dalamb
Deity
The Nobles' Club series started out as a way for Noble-level (and below) players to improve their game. Most of the original participants now play at much higher levels, so this has become a way for advanced players to help others learn to play better. You can play your own game at any level and with any mod, but it would be nice to comment on the games of other players and give them advice.
Our next leader is Ghengs Khan of the Mongols.
Ghengis is Aggressive and Imperialistic. AGG gives a free Combat I promotion to melee and gunpowder units; it doesn't directly synergize with the Kheshik, but half-priced barracks help any warmonger. IMP means you get settlers and great generals faster.
Noble-level players might want to try out TMIT's horse archer rush strategy, summarized here from a thread on traits for rushing (thanks also to Shafi; I will be editing this segment in response to any additional advice people give in this thread).
Starting location:
Finally, a cut and paste (and another slight edit) of our standard doctrine:
There are no hard and fast rules here: fun and learning are our primary goals, but we do request that you update your progress at various points in the game, using the Spoiler feature of the boards.
Tentative posting updates are suggested at:
4000 BC (starting thoughts, no spoiler required for that discussion)
1000 BC or so (how you decided to progress up the early tech/build paths, which AIs you have met, where you're thinking of putting cities, etc)
500 AD or so (after establishing some cities and a possible plan of action)
1200 AD or so (mid-game, Lib race, wars or peace, or whichever happened or didnt, met other continent if applicable, etc)
1600 AD (or when you have decided on a course of action and a specific victory condition)
End of game (Victory!!! or defeat, no shame in losing, especially if you tried a higher level. Learning is what we focus on, not fastest win or biggest empire)
Remember, these are only guidelines. What we really want are your thoughts as the game goes on, so if your strats don't fall into line with those dates, feel free to adjust your reports accordingly.
We also welcome players to ask for specific game advice, as we have a number or stronger players who lurk and help out with solid tips, and of course, we help each other. Replies to specific questions should also be in spoilers, with a simple "@" in front of the person the answer is directed towards.
Special Thanks go to Bleys and TMIT, who really made this series a great one, r_rolo1, mapmaker extraordinaire, for his maps for most of the series, and all of you for playing.
The WB-saves are attached (zipped; they are bigger than standard saves). To play, simply download and unzip it into your BTS/Saves/WorldBuilder folder. Start the game, and load your favorite MOD (if you use one, if not, check out the BUG MOD), select "Play Scenario", and look for "NC 38 Ghengis Noble" (or Monarch, if you want the AI to start with its usual Archery bonus tech, or Immortal for Archery+Hunting, or Deity to add Agriculture). This allows you to play with your favorite MOD at the Level and Speed of your choice. From Quick-Warlord to Marathon-Deity, all are welcome! We stuck with the name "Nobles Club" because it has a cool ring to it.
Our next leader is Ghengs Khan of the Mongols.
Ghengis is Aggressive and Imperialistic. AGG gives a free Combat I promotion to melee and gunpowder units; it doesn't directly synergize with the Kheshik, but half-priced barracks help any warmonger. IMP means you get settlers and great generals faster.
- His UB: The Ger is a stable that gives 4XP to mounted units instead of 2; a barracks and ger put you 3 XP from a 3rd promotion, and one of those rapidly-acquired great generals as a settled Military Instructor reduces that to 1.
- His UU: The Kheshik is a horse archer with a first strike that ignores terrain movement costs. Unlike HAs, it lacks immunity to first strikes, but its own first strike cancels that of an unpromoted archer, so early on that's a wash. Watch out for drill-promoted archers, against which Kheshiks are more vulnerable than regular horse archer.
Spoiler map characteristics :
Standard-size Arboria. This type of map has a single large continent with lots of trees and deer, which is nice for a civilization that starts with hunting and with a UU that ignores terrain movement costs. It's a smaller map (40x40) with a lot higher ratio of land to ocean than Pangaea, but my experiments reveal that it has about the same actual number of land tiles as Pangaea, which is what matters most for whether some AI has too much territory into which to expand.
As promised in the Bullpen, there are horses within range of either the initial location or some reasonably close 2nd city site.
As promised in the Bullpen, there are horses within range of either the initial location or some reasonably close 2nd city site.
