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Nobles' Club 259: Peter of Russia

Discussion in 'Civ4 - Strategy & Tips' started by AcaMetis, Oct 19, 2020.

  1. AcaMetis

    AcaMetis Emperor

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    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 Peter of Russia, whom we last played in NC 204; we last played the Russians under Stalin in NC 227. The Russians start with Hunting and Mining.
    • Traits: Peter is Expansive and Philosophical. Expansive adds +2:health: to all cities, gives a +100%:hammers: bonus to Granaries and Harbors, and a +25%:hammers: bonus to Workers. Note that the worker bonus doesn't apply to excess :food: directly converted to :hammers:. Philosophical gives all cities +100% :gp: generation and a +100% :hammers: bonus to Universities.
    • The UB: The Research Institute, a Laboratory with +2 free Scientists. A nice boost when going for a Space Race victory, but being the latest UB in the game it'll probably come too late to make a real difference.
    • The UU: The Cossack, a Cavalry with +50% vs. Mounted units. Barring the odd UU these guys aren't going to get sniped by another 2:move: unit until Tanks start rolling around.
    And the start:

    Spoiler map details :
    Fractal, Temperate climate, medium sealevel.
    Spoiler edits :
    A few resource swaps were done to give AIs nearby strategic resources.
    Spoiler Isolated? :
    Not isolated.
    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 259 Peter 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 Prince. The Monarch save gives all the AI Archery. Emperor adds Hunting; Immortal adds Agriculture; Deity adds The Wheel.
    Spoiler 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.
    If you're playing at higher level than Monarch, consider also giving them Hunting at Emperor, Agriculture at Immortal, and The Wheel at Deity.
    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.
     

    Attached Files:

    chinemol and sylvanllewelyn like this.
  2. AcaMetis

    AcaMetis Emperor

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    Not sure what to do in this situation. The Plains Hill 2E1S seems like a good place to settle, but barring an unseen resource in the fog we won't get the EXP bonus on our first worker until the borders pop. Still probably best to settle there, for the plains hill bonus and saving a forest? That could lead us away from goodies, though, so scout 1NW->1SW to make sure there's nothing important left behind, probably?

    What do the experts think :)?
     
  3. sampsa

    sampsa Ghost

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    I think W/SW of the settler, the only really important tile is the green one and scout NW+SW doesn't reveal that. I think I'd care more about the north, so scout N+NW, if nothing there, settler E+SE
     
  4. BornInCantaloup

    BornInCantaloup Agent of Chaos

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    T50. Interesting map.
    Spoiler :


    Tech path : Agriculture, Animal Husbandry, The Wheel, Pottery, Writing.
    Now onto : Bronze, Fishing. Too little commerce to afford an earlier Bronze Working.

    t52 :

    Cottage 1S of St Petersburg is done next turn.
    Now I can grab these interesting resources. The city spots are actually quite good but you need many border pops and different techs (Fishing) in order to develop them.
    Maintaining a decent tech pace in the first 50 turns could be a problem, depending on how you go about it.
     
  5. BornInCantaloup

    BornInCantaloup Agent of Chaos

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    Location:
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    T70:
    Spoiler :
    Sitting Bull gave me a barb city :
    Spoiler :


    3 Libraries are done. I've met the AIs. Finally getting a 1st ring food source with the western fish. Still don't have a border pop in Rostov or Novgorod. Without Monuments, it's taking like forever to jumpstart those cities.
    Settling Novgorod 1N would have enabled the plains cows but I don't think the extra production would have been needed and I still prefer the blocking position.
    Plenty of gold in the bank. I'll raise the science slider either this turn or the next. T80 Aesthetics is very much on time.

    Spoiler :




    The barren wasteland to the north and the difficult access to the southern food make this map not as hospitable as one would expect.
    A city is probably warranted along the river, 2N1E of the spices, just to help grab resources and control the land but... ugh.
    Still, this is our very own little corner of the world and, despite being food poor, there also isn't any pressure on the player.
     
  6. salty mud

    salty mud Deity

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    St Petersburg doesn't seem like a particularly useful city. Why did you settle it there? A lot of the tiles are unworkable.
     
  7. BornInCantaloup

    BornInCantaloup Agent of Chaos

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    Yes, you're quite right. As far as 2nd cities go, it's bottom tier.
    I wanted to settle the pigs 1st ring, since it is forward and the strongest tile available anyway, and this placement is the only way to avoid killing a city spot along the southern coast. I think it's a big part why nobody bothered with this map.
    Ironically, Rostov worked the pigs from the time it was settled. So, St Petersburg ended up being a helper for Rostov.

    Alphabet :
    Spoiler :


    Traded Aesth with Pacal, for Alpha and Mysticism.
    Most of the AIs have had Alpha for 10 turns or so, and they've traded Monarchy around. 3 of them also have Maths. I'm likely to trade for Polytheism and research Priesthood to unlock the trade, then tech Litterature.

    Novgorod takes a break from the gold and grows to 2 on plains cows.
    2 workers are on the silver tile to unlock more happiness.
    Ice marble takes 10 worker turns to improve, I think. Quite a lot.

    Road network is looking good. So does the barb city.
     
    Last edited: Oct 31, 2020

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