Nobles' Club XL: Mehmed II of the Ottomans

dalamb

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May 9, 2006
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Kingston, Ontario
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 Mehmed II of the Ottomans.

EXP means extra health for bigger cities sooner, whose maintenance you can afford because of ORG. Faster granary and harbour from EXP, and faster lighthouses, courthouses, and factories from ORG. All that means REXing or conquering a large early empire can make a lot of sense. The Ottomans start with the Wheel and Agriculture, which lets you go for pottery (and thus cheap granaries) very quickly.
  • His UB: the Hammam.

    An aqueduct that gives +2:); combined with Mehmed's EXP trait, this means you can get larger cities sooner.
  • His UU: the Janissary.

    A musketman that gets +25% versus melee, archery, and mounted units: basically, everything he's likely to face if he gets to Gunpowder first. Musketmen are often looked down upon as not-very-strong units that are soon obsoleted by riflemen, but "soon" depends on your tech path, and Musketmen have no counter-unit until Riflemen. It might be worth beelining Gunpowder.
And the start:

Pigs, wheat, starting on a coastal plains hill on a river, with gems and ivory in the BFC; what's not to love? Concerning the map, which some players might prefer not to know:
Spoiler :
This is Big and Small, Standard size, Temperate climate, Medium sea level, Islands, Islands Mixed In. I've only looked at a few of these maps, but these parameters seem to give more land than water maps like Islands and Archipelago. There are a few continent-like masses with two (or more) civilizations. There tend to be some large islands worth colonizing; there may be a fair bit of total land, but it's not quite so easy for the AI to expand into as if it were Pangaea (or like the Highlands from the Boudicca game). There are also some 1-tilers not worth it unless maybe they have seafood and you're running Universal Suffrage so that you can rush-buy a temple and monastery of your AP religion to get a few hammers. There are sometimes enough coastal pathways between settled land masses (especially with Islands Mixed In) that it's worth exploring extensively with a fishing boat or galley to establish intercontinental trade routes.
Finally, a cut and paste 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 40 Mehmed 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.
 

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Let me know if I messed up any of the WB saves. I checked Noble, plus Deity, where the one AI I looked at seems to have all the right units, but skipped checking Monarch and Immortal. Once Noble is OK generating the others is just adding some techs, so there shouldn't be any problems.

I expect to start in place on the plains hill, having had many experienced players comment on the utility of the extra hammer at the start of the game. Does pottery first make any sense? Or just go the usual mining > BW.

Some thoughts on strategy, which no doubt a more experienced player should correct comment on:
  1. EXP means you get a 25% bonus to :hammers: when building a worker -- which means, if you settle in place on the PH, building a worker goes faster only after the first border expansion, when you can work a forested plain or plains hill. Might be worth building a warrior for a few turns if you usually go worker-first.
  2. Gunpowder requires Education or Guilds. The Guilds path requires two fairly expensive techs, machinery and engineering. Education is very expensive but it can be partly bulbed with a Great Scientist (not too hard to obtain via running the two science specialists from a Library) and is usually a high priority anyway. Education requires Paper, which requires either Theology or Civil Service. CS is often high priority because of Bureaucracy, and at lower levels you might be able to get it via the Oracle. If you're going for early warfare you might have taken Theology for the Theocracy civic, and if you built the Oracle you might have generated a Great Prophet, which can be used to bulb it.
 
I am so going to play this. Prince, though, although trying it at noble is attractive :mischief:
 
Let me know if I messed up any of the WB saves. I checked Noble, plus Deity, where the one AI I looked at seems to have all the right units, but skipped checking Monarch and Immortal. Once Noble is OK generating the others is just adding some techs, so there shouldn't be any problems.

I expect to start in place on the plains hill, having had many experienced players comment on the utility of the extra hammer at the start of the game. Does pottery first make any sense? Or just go the usual mining > BW.

Some thoughts on strategy, which no doubt a more experienced player should correct comment on:
  1. EXP means you get a 25% bonus to :hammers: when building a worker -- which means, if you settle in place on the PH, building a worker goes faster only after the first border expansion, when you can work a forested plain or plains hill. Might be worth building a warrior for a few turns if you usually go worker-first.
  2. Gunpowder requires Education or Guilds. The Guilds path requires two fairly expensive techs, machinery and engineering. Education is very expensive but it can be partly bulbed with a Great Scientist (not too hard to obtain via running the two science specialists from a Library) and is usually a high priority anyway. Education requires Paper, which requires either Theology or Civil Service. CS is often high priority because of Bureaucracy, and at lower levels you might be able to get it via the Oracle. If you're going for early warfare you might have taken Theology for the Theocracy civic, and if you built the Oracle you might have generated a Great Prophet, which can be used to bulb it.

Education is always a pretty high priority for me. If you go liberalism next, and grab GP from that, or frab gunpowder and get another tech from lib race, it's very certainly worth it.
 
I'm gonna go with settle in place :lol:.

Should have time at work tonight for this, never played the Ottomans.
 
That's one of the best starts I've ever seen, it has the perfect balance of everything - 2 happy resource, good hammers, gems for commerce, decent food. Will give it a try soon.
 
Played to 1000bc Emperor

Spoiler :
Went hunting/Ah/Mining/BW/Fishing/Sailing to start
Huts gave me 37 gold, 61 gold, Archery, Masonry and 2 dead warriors
Worker/War/War/Archer/Archer/Settler/Worker/Settler/lots of settlers and workers

2nd city went to work on the GLH the only wonder I built. Had it up @ 1400 BC not bad for not in the cap.

Really liking the early growth the hammam will give.

