VoiceOfUnreason
Deity
- Joined
- Dec 5, 2005
- Messages
- 3,663
I've been working on a rough outline for a pre-Noble Strategy guide, but it hasn't gelled as I would like, so let's see if anybody else can see the way clear.
The basic notion is to propose a plan which will be generally successful in establishing a winning position for a beginner at Warlord/Noble level, concentrating on the big picture items while eliminating any optional complexity. A successful outcome establishes a sound position for the player, leaving some flexibility in the opening and room in the middle game for exploration, without (I hope) leaving the novice trapped in a script.
I think a reasonable definition of "sound position" is a sustainable position, balanced in land, power, and gnp. That probably translates to "first successful war and recovery".
Because I think this type of guide will be more successful if it is kept as simple as possible, I think the following ideas are off the table
I tend to think about this project in terms of check points, which are probably spaced about 15 turns apart.
It seems to me that the tech pattern ought to look something like
I can't quite persuade myself that siege is the next big idea after HR. Alphabet? Currency? HBR?
The basic notion is to propose a plan which will be generally successful in establishing a winning position for a beginner at Warlord/Noble level, concentrating on the big picture items while eliminating any optional complexity. A successful outcome establishes a sound position for the player, leaving some flexibility in the opening and room in the middle game for exploration, without (I hope) leaving the novice trapped in a script.
I think a reasonable definition of "sound position" is a sustainable position, balanced in land, power, and gnp. That probably translates to "first successful war and recovery".
Because I think this type of guide will be more successful if it is kept as simple as possible, I think the following ideas are off the table
- Slavery
- Rushing
- City Specialization
- Diplomacy
- Espionage
- Religions
- World Wonders
- Specialists
- Binary Research
I tend to think about this project in terms of check points, which are probably spaced about 15 turns apart.
It seems to me that the tech pattern ought to look something like
- Food techs
- Production techs (BW)
- Expansion techs (Myst, Wheel, Pottery)
- Research (Writing)
- Hereditary Rule (Monarchy)
- ???
- Siege (Construction)
I can't quite persuade myself that siege is the next big idea after HR. Alphabet? Currency? HBR?