IPEX-731BA5DD06
Deity
Catherine, A Nobles club game walk through.
Link to Various games walk through's/online etc. well worth a browse Lists the Various on going challenge's
Here's a posting of a Nobles club game I posted...I'll up date the link to the game, its in the Strategy and hints forum.
The link to the Original Catherine game and Postings of other players
The games already played out, and the reports already written, so if your quicker than me...take it with a grain of salt.
Hi All, I thought I'd play this game as a instruction/semi walk through, for people on Noble level or below. But one where I try put in my reasoning for my actions, and not a Do this and don't do that.
I'm far from the best Player, I'm trying to get a hold on Emperor, but can dominate Monarch easily.
Generally I find I can do this once I can dominate my continent pre liberalism, i.e kill anyone else, and then power away for a win how ever I choose.
I'm not one to 'wait until ....' before I attack. I attack with axes, swords (favourite against bow's/longbows) or maces.
Normal settings, Marathon speed, Noble level, ver 3.17, bug mod 3.0 unofficial patch, all these are located in the Mods Forum under sticky labels (at the very front/top of list)
And Away we goooooooooooo
1. Meeting the Neighbours. 4000BC-2770BC
My scout started to the NE of my settler, I moved it SE, SW for 1 move through open land to the hills pigs. I'll move the settler 1 SE.
Why you ask, and if not, you should? Reason is as follows;
1.To gain the Maximum resources in by BFC or Big Fat Cross which is the 9 tiles surrounding the city plus 3 more on each edge for a Big Fat Cross look. Each will be in 2nd ring, or the outer part of Cross and will need 1 boarder pop.
2.To gain the Maximum number of River side tiles, and by having my city along a river, ie irrigated tile, if you hold the mouse over it, it allows me to build Levies post steam power, and gain 1 hammer per river side tile. Easily offsetting the 1 hammer loss from moving off a Plains hill ( and not desert/grassland)
3.I'm not going to Cottage Moscow, going farms/specialist economy in all other cities. Unless I take over an A.I. City with a Shrine and greater cash generation potential.
4 I pick up a fresh water lake, this can be noted by the 2 food it produces and 2 commerce, all without a Lighthouse, if I was financial, that's 3 commerce, 2 food good as a Village, from day 1.
Starting Square, ALLWAY'S GIVES; 2 food, 1 hammer, 1 commerce no matter what type of terrain is under neath, be that desert, snow, tundra, plains, grassland, or floodplains, Ice you can't settle/develop.
Exceptions are the PLAINS HILLS;
Plains -Settle upon 2 hammer 2 food 1 commerce
So your initial builds have a 1 hammer IMMEDIATE BONUS, and 1 hammer for all game. This can Exponentially expand all game. I.E. Earlier settler, workers, earlier this and that and so on.
Initial builds; Worker, worker, Barracks, defender.
I build the worker using the River side cow as it has equal highest food (3) and 1 commerce extra over the corn. Remember, workers and Settlers receive civ related boosts from Food, and not hammers, Imperialistic (settlers 50%) and Expansive (25% workers).
Initial research; Mining, (we start with) and then bronze working. (Chop those forests)
Barbs won't enter your lands pre 2500 BC or so, and animals NEVER. Depending on starting tech's and resources that you have, you adjust your research accordingly.
Here we have;
Cows +1 food, +1 hammer on grassland 2 food, which gives with Pasture + 4 food, +2 hammers.
Corn + 3 food, with Farm +2 food, with Biology + 1 food, for +6 food post Biology.
Pigs on grassland hill +2 food + hammer, giving a mine that feeds itself initially. Very important early on for growth and production..
Pigs Pastured, +5 food, +1 Hammer (2 with levy), +1 Commerce.
List is build 1 worker, mine pigs as we start with Mining/hunting techs. Once bronze working is in, chop out 2nd workers (ie, chop a forest for 90 hammers Marathon) then tech Animal husbandry for Cows (Hammers and food), then Farming to farm the corn. Pottery is next tech for Granaries (½ of food is stored to next pop) then on to writing for Libraries.
My Initial tech path
This is all subject to finding stone/Marble/resources.
Scouting about your territory is most important, and something I still don't do enough of.. Knowing who and where your opponents are, what resources are available and how to best control them long term makes a huge difference.
Topography of game (how resources as spread) Runs in bands, as on our planet, Top most is the ice caps, then a band of Tundra , then Plains, grassland all 3 of which can contain forest, then a Jungle band for the Equator, and the reverse to the other pole.
I scout down to the Jungle band, Knowing that Pre Iron working, it won't be settled/used extensively.
So now I complete a coast to coast scan of the jungle layer, and then scout north looking for other civ's. When scouting, its best to end on a Jungle/forest tile for protection, or a hill for Greater Viability, a hill with jungle/forest, won't give as good, as you can't see the wood for all the tree's so to speak. Also, uncovering all the coast, or having no 'black fog' on a Sea/coast square, allows trading on coast line/rivers post sailing tech.
BC 3535, I've built my first worker, so strong, so eager,
Hmm so MALE, coo's Catherine, like a love sick dove.
Off to the mines with you, we want some PIGIRON From those mines,
Well, pig iron I don't get but mined pigs I do. Feeds itself, and with 6 to go on bronze working, I build a barracks to grow for 6 turns. Once I have bronze working, it'll be chop a forest, and when the chops completed, the worker is places AHEAD (Control-Worker) for one turn to absorb the hammers from the chop, and the barracks is place back in front to allow growth of the capital. I won't adopt slavery, due to a fear of Slave Rebellions, Ungrateful wretch's. I stay on the cow's, for maximum growth due to food, and not for production of barracks, Population is what we want NOW!!! FOOD, FOOD AND MORE FOOD, with a devo song here and there..Duh dah dun dah..Whip it....Whip it good...
I realise I've made my first error already, I should have researched Agriculture first, built a farm then bronze working, but Chopping 2nd worker with pig/mine may be just as good.
Note, I'll research both methods, but keep current save to play from.
My scout survives a lion (1 move) and a wolf attack (2 moves) to gain 1st promotion after healing to 100%, I don't Immediately promote, as I can heal 50% of damage with that promotion. So if I get unlucky and fall to 0% health (< 10%, I can promote and move back to 50%, and heal up the rest. (Max healing is half of damage) 80%-90%, 40-80% etc.
A village has now given my scout extra experience 7/10, Now I have woodsman 2 available to him. Even though I'm at 100% health, I take the woodsman 2 promotion to gain 100% movement through woods, with the 50% defense bonus on top of woods 50%. Now it has 100% V's animals and 100% in woods/jungle, giving 300% cumulative bonus V's animal attacks from a forest/jungle square, add in 25% for hills and you've got a super scout.
Other options are take Combat 1, medic 1, and you have a medic who'll allway's defend last. In one game I did this, promoted to Explorer with an attached Great General for a GG super medic, 1 point from 26 and next promotion though, oh well I thought. I attacked an ai's city, Charlie to be exact, and defended against a counter attack. Mr Medic actually got to defend against 1 attack, A cross bow from memory, and was successful, gaining the next promotion, that I thought never would happen, So don't ever think your medic scout/explorer won't have to defend.
