TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
Hello everybody, it's time to present the 14th installment of the Noble's Club series!
Sal is considered by many to be a weak leader, lending mostly to his protective trait. Nevertheless, he boasts a solid, early UB that allows for some culture control and religious manipulation via great prophets...only Egypt can get them this easily other than Arabia! The UU is a knight that does not require Iron, and with a hefty bonus to its withdrawal chance, making medieval combat a little more intriguing.
And the start:
I used shuffle to generate the map, but don't worry, I checked to make sure there wasn't anything too painful like exclusive tundra starts or 6 city islands...this map is playable while still being a bit different from the last couple, IMO.
And here is the standard cut and paste of our Club Doctrine(ME STOLE YOUR DOCTRINE, BLEYS!):
There are no hard and fast rules here, fun and learning are our primary goals, but we do request that you update your progress at various points in the game, using the Spoiler feature of the boards.
Tentative posting updates are suggested at:
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, 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 didnt, 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)
Remember, these are only guidelines. What we really want are your thoughts as the game goes on, so if your strats don't fall into line with those dates, feel free to adjust your reports accordingly.
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, who really made this series a great one, r_rolo, mapmaker extraordinaire, for his maps for most of the series (and the one I learned from!), and all of you for playing.
The WB-save is 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, I suggest checking out the BUG MOD), select "Play Scenario", and look for "NC XIV". This allows you to play with your favorite MOD at the Level and Speed of your choice. From Quick-Warlord to Marathon-Prince, all are welcome! We stuck with the name "Nobles Club" because it has a cool ring to it.
Also, it should be noted that although this is a "pre-Monarch" oriented series, you are welcome to play it at levels above Prince. However, the AIs will NOT get their full set of bonus techs. The main difference is Archery, which the AI normally gets for free at Monarch and above. The main affects of this are in the AIs starting units (warriors instead of archers) and it also creates a tad "slower" AI, since they now have to tech Archery themselves.
In addition, because of the variations of using the Scenario menu, your starting Scout/Warrior may not be in exactly the same spot as the one shown.
Starting zip file:
View attachment 191980
TMIT's Map Tip:
We got a good look in that there is a TON of room to expand if one goes fast REX. A rush is not out of the question either, leaving the optimal strategy up to player preference. I recommend taking the land to the south one way or another however, as much of it is extremely good. Don't forget to settle power commerce resources like gold.
Sal is considered by many to be a weak leader, lending mostly to his protective trait. Nevertheless, he boasts a solid, early UB that allows for some culture control and religious manipulation via great prophets...only Egypt can get them this easily other than Arabia! The UU is a knight that does not require Iron, and with a hefty bonus to its withdrawal chance, making medieval combat a little more intriguing.
And the start:
Spoiler :
I used shuffle to generate the map, but don't worry, I checked to make sure there wasn't anything too painful like exclusive tundra starts or 6 city islands...this map is playable while still being a bit different from the last couple, IMO.
And here is the standard cut and paste of our Club Doctrine(ME STOLE YOUR DOCTRINE, BLEYS!):
There are no hard and fast rules here, fun and learning are our primary goals, but we do request that you update your progress at various points in the game, using the Spoiler feature of the boards.
Tentative posting updates are suggested at:
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, 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 didnt, 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)
Remember, these are only guidelines. What we really want are your thoughts as the game goes on, so if your strats don't fall into line with those dates, feel free to adjust your reports accordingly.
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, who really made this series a great one, r_rolo, mapmaker extraordinaire, for his maps for most of the series (and the one I learned from!), and all of you for playing.
The WB-save is 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, I suggest checking out the BUG MOD), select "Play Scenario", and look for "NC XIV". This allows you to play with your favorite MOD at the Level and Speed of your choice. From Quick-Warlord to Marathon-Prince, all are welcome! We stuck with the name "Nobles Club" because it has a cool ring to it.
Also, it should be noted that although this is a "pre-Monarch" oriented series, you are welcome to play it at levels above Prince. However, the AIs will NOT get their full set of bonus techs. The main difference is Archery, which the AI normally gets for free at Monarch and above. The main affects of this are in the AIs starting units (warriors instead of archers) and it also creates a tad "slower" AI, since they now have to tech Archery themselves.
In addition, because of the variations of using the Scenario menu, your starting Scout/Warrior may not be in exactly the same spot as the one shown.
Starting zip file:
View attachment 191980
TMIT's Map Tip:
Spoiler :
We got a good look in that there is a TON of room to expand if one goes fast REX. A rush is not out of the question either, leaving the optimal strategy up to player preference. I recommend taking the land to the south one way or another however, as much of it is extremely good. Don't forget to settle power commerce resources like gold.