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 Justinian of Byzantium. The Byzantines start with Mysticism and the Wheel.
As per my usual policy, horses and iron for the UU will be reasonably close, though you might need a 2nd or 3rd city to reach them. That, plus faster settlers and starting with Wheel, means you might have chariots available shortly after Animal Husbandry.
[/spoiler]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 didn't, 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 strategies 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 53 Justinian 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.
Note for those who hate goody huts: open the WB save file with a text editor and delete all lines that say
Our next leader is Justinian of Byzantium. The Byzantines start with Mysticism and the Wheel.
- Traits: SPIritual means no anarchy after civic and religion switches, which in addition to saving precious game turns can also be used for diplomacy: you can afford to accept AI demands for such changes, then switch back 5 turns later. IMPerialistic means +50% when building settlers, which helps with REXing, and +100% emergence of Great Generals, which helps with warfare.
- His UB: The Hippodrome is a theatre that gives much better happiness results (+1 per 5% instead of 10%; +1 overall; +1 for horse instead of dye).
- His UU: The Cataphract is a variant knight: 12 instead of 10, but loses immunity to first strikes.
As per my usual policy, horses and iron for the UU will be reasonably close, though you might need a 2nd or 3rd city to reach them. That, plus faster settlers and starting with Wheel, means you might have chariots available shortly after Animal Husbandry.
Spoiler map details :
A slightly odd map this time around. I started with an Inland Sea, random opponents, medium sea level, and swapped us with a leader whose start had horses reasonably close.
Inland Sea is a no-wrap map with land surrounding, you guessed it, a sea in the middle. It seems to have somewhat less food than standard maps, but that may just be the 2-3 maps I happened to generate. I made my usual edit of changing most deserts to plains, and split the single land mass into three parts, each reachable via galleys. I then added a twist.
Spoiler who :
Pericles
Spoiler twist :
There are some small uninhabited islands in the inland sea, accessible only after Astronomy unless I goofed, which are the only sources of some late-game resources.
Spoiler which ones :
Oil and Aluminum. They're not needed for many victory strategies on a map like this, so might not affect most peoples' games.
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 didn't, 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 strategies 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 53 Justinian 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.
Note for those who hate goody huts: open the WB save file with a text editor and delete all lines that say
ImprovementType=IMPROVEMENT_GOODY_HUT