Rexing like mad, giving a big screw you too the wuss Mansa, gonna box him in and let him tech for me in his little area, hopefully I can settle the big northern island before his boats get him there, might have to cut off OB for a bit to stop his boats.



The 3 core cities, wow all of these are going to be powerhouse production cities.



My east, hopefully sitting bull has land to expand without boating over for a bit. Also I hope the barbs build me cities in good locations. :D



Going to be a fight just to settle all the great land then do whatever I want. 6 cities up 1 settler on route and 1 being built at 1000 bc is about the hardest rexing I've ever had to do, should be interesting going broke.
 
Nice start! I'm struggling on Emporer at the moment so can use all the help I can get. :D

I expect to start in place on the plains hill, having had many experienced players comment on the utility of the extra hammer at the start of the game. Does pottery first make any sense? Or just go the usual mining > BW.

With the gems in the BFC there's no rush for pottery, there arn't even many cottage tiles available before Bronzeworking.

But saying that this start is baffling me on the best early techpath to many goodies in the BFC, Animal husbandry unlocks the best food tile, but mining is relativley cheap and gems will boost early techs. I'd also like to keep the Great Lighthouse as an option but don't really know how to fit that in on Emporer! :crazyeye:

Probably Mining > Bronze then see what happens after that.
 
Settling 1SE may be good, plenty of food to work those plains hills. Unlikely to be seafood in the fog, but you never know.
 
This looks like a good one. I don't recall playing Mehmed before. Thanks, dalamb! Hope you are feeling better...
 
Feeling fairly good -- I've been on antibiotics since Tuesday, and only have a very small amount of congestion, which is probably the original pre-pneumonia virus (p. is apparently usually a secondary infection).

I was thinking pottery first for the cheap granary, rather than for cottages. I also figured that if I start this game today, there might be a faint chance of actually finishing it before classes start (in a week), so...
Spoiler Noble, Epic, to 3000 BC with dotmap :
I actually did go pottery first, building a warrior, which finished on the same turn that borders popped; I then built a worker (working the ivory to get a 25% bonus, +1:hammers:), then a granary. Post-pottery I did mining>BW and now AH (6 turns left). After that maybe fishing > sailing. I think I now need to chop/whip a 2nd worker then at least 2 settlers -- REXing to take advantage of ORG.

I explored E/NE with the first warrior and S with the second -- until Mansa and jungle showed up, which suggested further south might be less productive.


With Copper visible I'm guessing at the following dotmap:

Red is for production and maybe the GLH; it needs a lighthouse anyway. 1NE reduces overlap with the capital but loses the corn. Yellow is a GP farm; green gets the copper. Light blue: is that a reasonable cottage city given the floodplains?

How likely is it that Sitting Bull will prioritize sailing over and taking some of "my" land?
Advice appreciated.
 
@dalamb

Spoiler :
Both your red and yellow cities have way to much food (4 sources!), you only need one GP farm so I suggest since red is basically required to work the corn you split yellow into 2-3 other cities.

Pottery first confuses me, you have a ton of tiles to improve and getting the +1 :hammers: isn't worth waiting for the warrior first.

Blue is also 1 off the coast, poor form!
 
Too many water tiles makes it not an ideal cottage capital. I'll go mining first to utilize the grass gem first for extra golds. Start a worker which could farm the wheat and then mine the gold. Probably tech BW next so that the first worker can chop trees while waiting for AH and other techs online. Hunting is not a priority until happy cap is near. Not sure if I should play Monarch or not.
 
@Gocho:
Spoiler :
If Yellow is to be a GP farm, is there such a thing as too much food? But I could move Yellow 1SW, giving up 1 fish for a Blue that moves 1S to the coast. That means rethinking green, since moving blue 1S frees up two flood plains. Hmm. Maybe:

But light blue now isn't quite so good a commerce city, is it? Maybe something further east near the corn/cows/floodplains just visible on the right edge?
 
@dalamb

Spoiler :
Red is going to be my gp farm, 4 food +lots of overlap I will use for the cap which has too many useless seafood tiles. It's actually a tough dotmap due to an embarrassment of riches around that area.

I settled yellow above the ivory but I'm still not sure that's right, it was more a hurry for a great production city for the GLH.

Blue will probably be 2N 1W on the hill for a pure cottage spam city/wallstreet. Green goes North somewhere.
 
Settling 1SE may be good, plenty of food to work those plains hills. Unlikely to be seafood in the fog, but you never know.

Moving sounds tempting, I'll move warrior 1S to take a look before making decision.
 
@dalamb

Spoiler :


I would move my southern city 1W if I could do it again and jam a 2 fish/horse city in for a Moai statue city. I'm ok without the diplo hit for close borders that city would cause though.

Always happy to talk dotmaps as it's one of the weaker spots in my game.
 
Monarch/epic to 1000 BC

Spoiler :

Settle in place, will make a great bureau capital, but will have some production as well.

Meet everybody's favorite tech whore from south:



Meet anti-rush cow from east:



Edirne founded, will make excellent GP farm:



Got lucky and unlocked HE from hut (also popped fishing from hut earlier);



Ankara founded, will make another good GP farm:



With this much coastal, this wonder will make game a cakewalk:



Bursa founded to claim Gems, will be a good secondary commerce city:



Somehow, this wasn't taken in 1125 B.C., so I take it.



There goes all barb problems!

And at end, I get quest which I might complete just for +1 food from stables:



From here, it looks like game will be a cakewalk. With GL to take care of economy and GW to take care of barbs, I will settle my land, and probably found Confu after Currency, since my tech rate is really fast. I teched Alpha and nobody had IW :mad:, so tech looks good.



Suggestions welcome! :)
 
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