Nobles' Club XCIV: Stalin of Russia

dalamb

Deity
Joined
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 Stalin of Russia, whom we last played in NC XXIX; we last played the Russians under Peter in NC LXXXIII. The Russians start with Hunting and Mining.
Stalin.jpg
  • Traits: Stalin is Aggressive and Industrious. AGG means faster barracks and drydocks; melee and gunpowder units start with Combat I, which, in addition to making the units stronger, allows promotions like Cover and Shock right out of the barracks. IND means faster wonders, including national ones like Heroic Epic (for warmongers) and Oxford University (for long games such as space race).
  • The UB: The Research Institute, a Laboratory that gives 2 free scientists, which boost late-game :science: if you're going for a space race (or high-tech late game war).
    ResearchInstitute.jpg

  • The UU: The Cossack, a Cavalry unit that gets +50% versus mounted units. The Cavalry are a powerful UU in their time period already, as Horse Archers are in theirs.
    Cossack.jpg
And the start:
start.jpg

Spoiler map details :
Tectonics, default settings.
Spoiler edits :
Swapped us with a leader with a slightly better start. Ensured horses were nearby, for the UU, and that there was a hunting resource in the initial BFC (should you chose to SIP).
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 suggest that you update your progress at various points in the game, using the Spoiler feature of the boards. You can post as often as you like; here's one suggestion:
  • 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 didn't, 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)
This is just a guideline. If you're trying to improve your game, then posting more frequent updates, in as much detail as you can manage, is the best way to get suggestions from other players. If you come to what seems like a major decision and you want some advice, post an update, regardless of what game-year it is.

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 in the early days 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 94 Stalin Noble" (or Monarch, etc., for higher levels). You can 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.
Spoiler what's up with specific difficulties :
In each scenario file you can select your level of difficulty, but that doesn't give the AI the right bonus techs by itself. Use the Noble save for all levels at and below Noble. The Monarch save gives all the AI Archery. Emperor adds Hunting; Immortal adds Agriculture; Deity adds The Wheel.

For players on Monarch or above, you should add archery as a tech for the barbarians (if you don't, the AI will capture their cities very early). This cannot be done in the WB save file and must be done in Worldbuilder as follows:
Spoiler how to add techs to the barbarians :

  1. Zoom in all the way so you can't see the rest of the map.
  2. Use the CTRL-W key (or the menu) to enter the worldbuilder. Avoid looking at the mini-map in the lower right corner.
  3. By default you're in "player" mode (look in the box in the upper right; the icon that looks like a person should be selected). You'll get a drop down menu labeled with your leader's name. Barbarians are at the bottom, so cover the rest of the list with your hand if you don't want to see who else is on the map. Select "Barbarians".
  4. Select the "Technologies" tab in the box on the left.
  5. Find Archery (the arrow head icon; 8th row, 3rd column from the right) and click it.
  6. Exit the worldbuilder.
  7. Zoom out again after the map fades, and start playing.
Spoiler huts and events :
Note: The standard saves have no huts and have events turned off. If you want tribal villages and random events, choose the saves with "Huts" in their names. If you want huts but no events, select the Huts saves and use Custom Scenario to turn on the option that suppresses events.
 

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I, and probably others, would appreciate if you put specials on their appropriate tiles. Deer should only appear on plains and tundra, never grassland.

I appreciate the work that goes into hosting these, and I think this small change would be a significant improvement for many of us who enjoy nobles' club.
 
For reference dalamb, the standard resource generation looks like

Aluminum: Hills - Plains, Desert, Tundra
Coal: Hills - Grassland, Plains
Copper, Iron: Hills or Flatlands - Grassland, Plains, Desert, Tundra, Snow (no river)
Marble: Hills or Flatlands - Plains, Tundra, Snow (no river)
Stone: Hills or Flatlands - Plains, Desert (no river)
Uranium: Hills or Flatlands - Grassland, Plains, Desert, Tundra, Snow, Jungles (optional) (no river)
Oil: Flatlands: Desert, Tundra, Snow, Ocean (no river)
Horses: Flatlands - Grass, Plains, Tundra (no river)

Clam, Crab, Fish: Coast (Fish also on Ocean)
Corn: Flatlands - Grassland (no river)
Cow: Flatlands - Grassland, Plains (no river)
Wheat: Flatlands - Plains (no river)
Rice: Flatlands - Grassland, Jungle (optional) (no river)
Pig: Hills or Flatlands - Grassland, Jungle (optional) (no river)
Sheep: Hills or Flatlands - Grassland, Plains (no river)
Deer: Hills or Flatlands - Tundra, Forest (optional)

Banana, Dye, Sugar: Flatlands - Grassland (only with Jungle)
Spices: Flatlands - Plains, Grassland (only with Forest or Jungle)
Silk: Flatlands - Plains, Grassland (both only with Forest)
Ivory: Flatlands - Plains, Grassland (only with Jungle)
Incense: Flatlands - Desert
Wine: Flatland or Hills - Plains
Fur: Flatlands or Hills - Tundra, Snow, Forest (optional)
Gems: Flatlands or Hills - Grassland (only with Jungle)
Gold: Hills - Plains, Desert
Silver: Hills - Tundra, Snow
Whales: Ocean

For starting locations (a 3x3 square iirc, not just the BFC), Jungle gets removed, and tundra/ice/desert gets changed to plains. 4 yield tiles have their forest removed as well.