Now as you can only gain 5 points V's animals and 10 v's barbarian units, baiting the bear is pointless, so I move 1 away from the bear (1 movement).
I have also just met Ragnar's scout from the SW, just above my western blocking city, as no one's in the north. This city gains 1 flood plain, cow and Banana in jungle (Calender resource) and is along a river for Levies ( I love levies) being 2 away from coast. It has 2 mountains, but 2/19 worked squares late game, won't matter, as I'll be working scientists/Merchants anyway, and won't use all 19 available squares. (Central square is allway's worked)
I've now mined the pigs, and have 15 to go on Aggie. Time to chop a Forest, I chop a forest in the 1st ring, so as to maximize hammers (they decrease the further out you go from city) and leave the max forested tiles about it to allow regrowth. Hills or plains won't matter this early as I can't work them, but forest about does.
My Not so Super scout at 80% Health, had to stop in a forest as there was a wolf on the hill I was aiming for, and In Between Turns IBT, it was attacked by a panther 2 strength (2 moves) and killed by the wolf 1 Strength (2 moves)..Sigh..I still haven't uncovered all the hidden tiles as yet to the north of the jungle belt. Holding the mouse pointer over the worker, will give the remaining time till the task is completed. Here I have 3 turns for chopping the forest.
I now move the worker to the head of the production queue, for 1 full turn to absorb the wood chop, timed to perfection by complete accident, I hit 2 pop on same turn..Now I maximize production for worker by gaining max hammers+ food in total. As can be seen 60 hammers went into the worker, dropping its production time to 8 turns, with 4 on Aggie and 28 to grow. I could chop another forest for 60 hammers in total, and set 2 workers onto farming the corn, whilst building a barracks. Or build the 2nd worker for the 6 turns remaining with no growth, but have the farm produced twice as quick, doubling growth over those turns of the Forest chop above the normal production. Or I could build worker to within 1 turn, while chopping forest, 2 on barracks, then chop/complete worker with whip, and get a 3rd worker immediately, and you can never have enough workers early on.
Plan is to build worker to within 1 turn (7) adopt slavery (2 turns, turn 9), and whip worker on completion of chop for 90 hammer + 60 from chop + 4 from food/production giving 154 hammers or 2 workers in 2 turns + 34 Hammer over flow for the cost of 1 population (154-120 worker=34 over flow).
The excess hammers over and above the 3rd worker production, were turned into 34 extra gold for our budding empire
OOOhhhh goooolllddddd Catherine exclaims in Ecstacy,
as you can not overflow into more than 1 build.
Note production OUTSIDE cities continues during anarchy, but production in cities does not.
Side note to game, the Ottomans have been Eliminated. I wonder who or what did that??
Now I have 3 workers, Agriculture tech, and corn being improved for max growth. Upon completion of Barracks, 1 scout will be produced for elimination of remaining Black northern squares, then heading south to explore Raggies lands and any others.
I did as outlined above, but it only resulted in 24 over flow hammers, I still received 2 workers in 2 turns, and now have 3 working the corn.
6 turns remain on the scout, then barracks, then defender are builds, all the while growing and eliminating the 30 turn whipping anger.
Ingrate slave's Mutters Catherine while fondling her whip
Scouting out the remaining fog, I uncover stone to the SE of our capital, and 2 floodplains, with numerous grassland hills bordered by a river, Levies, floodplains and stone say's only one thing to me...IRONWORKS CITY. Yes this early on, you should be thinking about future city specialization. Production+ food+rivered hills (with levies, did I say I
levies) Stone also means building of the Great wall and the Pyramids. This is our 2nd city site Catherine, and future IRONWORKS city.
Oooohhhh so pretty, so ruggered, so strong, so like Muscles on my pretty pretty men... Purrs Catherine with Wide eyed look
Our scout No 2, heads south, doing what he does best, dodging animals and resting in foilage.
We shortly meet Pacal, Bachelor No 2, so we can trade techs at least, with 3 people. He has rice improved already, by boarder, South of the Jungle Zone. Blocking cities are looking a go.
Here I ended the turn, as there were no Forests, hills or jungle to enter, I rest by a river on the west, south, Pacal to the east, and north I came from so its clear (I hope IBT).
Some turns later, further south by the Snow of the Southern Antartic circle (No Ocean here), I come across Shaka's exploring warrior. Having also met Pacals just north. Both Civ's have Spearman Unique Units (UU's) Pacall is resourseless, Holken, Shaka's Imp's are not. Where did Raggy come from?
Hmm done by the Antartic Tundra, I've found Rag-a-muffin, Now where's Shaka located??
Moving the scout 1 place onto Marble, I find 2 lions either side, I use the remaining movement point, to move south of the northern 2 lions, Hence, try not to end turn in open, and if you do, try to enter spots AI's were at the turn previous or hide with rivers, Every bit helps.
The lion IBT's moves to block my passage NW from the hill I'm upon, so I wait one turn and hope to survive and move on. Success, the lion moved to the NE Allowing our passage NW.
Link to Various games walk through's/online etc. well worth a browse Lists the Various on going challenge's
Here's a posting of a Nobles club game I posted...I'll up date the link to the game, its in the Strategy and hints forum.
The link to the Original Catherine game and Postings of other players
The games already played out, and the reports already written, so if your quicker than me...take it with a grain of salt.
Hi All, I thought I'd play this game as a instruction/semi walk through, for people on Noble level or below. But one where I try put in my reasoning for my actions, and not a Do this and don't do that.
I'm far from the best Player, I'm trying to get a hold on Emperor, but can dominate Monarch easily.
Generally I find I can do this once I can dominate my continent pre liberalism, i.e kill anyone else, and then power away for a win how ever I choose.
I'm not one to 'wait until ....' before I attack. I attack with axes, swords (favourite against bow's/longbows) or maces.
Normal settings, Marathon speed, Noble level, ver 3.17, bug mod 3.0 unofficial patch, all these are located in the Mods Forum under sticky labels (at the very front/top of list)
And Away we goooooooooooo
1. Meeting the Neighbours. 4000BC-2770BC
Spoiler :
My scout started to the NE of my settler, I moved it SE, SW for 1 move through open land to the hills pigs. I'll move the settler 1 SE.
Why you ask, and if not, you should? Reason is as follows;
1.To gain the Maximum resources in by BFC or Big Fat Cross which is the 9 tiles surrounding the city plus 3 more on each edge for a Big Fat Cross look. Each will be in 2nd ring, or the outer part of Cross and will need 1 boarder pop.
2.To gain the Maximum number of River side tiles, and by having my city along a river, ie irrigated tile, if you hold the mouse over it, it allows me to build Levies post steam power, and gain 1 hammer per river side tile. Easily offsetting the 1 hammer loss from moving off a Plains hill ( and not desert/grassland)
3.I'm not going to Cottage Moscow, going farms/specialist economy in all other cities. Unless I take over an A.I. City with a Shrine and greater cash generation potential.
4 I pick up a fresh water lake, this can be noted by the 2 food it produces and 2 commerce, all without a Lighthouse, if I was financial, that's 3 commerce, 2 food good as a Village, from day 1.
Spoiler :

