakes to avoid.