> If this is a good strategy, I have always played it wrong -- because I've always tried to take whole continents.
Its not a great strategy, because it doesn't work. If you are taking only one country a turn and keeping only a small connected corr of reinforced countries with the rest weak, then anyone playing a “grab lots of countries quickly" strategy is going to steamroller your weakly defended territory, and if you are only taking one country per turn, you’ll never recover from that.
A thick shell/thin-core strategy can work (especially if it is “talr Australia, then expand a bubble out in Asia), and otherwise looks a lot like the strategy this recommends, but you just have to accept that if a strategy can work, people are likely to recognize it; you can't reliably avoid balancing feedback unless you are playing against inexperienced players or naive AI.
(Also, contrary to the article, IME while Australia is frequently taken early on, its also a major balancing feedback trigger.)
"Also, contrary to the article, IME while Australia is frequently taken early on, its also a major balancing feedback trigger."
It turns out that in any decent game with decent opponents, players learn what works and adapt. ;-)
At least in my meta, the main reason why Australia tends to get left alone once consolidated is that defending it is comparatively easy that anyone who tries to take it out without first consolidating an overwhelming advantage will be so crippled by the effort that they'll invariably lose the game. So Australia devolves to being this game of "chicken" between the other players.
I think it assumes you have more than 2 people playing, and the other people haven't read this article. Which...doesn't sound like a sound strategy to me.
Its not a great strategy, because it doesn't work. If you are taking only one country a turn and keeping only a small connected corr of reinforced countries with the rest weak, then anyone playing a “grab lots of countries quickly" strategy is going to steamroller your weakly defended territory, and if you are only taking one country per turn, you’ll never recover from that.
A thick shell/thin-core strategy can work (especially if it is “talr Australia, then expand a bubble out in Asia), and otherwise looks a lot like the strategy this recommends, but you just have to accept that if a strategy can work, people are likely to recognize it; you can't reliably avoid balancing feedback unless you are playing against inexperienced players or naive AI.
(Also, contrary to the article, IME while Australia is frequently taken early on, its also a major balancing feedback trigger.)