Starting Square, ALLWAY'S GIVES; 2 food, 1 hammer, 1 commerce no matter what type of terrain is under neath, be that desert, snow, tundra, plains, grassland, or floodplains, Ice you can't settle/develop.
Exceptions are the PLAINS HILLS;
Plains -Settle upon 2 hammer 2 food 1 commerce
So your initial builds have a 1 hammer IMMEDIATE BONUS, and 1 hammer for all game. This can Exponentially expand all game. I.E. Earlier settler, workers, earlier this and that and so on.
Initial builds; Worker, worker, Barracks, defender.
I build the worker using the River side cow as it has equal highest food (3) and 1 commerce extra over the corn. Remember, workers and Settlers receive civ related boosts from Food, and not hammers, Imperialistic (settlers 50%) and Expansive (25% workers).
Initial research; Mining, (we start with) and then bronze working. (Chop those forests)
Barbs won't enter your lands pre 2500 BC or so, and animals NEVER. Depending on starting tech's and resources that you have, you adjust your research accordingly.
Here we have;
Cows +1 food, +1 hammer on grassland 2 food, which gives with Pasture + 4 food, +2 hammers.
Corn + 3 food, with Farm +2 food, with Biology + 1 food, for +6 food post Biology.
Pigs on grassland hill +2 food + hammer, giving a mine that feeds itself initially. Very important early on for growth and production..
Pigs Pastured, +5 food, +1 Hammer (2 with levy), +1 Commerce.
List is build 1 worker, mine pigs as we start with Mining/hunting techs. Once bronze working is in, chop out 2nd workers (ie, chop a forest for 90 hammers Marathon) then tech Animal husbandry for Cows (Hammers and food), then Farming to farm the corn. Pottery is next tech for Granaries (½ of food is stored to next pop) then on to writing for Libraries.
My Initial tech path
Spoiler :

