Nobles' Club CXXV Alexander of Greece

Robert FIN

Emperor
Joined
Nov 7, 2012
Messages
1,363
Location
Finland
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 Alexander of Greece, whom we last played in NC XCI. The Greeks start with Hunting and Fishing.

  • Traits: Alexander is Aggressive and Philosophical. Aggressive helps in warfare with the cheaper barracks and free promotions. Philosophical is well suited for Specialist Economies (SE). Alexander is SE Warmonger.
  • The UB: The Odeon, a Colosseum with 3+ Culture and 2+ Happiness instead of +1 Happiness and another +1 Happiness for 20% culture rate. Makes easier to play against AIs cultural pressure and Happiness makes cities grow bigger and support more specialists..
  • The UU: The Phalanx, an Axeman with lacking the usual vulnerability to chariots (+100% defence vs the chariot's +100% attack). Should we hope for a naive chariot rush from a nearby AI? :lol: Hehe, but its good on choking the enemy early on, I think.


And the start:




Spoiler map details :
Normal Pangaea map. Didn't cook it, I promise!! :cool:
Spoiler edits :
UU resource added neaby and I made new leader/civ in the map. Minos of Crete! Uses Hammy's leaderhead, Black team colour, English city names and UU/UB.
Finally, a cut and paste of our standard doctrine: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 CXXV Alexander 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.
 

Attachments

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Hall of Fame:

Tall German Joe - Immortal, Conquest Victory - 1440AD
Izuul - Immortal, Conquest Victory - 1515AD
pomthom - Immortal, Diplomatic Victory -1850 AD
m00n - Immortal, Domination Victory - 1900AD
pigswill - Emperor, Conquest Victory - 1605AD
awldune - Emperor, Conquest Victory - 1635AD
 
Remember to tell me if I did something wrong this time, I want to learn from my mistakes. Shouldn't be cooked this time :)!!!
 
Not too excited about SIP, but I don't really see where else we could settle. Maybe 1E to get a little less blue and a little more green... moving the Scout 1S2E should be enlightening.

Not very promising commerce-wise but this should be an excellent GP farm.
 
I think I'll settle 1 NW and save one sheep and one clam for 2nd city.
Depends on what the scout will reveal. I'll decide tonight ^^
 
This looks like it could be challenging. Slow start with fishing and AH resources, no commerce visible aside from coastal tiles, ok but not great production spot, and that looks like ice and tundra to the east.
 
@pomthom:Is it possible to make a GP farm capitol? What are you gonna do when we get in the point where we are able to take Bureucracy to our civic? I'm not gonna repeal that possibility to make a GP-Capitol but I'd like to hear how you guys make it work, because Pomthom is really right about that Athens is not very suitable to be a commerce city.
 
@pomthom:Is it possible to make a GP farm capitol? What are you gonna do when we get in the point where we are able to take Bureucracy to our civic? I'm not gonna repeal that possibility to make a GP-Capitol but I'd like to hear how you guys make it work, because Pomthom is really right about that Athens is not very suitable to be a commerce city.

Move the capitol to a better commerce city.
 
A GP farm can't leverage the Bureau bonus at all. A production city can, but it's easier to get production elsewhere than commerce elsewhere. A good commerce bureau cap with science multipliers stacked (library, academy, uni later on) is just more efficient than the alternatives. It's not always possible to setup your civ like that, but when it is possible, it's the best way to do it.
 
Well, I try to make my Capitol to Production City then.. GP fam will be elsewhere, I wanna use the Bureau-advantage to something.
 
How common is it for the settler not to spawn next to a source of fresh water?
Thought fresh water was automatically added if it wasn't there already, hence the one tile lakes of which there is one 2N - very strange.
 
The settler always starts out next to a source of fresh water when the map is generated, so our settler likely got moved a bit. That's a crazy amount of food, so perhaps our settler was initially 1N and it was moved to add the sheep?
 
Thought fresh water was automatically added if it wasn't there already, hence the one tile lakes of which there is one 2N - very strange.

The settler always starts out next to a source of fresh water when the map is generated, so our settler likely got moved a bit. That's a crazy amount of food, so perhaps our settler was initially 1N and it was moved to add the sheep?

This is what I understood to be the case too...although I'll readily confess that my knowledge of the code is poor. I wonder if you're right @Izuul about the settler's original location. If so, I wonder why the food was added? Is there something about the map that means we need a huge number of great people?
 
The settler always starts out next to a source of fresh water when the map is generated, so our settler likely got moved a bit. That's a crazy amount of food, so perhaps our settler was initially 1N and it was moved to add the sheep?

No, there are circumstances where the game will start you away from the lake. Robert FIN likely didn't move this settler. I've seen these starts on pure random maps enough times.

It's not a horrible city, but if we can't find a good cottage :commerce: site nearby it's time to adjust :).
 
No, there are circumstances where the game will start you away from the lake. Robert FIN likely didn't move this settler. I've seen these starts on pure random maps enough times.

It's not a horrible city, but if we can't find a good cottage :commerce: site nearby it's time to adjust :).

Thanks for clearing that up @TMIT. :) Like @Izuul, I'm struggling to recall seeing it previously. A first for NC perhaps?
 
hmm, this is a really tough start. looks like ice in the northeast and desert in the southwest. :yuck: i don't think I'll play this one on deity.

right now I'm thinking it would be best to settle 1N, on the sheep (plus freshwater bonus), and start pumping out some workboats. 1 NW on the plains hill is a possibility too, as that will get you 6 turn workboats.
 
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