WINTER ADJUSTMENTS 1902
There are only 3 powers that had any adjusting to do and I will only touch on the two that I didn't call accurately. I'll start with England since it's shorter and then touch on the German builds. I whole-heartedly agree with the Russian destruction and hope his reasoning for it is the same as mine.
England--I called an army and KingRashad called a fleet. You went with a fleet. I will take the time to highlight why I would have chosen the army. Liverpool was the correct choice for the build but let's begin with what we know (or rather what I'm deducing we know). First, you've got a French enemy that has a fleet in the ENG ad IRI. He can't convoy 2 units at the same time so his options are limited to a convoy and a support, a convoy and a move, or two moves, ultimately, for the spring. Second, we know that we have a very large German power. They might be our ally, maybe not going into this next season. Third, we have a Russian destruction in tje face of a German assault. Each of these has a bearing on what I'm going to build. The least important is the Russian. The destruction is going to be at the most useless unit (not to imply that any are useless, but given the present situation, some are more necessary than others. It's likely going to be a northern unit because he can't afford to cut losses in the south where he will expect to make the most gains. If I'm going to get a build, it's probably Swe or StP. This means that I need another unit over there to take it because it would be foolish to think I can hold 2 centers with 1 unit for long. The fleet in Lvp isn't going to do that and I need an army on the Island. This means a fleet has to take it but I need to cover Lon and F Lvp can't do that. Now it might be that I won't get a build and if not, then the Russian situation doesn't matter to me.
The large German might come my way. If he does, then I have to think about how to cover 3 centers and the NTH with 4 units. Two fleets need to be used to cover the NTH in case there is a move + support or a move and I need to either move and support or self-standoff or something else like that. Now Germany might not be my enemy, but combat with him is possibly more likely than me getting a build in 03.
The French is what I have to focus on. If France convoys and supports, then F Lvp can handle that. If F IRI moves to Cly, F Lvp can cover that. If F IRI moves NAO, F Lvp can cover that. The problem comes if I guess wrong and now have to cover Edi. A Lvp can cover that, F Lvp cannot. Now, I should also say that the fleet build isn't the straw that broke the camel's back, because it's not. It's just not as maneuverable and can't support hold places on the other side of the Island.
Germany--Ouch, F Kie...I really disagree with that. To start, builds are one of the most telling pieces of information I have about a player and I pay *very* close attention to them. Players build based on need and direction. If a player needs more defense from a certain player, a build would likely occur closer to that player. If someone is going to be a target, builds might be closer or further away, but not too far. If Turkey builds in Ank, and I'm Italy, I can be sure I'm not his target regardless of what unit it is.second, builds indicate direction. Players always build based on where they believe their next centers will come from (if they're gaining) and where they need to defend from. I called 2 armies because I want to secure my position across that stalemate line early, and in such a way that I can't lose that footing, and one center isn't enough. Sure, if I take all 17 on the west plus War, I win, but if I take War in 1904 and the game goes to 1912, my odds of keeping just War for the next 8 years while I take the rest of the wast is close to zero because the remaining eastern powers are going to form an alliance to try to stop my solo once I hit 10-12 centers, give or take, and it's much easier for them to take one center from me and stalemate me out of that solo than it is for them to take four before I can seal the west, or at least reach 18. By crossing that stalemate line earlier, nad grabbing all I can, if no one cares at the time I do it other than the guy I'm taking them from, then I'm in really great shape going into the next stage of the game. The second army could have been deployed into Russia with the blessing of Turkey, into Italy, possibly woth the blessing of Austria, or even around Switzerland to move on the empty back side of France whivh allows me to move on Italy quicker and with less advanced warning, possibly at a time when he is a threat to another country that would like my help.
While armies are a little telling as to their destination, the fleet is more so. It cannot be brought to bear on any of the previous areas I mentioned. Instead, it can go to StP, Nor or the NTH. Each of these locations are areas that England has interest, and England alone, and that's the message I'm sending to the board whether I want to or not. I might have the best intentions for England and really value his alliance, but as soon as that extra fleet hits the board, it gives English players a pause, and possibly second thoughts. After all, there's no WAY it's going to France...at least not anytime soon. If it did, it would have to move to Hol, then to Bel and then on to Pic or the ENG currently under French control, and A Mun simply does it quicker.
Now, you may be planning on attacking the English. I don't know. In that case, the fleet is obviously the better build. I wouldn't go that route because you're allying with a 5-center power over a 4-center power and generally if that gap exists, I want it to be as large as possible so that England eventually becomes my jannissary, not my enemy. A 4-center power will have less to say about my eventual solo than a 5-center power. You've already got France and England duking it out and don't care what you're doing, so why interfere? If you can spend the next 3 years getting bigger while neither of them gets anywhere, then do it, but it means more armies and less fleets. Plus, the east is a mess right now. You should have taken advantage of that--with an army. If you later come back and play mop-up with the west, then do it. If you make large gains and the game looks like it will be a draw, more armies mean that you haven't pissed off whoever wins in the E-F war. That's the long and the short of why I would have picked 2 armies--it makes the right people less-worried and gets you what you should be after.