This is all subject to finding stone/Marble/resources.
Scouting about your territory is most important, and something I still don't do enough of.. Knowing who and where your opponents are, what resources are available and how to best control them long term makes a huge difference.
Topography of game (how resources as spread) Runs in bands, as on our planet, Top most is the ice caps, then a band of Tundra , then Plains, grassland all 3 of which can contain forest, then a Jungle band for the Equator, and the reverse to the other pole.
I scout down to the Jungle band, Knowing that Pre Iron working, it won't be settled/used extensively.
So now I complete a coast to coast scan of the jungle layer, and then scout north looking for other civ's. When scouting, its best to end on a Jungle/forest tile for protection, or a hill for Greater Viability, a hill with jungle/forest, won't give as good, as you can't see the wood for all the tree's so to speak. Also, uncovering all the coast, or having no 'black fog' on a Sea/coast square, allows trading on coast line/rivers post sailing tech.
BC 3535, I've built my first worker, so strong, so eager,
Hmm so MALE, coo's Catherine, like a love sick dove.
Spoiler :

Off to the mines with you, we want some PIGIRON From those mines,
Well, pig iron I don't get but mined pigs I do. Feeds itself, and with 6 to go on bronze working, I build a barracks to grow for 6 turns. Once I have bronze working, it'll be chop a forest, and when the chops completed, the worker is places AHEAD (Control-Worker) for one turn to absorb the hammers from the chop, and the barracks is place back in front to allow growth of the capital. I won't adopt slavery, due to a fear of Slave Rebellions, Ungrateful wretch's. I stay on the cow's, for maximum growth due to food, and not for production of barracks, Population is what we want NOW!!! FOOD, FOOD AND MORE FOOD, with a devo song here and there..Duh dah dun dah..Whip it....Whip it good...
Spoiler :


