I pop a watchtower behind it, do the same thing on the other river crossing, and get back to building up my forces. I have to build a longer palisade wall, hoping to upgrade it later. Well, for one thing, my age-old tactic of walling off my area with gates won't work any more because the terrain is much more complex. Once your army is complete – a mailed fist composed of longbowmen, men at arms, and lots and lots of trebuchets – you open a gate and march out to destroy the AI's city. The beauty of Narrows is that enemy scouts won't cross the deeper bits of water, so instead of building a wall around yourself you only need to place gates in strategically chosen places to seal off a surprisingly large area. I've still got the books on Michel Foucault if anyone wants an essay, but I've also retained a weird preference for a custom skirmish game on Age of Empires II's Narrows map. I played a lot of this while pretending to study at university in the late 1990s, right in the middle of the RTS boom kicked off by Warcraft vs Command & Conquer. It was an unwinnable scenario, a Kobayashi Maru that, instead of teaching important lessons about not violating treaties and allowing examiners to observe how a commander reacts, merely demonstrates that any village or population is vulnerable to overwhelming force.
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