VoiceOfUnreason
Deity
- Joined
- Dec 5, 2005
- Messages
- 3,663
We're still seeing new players struggling with Noble, and under questioning we find that they spend and awful lot of time and energy on things that aren't winning. So this is an attempt at stripping away all the things we do that aren't winning.
The lessons within are expected to be simple, and generally applicable. In particular, a lot of "important" elements of the game mechanics are going to be completely ignored, because they are a distraction from the basic approach. Also, simple matters of technique may or may not get much attention - it depends on the kinds of questions that are raised.
As an experiment, I decided to try this approach with the start for Nobles' Clube LXIII: Pericles of Greece. This has a couple interesting upsides: more starts to compare to, and more discussion of the way you might choose to divert from a main line approach in response to the circumstances (leader traits, nearby resources, and so forth).
As a downside - well, Pericles is Creative/Philosophical; these traits are strong, and Creative in particular distorts the opening play. Further more, Greece comes with an early unique unit (Phalanxen can basically ignore Chariots, unlike regular axes) and a unique building that coincides with a an important Classical tech (Construction).
I'd prefer to use someone like Roosevelt, who's opening is more "pure" (not too many distorting imbalances). So it goes.
The Plan for this game is Land, which offers a straightforward sequence of objectives
1) Claim more than our fair share of good land
2) Claim a neighbor's fair share of good land
3) Claim all of the good land we can reach
4) Win.
Settings
Difficulty: Noble
Speed: Normal
Map: Techtonics, Mediterranean, Wet. Think inland sea.
Huts: Disabled
Events: Disabled
Leader: Pericles/Greece
Opening position, with a borrowed screen shot
First checkpoint is: Turn 0.
Second checkpoint is: Turn 15.
Third checkpoint is: Turn 45
The lessons within are expected to be simple, and generally applicable. In particular, a lot of "important" elements of the game mechanics are going to be completely ignored, because they are a distraction from the basic approach. Also, simple matters of technique may or may not get much attention - it depends on the kinds of questions that are raised.
As an experiment, I decided to try this approach with the start for Nobles' Clube LXIII: Pericles of Greece. This has a couple interesting upsides: more starts to compare to, and more discussion of the way you might choose to divert from a main line approach in response to the circumstances (leader traits, nearby resources, and so forth).
As a downside - well, Pericles is Creative/Philosophical; these traits are strong, and Creative in particular distorts the opening play. Further more, Greece comes with an early unique unit (Phalanxen can basically ignore Chariots, unlike regular axes) and a unique building that coincides with a an important Classical tech (Construction).
I'd prefer to use someone like Roosevelt, who's opening is more "pure" (not too many distorting imbalances). So it goes.
The Plan for this game is Land, which offers a straightforward sequence of objectives
1) Claim more than our fair share of good land
2) Claim a neighbor's fair share of good land
3) Claim all of the good land we can reach
4) Win.
Settings
Difficulty: Noble
Speed: Normal
Map: Techtonics, Mediterranean, Wet. Think inland sea.
Huts: Disabled
Events: Disabled
Leader: Pericles/Greece
Opening position, with a borrowed screen shot
First checkpoint is: Turn 0.
Second checkpoint is: Turn 15.
Third checkpoint is: Turn 45