I realise I've made my first error already, I should have researched Agriculture first, built a farm then bronze working, but Chopping 2nd worker with pig/mine may be just as good.
Note, I'll research both methods, but keep current save to play from.
My scout survives a lion (1 move) and a wolf attack (2 moves) to gain 1st promotion after healing to 100%, I don't Immediately promote, as I can heal 50% of damage with that promotion. So if I get unlucky and fall to 0% health (< 10%, I can promote and move back to 50%, and heal up the rest. (Max healing is half of damage) 80%-90%, 40-80% etc.
A village has now given my scout extra experience 7/10, Now I have woodsman 2 available to him. Even though I'm at 100% health, I take the woodsman 2 promotion to gain 100% movement through woods, with the 50% defense bonus on top of woods 50%. Now it has 100% V's animals and 100% in woods/jungle, giving 300% cumulative bonus V's animal attacks from a forest/jungle square, add in 25% for hills and you've got a super scout.
Other options are take Combat 1, medic 1, and you have a medic who'll allway's defend last. In one game I did this, promoted to Explorer with an attached Great General for a GG super medic, 1 point from 26 and next promotion though, oh well I thought. I attacked an ai's city, Charlie to be exact, and defended against a counter attack. Mr Medic actually got to defend against 1 attack, A cross bow from memory, and was successful, gaining the next promotion, that I thought never would happen, So don't ever think your medic scout/explorer won't have to defend.
Now as you can only gain 5 points V's animals and 10 v's barbarian units, baiting the bear is pointless, so I move 1 away from the bear (1 movement).
Spoiler :

I have also just met Ragnar's scout from the SW, just above my western blocking city, as no one's in the north. This city gains 1 flood plain, cow and Banana in jungle (Calender resource) and is along a river for Levies ( I love levies) being 2 away from coast. It has 2 mountains, but 2/19 worked squares late game, won't matter, as I'll be working scientists/Merchants anyway, and won't use all 19 available squares. (Central square is allway's worked)
I've now mined the pigs, and have 15 to go on Aggie. Time to chop a Forest, I chop a forest in the 1st ring, so as to maximize hammers (they decrease the further out you go from city) and leave the max forested tiles about it to allow regrowth. Hills or plains won't matter this early as I can't work them, but forest about does.
My Not so Super scout at 80% Health, had to stop in a forest as there was a wolf on the hill I was aiming for, and In Between Turns IBT, it was attacked by a panther 2 strength (2 moves) and killed by the wolf 1 Strength (2 moves)..Sigh..I still haven't uncovered all the hidden tiles as yet to the north of the jungle belt. Holding the mouse pointer over the worker, will give the remaining time till the task is completed. Here I have 3 turns for chopping the forest.
Spoiler :

