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 Bismark of Germany, whom we last played in NC XLIII. The Germans start with Hunting and Mining.
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 69 Bismark 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 Bismark of Germany, whom we last played in NC XLIII. The Germans start with Hunting and Mining.

- Traits: Bismark is Expansive and Industrious.
- The UB: The Assembly Plant, a Factory with two improvements: It can turn 4 citizens into Engineer specialists instead of 2, and can be built 50% faster with access to Coal. Like the UU, it is only of benefit later in the game.
- The UU: The Panzer, a Tank with +50% versus armored units; it can thus be quite powerful in the late game.

Spoiler map details :
Medium and Small:

Spoiler edits :
One AI was on a narrow peninsula; I gave it some more land, but possibly not enough. Verified that AIs all had some sort of strategic resource reasonably nearby, and nobody had huge amounts of territory to expand into unopposed.
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 69 Bismark 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
Edit: upload of attachments works again, so I've eliminated the link to mediafire.ImprovementType=IMPROVEMENT_GOODY_HUT