dalamb
Deity
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 Mehmed II of the Ottomans.
EXP means extra health for bigger cities sooner, whose maintenance you can afford because of ORG. Faster granary and harbour from EXP, and faster lighthouses, courthouses, and factories from ORG. All that means REXing or conquering a large early empire can make a lot of sense. The Ottomans start with the Wheel and Agriculture, which lets you go for pottery (and thus cheap granaries) very quickly.
Pigs, wheat, starting on a coastal plains hill on a river, with gems and ivory in the BFC; what's not to love? Concerning the map, which some players might prefer not to know:
Finally, a cut and paste of our standard doctrine:
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, where you're thinking of putting cities, 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 and TMIT, who really made this series a great one, r_rolo1, mapmaker extraordinaire, for his maps for most of the series, and all of you for playing.
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 40 Mehmed Noble" (or Monarch, if you want the AI to start with its usual Archery bonus tech, or Immortal for Archery+Hunting, or Deity to add Agriculture). This allows you to 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.
Our next leader is Mehmed II of the Ottomans.
EXP means extra health for bigger cities sooner, whose maintenance you can afford because of ORG. Faster granary and harbour from EXP, and faster lighthouses, courthouses, and factories from ORG. All that means REXing or conquering a large early empire can make a lot of sense. The Ottomans start with the Wheel and Agriculture, which lets you go for pottery (and thus cheap granaries) very quickly.
- His UB: the Hammam.
An aqueduct that gives +2; combined with Mehmed's EXP trait, this means you can get larger cities sooner. - His UU: the Janissary.
A musketman that gets +25% versus melee, archery, and mounted units: basically, everything he's likely to face if he gets to Gunpowder first. Musketmen are often looked down upon as not-very-strong units that are soon obsoleted by riflemen, but "soon" depends on your tech path, and Musketmen have no counter-unit until Riflemen. It might be worth beelining Gunpowder.
Pigs, wheat, starting on a coastal plains hill on a river, with gems and ivory in the BFC; what's not to love? Concerning the map, which some players might prefer not to know:
Spoiler :
This is Big and Small, Standard size, Temperate climate, Medium sea level, Islands, Islands Mixed In. I've only looked at a few of these maps, but these parameters seem to give more land than water maps like Islands and Archipelago. There are a few continent-like masses with two (or more) civilizations. There tend to be some large islands worth colonizing; there may be a fair bit of total land, but it's not quite so easy for the AI to expand into as if it were Pangaea (or like the Highlands from the Boudicca game). There are also some 1-tilers not worth it unless maybe they have seafood and you're running Universal Suffrage so that you can rush-buy a temple and monastery of your AP religion to get a few hammers. There are sometimes enough coastal pathways between settled land masses (especially with Islands Mixed In) that it's worth exploring extensively with a fishing boat or galley to establish intercontinental trade routes.
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, where you're thinking of putting cities, 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 and TMIT, who really made this series a great one, r_rolo1, mapmaker extraordinaire, for his maps for most of the series, and all of you for playing.
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 40 Mehmed Noble" (or Monarch, if you want the AI to start with its usual Archery bonus tech, or Immortal for Archery+Hunting, or Deity to add Agriculture). This allows you to 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.