I now move the worker to the head of the production queue, for 1 full turn to absorb the wood chop, timed to perfection by complete accident, I hit 2 pop on same turn..Now I maximize production for worker by gaining max hammers+ food in total. As can be seen 60 hammers went into the worker, dropping its production time to 8 turns, with 4 on Aggie and 28 to grow. I could chop another forest for 60 hammers in total, and set 2 workers onto farming the corn, whilst building a barracks. Or build the 2nd worker for the 6 turns remaining with no growth, but have the farm produced twice as quick, doubling growth over those turns of the Forest chop above the normal production. Or I could build worker to within 1 turn, while chopping forest, 2 on barracks, then chop/complete worker with whip, and get a 3rd worker immediately, and you can never have enough workers early on.
Plan is to build worker to within 1 turn (7) adopt slavery (2 turns, turn 9), and whip worker on completion of chop for 90 hammer + 60 from chop + 4 from food/production giving 154 hammers or 2 workers in 2 turns + 34 Hammer over flow for the cost of 1 population (154-120 worker=34 over flow).
Spoiler :

The excess hammers over and above the 3rd worker production, were turned into 34 extra gold for our budding empire
OOOhhhh goooolllddddd Catherine exclaims in Ecstacy,
as you can not overflow into more than 1 build.
Note production OUTSIDE cities continues during anarchy, but production in cities does not.
Side note to game, the Ottomans have been Eliminated. I wonder who or what did that??
Now I have 3 workers, Agriculture tech, and corn being improved for max growth. Upon completion of Barracks, 1 scout will be produced for elimination of remaining Black northern squares, then heading south to explore Raggies lands and any others.
I did as outlined above, but it only resulted in 24 over flow hammers, I still received 2 workers in 2 turns, and now have 3 working the corn.
Spoiler :

6 turns remain on the scout, then barracks, then defender are builds, all the while growing and eliminating the 30 turn whipping anger.
Ingrate slave's Mutters Catherine while fondling her whip
Scouting out the remaining fog, I uncover stone to the SE of our capital, and 2 floodplains, with numerous grassland hills bordered by a river, Levies, floodplains and stone say's only one thing to me...IRONWORKS CITY. Yes this early on, you should be thinking about future city specialization. Production+ food+rivered hills (with levies, did I say I

Oooohhhh so pretty, so ruggered, so strong, so like Muscles on my pretty pretty men... Purrs Catherine with Wide eyed look
Our scout No 2, heads south, doing what he does best, dodging animals and resting in foilage.
We shortly meet Pacal, Bachelor No 2, so we can trade techs at least, with 3 people. He has rice improved already, by boarder, South of the Jungle Zone. Blocking cities are looking a go.
Spoiler :

Here I ended the turn, as there were no Forests, hills or jungle to enter, I rest by a river on the west, south, Pacal to the east, and north I came from so its clear (I hope IBT).
Spoiler :

Some turns later, further south by the Snow of the Southern Antartic circle (No Ocean here), I come across Shaka's exploring warrior. Having also met Pacals just north. Both Civ's have Spearman Unique Units (UU's) Pacall is resourseless, Holken, Shaka's Imp's are not. Where did Raggy come from?
Hmm done by the Antartic Tundra, I've found Rag-a-muffin, Now where's Shaka located??
Moving the scout 1 place onto Marble, I find 2 lions either side, I use the remaining movement point, to move south of the northern 2 lions, Hence, try not to end turn in open, and if you do, try to enter spots AI's were at the turn previous or hide with rivers, Every bit helps.
The lion IBT's moves to block my passage NW from the hill I'm upon, so I wait one turn and hope to survive and move on. Success, the lion moved to the NE Allowing our passage NW.