Spoiler :
Get Horseback Riding as soon as possible; it's expensive but essential. Backfill Archery while building a Stable/Ger. Build Kheshiks -- lots and lots of Kheshiks. You won't need Axemen or Swordsmen; maybe some Archers for defending conquered cities. There aren't likely to be enough AI Spearmen to be a serious deterrent.
Your Kheshiks will get two promotions. Against flatland cities, Combat II horse archers can win with about 70% odds. Against more strongly-defended cities, use Flanking II, which gives them a 50% withdrawal chance (if they still have movement after attacking); finish the damaged defenders off with Combat II Kheshiks.
One suggested ratio is about 70% Combat II and most of the rest Flanking II. One Kheshik per stack should take Flanking I/Sentry for the extra tile of visibility, so you can see early on whether city defenders are too strong for you, and avoid counterattacks outside cities. One per stack should take Combat I/Medic I. It is important to bypass well-defended cities so you don't get bogged down with healing and waiting for replacements; you can switch to pillaging critical resources, which can force the AI to defend on flatlands where they're more vulnerable.
In rushing a whole continent, make sure to pause and heal when you finish off one civilization, then keep the momentum going and attack the next. Financially, conquest can be economically self-sustaining. You can also damage the AI tech pace so that nobody gets Feudalism (and thus longbows) for a long time.
This works well (for TheMeInTeam, at least) at all levels up to Immortal; Deity AIs can block it.
Your Kheshiks will get two promotions. Against flatland cities, Combat II horse archers can win with about 70% odds. Against more strongly-defended cities, use Flanking II, which gives them a 50% withdrawal chance (if they still have movement after attacking); finish the damaged defenders off with Combat II Kheshiks.
One suggested ratio is about 70% Combat II and most of the rest Flanking II. One Kheshik per stack should take Flanking I/Sentry for the extra tile of visibility, so you can see early on whether city defenders are too strong for you, and avoid counterattacks outside cities. One per stack should take Combat I/Medic I. It is important to bypass well-defended cities so you don't get bogged down with healing and waiting for replacements; you can switch to pillaging critical resources, which can force the AI to defend on flatlands where they're more vulnerable.
In rushing a whole continent, make sure to pause and heal when you finish off one civilization, then keep the momentum going and attack the next. Financially, conquest can be economically self-sustaining. You can also damage the AI tech pace so that nobody gets Feudalism (and thus longbows) for a long time.
This works well (for TheMeInTeam, at least) at all levels up to Immortal; Deity AIs can block it.
Finally, a cut and paste (and another slight edit) of our standard doctrine:
There are no hard and fast rules here: fun and learning are our primary goals, but we do request that you update your progress at various points in the game, using the Spoiler feature of the boards.
Tentative posting updates are suggested at:
4000 BC (starting thoughts, no spoiler required for that discussion)
1000 BC or so (how you decided to progress up the early tech/build paths, which AIs you have met, where you're thinking of putting cities, etc)
500 AD or so (after establishing some cities and a possible plan of action)
1200 AD or so (mid-game, Lib race, wars or peace, or whichever happened or didnt, met other continent if applicable, etc)
1600 AD (or when you have decided on a course of action and a specific victory condition)
End of game (Victory!!! or defeat, no shame in losing, especially if you tried a higher level. Learning is what we focus on, not fastest win or biggest empire)
Remember, these are only guidelines. What we really want are your thoughts as the game goes on, so if your strats don't fall into line with those dates, feel free to adjust your reports accordingly.
We also welcome players to ask for specific game advice, as we have a number or stronger players who lurk and help out with solid tips, and of course, we help each other. Replies to specific questions should also be in spoilers, with a simple "@" in front of the person the answer is directed towards.
Special Thanks go to Bleys and TMIT, who really made this series a great one, r_rolo1, mapmaker extraordinaire, for his maps for most of the series, and all of you for playing.
The WB-saves are attached (zipped; they are bigger than standard saves). To play, simply download and unzip it into your BTS/Saves/WorldBuilder folder. Start the game, and load your favorite MOD (if you use one, if not, check out the BUG MOD), select "Play Scenario", and look for "NC 38 Ghengis Noble" (or Monarch, if you want the AI to start with its usual Archery bonus tech, or Immortal for Archery+Hunting, or Deity to add Agriculture). This allows you to play with your favorite MOD at the Level and Speed of your choice. From Quick-Warlord to Marathon-Deity, all are welcome! We stuck with the name "Nobles Club" because it has a cool ring to it.