*edit*

Ignore the no river part for starting locations as rivers as commonly added in starting locations to give freshwater.
 
So, umm, 1 east I guess for capital? Then it looks like 2 cities can share capital food (Sheep/Deer), (Corn/sheep), depending on needs.
 
Spoiler :

Thought I'd step up to Immortal. Quit at 1560BC. This is not a map to be trying to step up a level...nearest neighbour is protective, and no decent site for even a second city.

The capital is great though (for production). One of the best I've seen. It could wonderspam/troop-spam by itself but you can't win a game with one city... perhaps if I had gone AH and seen the horses The Oz-Man speaks of, I might've gone with that. I went for axes but by the time I had 6 axemen, Hannibal had 5 cities... urgh.
 
emperor 225 AD

Spoiler :
Settled 1E, started worker worker. Went Ag-AH-Wheel, then either Writing or Bronze, I forget. With IND I almost exclusively go Specialist economy and after spotting stone that basically sealed the deal, however even if I didn't get mids I could have been okay probably. But I did get mids, and the hanging gardens and parthenon in capital, and working on TGL. Missed Oracle completely.

Settled 3W 1S for the sheep tile and to share corn. Then settled the Horse spot to the east, then the Marble spot to tile share the wet corn, then the eastern sheep and then two cities on the penninsula at about the same time. backfilled with vladivostok south of capi and then the other corn city down south. Commerce really hit the floor there and I experienced a couple turns of strike because of lazy micro, but managed to get currency soon enough and was ok.

Initially I saw the vast plains wasteland and thought 'ok, obvious play is 3-4 cities and HA rush Hannibal. Well I was slow to get HB Riding and with marble and stone around, as so often happens with nobles clubs games, there were many paths open and I chose the peaceful (wonderwhoring) one. Also I am growing to love the IND trait, and I am falling into a pattern where I have to rex hard early, then spam forges and workshops and tech bureau/guilds at minimum before I will ever declare on anyone. So here's where I'm at, running Rep with a good amount of libraries, 2 great scientists so far and teching music for the GA. Still don't have any forges...

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edit: Stepping back, there really looks like an opening for an AP diplomation. Even Taosism, I could probably spread to Hannibal and possibly Joao. Then conquer Japan, run OR and THEN spam monasteries/temples/forges in OR, then AP. The should render the other AI for easy conquest. Yep, sounds like a plan. I'll give it a go and report back later this weekend.
 
It seems like time to think about advice-to-newbies to add to post #2 regarding handling this map (or map type):
Spoiler :
If I recall correctly "Tectonics" maps tend to produce lots of plains tiles, which don't have as much "good stuff" (food, especially, but also forests and other resources) as many other map scripts. Hills tend to be concentrated together, rather than spread out among many sites. This means you may have trouble placing cities, and the map may be a little "less fun". However there ought to be some lessons Nobles could learn from operating on such a map -- and I'm hoping more experienced players can give a few tips (in spoilers) that I could add to that 2nd post.

Any suggestions?
 
progress at 1030 AD

Spoiler :
Settled 2 more cites on the last green land available. Bulbed Philo but Taoism had already been founded. Luckily Carthage founded Christianity and I finally got a religion spread at around ~650 AD. So I took that and ran with it, chopped out some missionaries, swapped to OR and currently building monastery/temple/forge in OR and caste. Tech is still pretty good at 0% thanks to Rep. bulbed Machinery with a Great Engineer, and used another one to fast-build Sistine Chapel. Built AP in my horse city and won residency because Joao and Carthage haven't been spreading it in their cities like I have. Could cheese this one but I will do a treb and musket war instead on Carthage and Joao and see where that puts me. Bulbing Philo was a misplay as I don't much care about Lib at this point. I may detour to Nationalism for the free GA but otherwise I'm going to head towards Chemistry.

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With Uncle Joe being the most resource-dependent and the most trait-tricky to play of the Russian leaders this might be the wrong time to make the move to Prince. Nothing ventued nothing gained.

Prince/Noble. Huts&Events.

Opening thoughts? SiP and then decide rather to go for a resource-seeking scout rather than the habitual worker.
 
