Well, I'm not entirely convinced, but it's clear the meta on medit is much different than what I'm used to, and walls and early focus on navy do certainly give more slow-started civs a fighting chance. Using camels as a fast counter to HA's is also quite clever. Still, I think much of the explanation can be found in the fact that Blue simply outboomed his opponent, as can be seen in the difference in villager high count when looking at the score. The fact that he even has time to make FB's when anticipating the naval battle is fascinating.
So yeah, I think a fair bit of the outcome can be explained by the fact that he is faster than his opponent and therefore can engage before the Yammy player can begin to snowball properly. Even though our unit grouping is much clunkier I think the same goes for us as for AoE2, Fire Galleys can be very effective in small scale battles, but once fleets start to amass I think the ranged boats should dominate. Flank traps and some really effective micro might yield a good contact area, but if the Yammy player knows what he's doing he should probably just pull back and try to engage with the flank boats. Also I feel like if you expect to engage on water first, you have the benefit of being able to go full on wood in the early game and not have to worry about balancing you gold income for Fire Galleys.
Much of the same goes for land units as well, where a larger stack of horse archers should likely perform better against camels.
Thanks a lot for linking that game though, I feel like I learned a lot. The fact that a lot of strong naval civs like Yammy and Phoenie have to forego the Fire Galley do definitely give them an unexpected weak spot during the opening moves, and early walls and tight spaces of medit certainly do make it more difficult to effectively execute a HA rush.
//The warrior of Isola
"I lack quotes that demonstrate Humor Intelligence or anything about me."
Pineapplefish
Cleidopus gloriamaris