Played ti 1030AD Emperor, Normal, Huts:

Spoiler :
So in general I think this type of map script is easier for human players because AIs just handle it badly. Tech path went Agr>AH>Wheel (hut)>Bw>Myst (SH chopped out in St. Petersburg)>Writ>Masonry>Med>Priest>Pottery>MC (Oracle)>Math (bulb)>Construction>>Currency. Ended up trading for IW/Alpha, etc. Later I went towards Asthetics (put some turns into waiting to bulb math pre-construction> TGL/HE then bulbed Engineering, headed towards CS, then picked up Guilds right before gunpowder. My economy is mostly specialist/guild-caste workshops.

So I only settled 2 cities, the 1st was ST. Petersburg to get the Gold hooked up asap to help fuel research so I could get to Oracle techs in time. This city wouldn't contribute with production until quite later. My 2nd founded city had some nice trees and in PS/forge would be give quite the production. So the plan was to use Math chops from most forest outside my boundaries for the Mids and save most forest in Capitals BFC and Novgrod for Cat/Axe.

So maps like this do very well with running Representation specialist, in conjunction with building wealth/research as needed. Police state and early forges give huge amounts of production so getting the Mids is automatic imo, especially since were IND. You don't even need stone......it's nice if you can get it, but obviously not necessary. So back to police state/forges. I had like 14 forest prechopped once I had forged and switched civics so that alone is worth 14X45= 630 :hammers: or around 12 Cats, which is exactly how many I made.

So from only 2 cities (gold city didn't make any units) I was able to produce quite a few units and easily overwhelm the map. Each new conquered city becomes production monsters as soon as they chop out a forge. So the trick becomes balancing maintenance with research. Once you find that balance its a walk in the park. So yea, I always here people state that Mids are too expensive and that it delays expansion, etc. I've never agreed with that sentiment, well, not at least for IND leaders (no stone needed).

The important thing is leveraging tech/production in such a manner that you can control the land/map/AIs around you. If you can find a way to do this, regardless what the method might happen to be, then it's a good thing ;).

Anyways, when I attack Jao I split up my forces and was able to quickly Catipulate him right around 1100ish AD. As you can notice he is nice enough to have almost finished Astronomy for us!! I've still got room to settle around 13-14 more cities on my continent if I wish. So the plan from here is to have my Vassals research up towards RP/Communism while I tech Chemistry>Steel>Railroad>Combustion.

With a big navy and cannon/anything the game will be over shortly. So to recap, with low food starts or very few good sites to settle, then always think about the MiDS for easy research, but more importantly, the huge production boost.
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Played til about 1500bc, monarch, events and huts off. I haven't won a game on monarch ever. Usually play with no barbarians and events/huts on but I figure since I can't win like that I might as well try to get used to the more common settings so I can do botm and stuff eventually.

Spoiler :
Settled 1e. Sent scout exploring in a spiral around starting location sorta.

Techs went agri, AH, wheel, masonry, bw, writing, math, myst.

Built worker, warrior x2, settler, warrior, settler in capital to start.

Settled 2nd city 1s of gold hill to the west, seemed like the best spot over there since i'd get gold and eventually a decent amount of green + the sheep I think it was. Mined the gold right away.

Settled 3rd city 1nw of the sheep and border pops on capital let me get the marble shortly thereafter.

2nd city made 2 workers, 3rd city built worker then library. After 2nd settler started pyramids in capital. Finished them in 1550bc with 4 chops into them, then started a library. Set capital to library next and promptly lost my capital to a lone barbarian archer the turn it completed :rolleyes:. Guess I know now not to leave a lone warrior as defense but I figured he'd hold out against a single archer with all the bonuses.

Will probably try the map a couple more times and hopefully atleast make it to 1ad :blush:
 
Prince/Normal. Huts&Events. 950 BC.

Act I was a stellar one.
Spoiler :
Usually I can count on huts for some useful early gold. Look at this list: BW, IW, fishing, 29G, map, warrior before the death of the super-scout.

Russia did SiP and Moscow went worker, warrior, warrior, settler, axeman, worker, axeman, settler, axeman, axeman, Oracle (for MC). The reduced tech line was: agriculture, AH, wheel, pottery, masonry, mysticism, priesthood, writing, monarchy in 3Ts.

Tokugawa 3560, Hannibal 3040, Joao II 3000 are the immediate competitors. St. Petersburg was founded equidistant on the sheep/horses/iron in 2440. Novgorod 1SE of the local gold in 1920.

Does it get better? Sure. Carthage was just captured by swordsmen and axemen; the casualties were modest. The plan? Hannibal has a city NW and a city E of Carthage which must go before the the vodka flows.
 
Good news despite our crappy capital...

why you consider the capital crappy? from what I can say this is great capital

plenty of food, plenty of hills and at least 4 riverside grassland tiles (I didn't play the map yet so dunno what is in fog, but I see there it least couple of nonriverside grassland tiles which will in capital pay for themself if you go the cottage way and you should here)

I have a feeling you don't know what crappy capital looks like actually.
 
Spoiler :
too easy, hannibal had no resources.... I was play with strike till cottages kicked in then had 8 great city. Fun for a bit. Like the mapscript tho
 
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