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 Kublai Khan of Mongolia, whom we last played in NC III; we last played Mongolia under Ghengis in NC XXXVIII. The Mongolians start with The Wheel and Hunting.
Finally, a cut and paste of our standard doctrine:
As with Ghengis, Noble-level players might want to try out TMIT's horse archer rush strategy, summarized here from a thread on traits for rushing.
Our next leader is Kublai Khan of Mongolia, whom we last played in NC III; we last played Mongolia under Ghengis in NC XXXVIII. The Mongolians start with The Wheel and Hunting.

- Traits: Kublai Khan is Aggressive and Creative. AGG means faster barracks and drydocks, and Combat I for melee and gunpowder units; unfortunately it doesn't syergize with the mounted Unique Unit. CRE means +2
per city, which means you can get the critical first border pop quickly without investing
in cultural buildings; this is especially helpful in newly-conquered cities. It also means faster libraries, which means you can start running science specialists sooner to generate an early Great Scientist for an academy.
- His UB: The Ger is a stable that gives 4XP to mounted units instead of 2. A (cheap) barracks and Ger give you two promotions immediately and put you 3 XP from a 3rd promotion -- or 1, if you run Vassalage or Theocracy.
- His UU: The Kheshik is a horse archer with a first strike that ignores terrain movement costs. Unlike HAs, it lacks immunity to first strikes, but its own first strike cancels that of an unpromoted archer, so early on that's a wash. Watch out for drill-promoted archers, against which Kheshiks are more vulnerable than regular horse archers.

Spoiler map details :
Rainforest, Cylindrical wrap. There is a lot of jungle on this kind of map, making Kheshiks even more useful. Each civ seems to start in a "clearing" with decent nearby resources. There is more land than on an average map; I added 2 AIs to compensate.
Spoiler map edits :
Verified that the RNG put horses (for the UU) within the range of the first three cities. Extended our river to connect with another nearby river, and with the rice visible in the staring screenshot. Added a 2nd hill in our BFC -- though the capital is still
-poor.

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 79 Kublai Noble" (or Monarch, etc., for higher levels)You can 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.There are no hard and fast rules here: fun and learning are our primary goals, but we do suggest that you update your progress at various points in the game, using the Spoiler feature of the boards. You can post as often as you like; here's one suggestion:This is just a guideline. If you're trying to improve your game, then posting more frequent updates, in as much detail as you can manage, is the best way to get suggestions from other players. If you come to what seems like a major decision and you want some advice, post an update, regardless of what game-year it is.
- 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)
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 in the early days of the series, and all of you for playing.
Spoiler what's up with specific difficulties :
In each scenario file you can select your level of difficulty, but that doesn't give the AI the right bonus techs by itself. Use the Noble save for all levels at and below Noble. The Monarch save gives all the AI Archery. Emperor adds Hunting; Immortal adds Agriculture; Deity adds The Wheel.
For players on Monarch or above, you should add archery as a tech for the barbarians (if you don't, the AI will capture their cities very early). This cannot be done in the WB save file and must be done in Worldbuilder as follows:
For players on Monarch or above, you should add archery as a tech for the barbarians (if you don't, the AI will capture their cities very early). This cannot be done in the WB save file and must be done in Worldbuilder as follows:
Spoiler how to add techs to the barbarians :
- Zoom in all the way so you can't see the rest of the map.
- Use the CTRL-W key (or the menu) to enter the worldbuilder. Avoid looking at the mini-map in the lower right corner.
- By default you're in "player" mode (look in the box in the upper right; the icon that looks like a person should be selected). You'll get a drop down menu labeled with your leader's name. Barbarians are at the bottom, so cover the rest of the list with your hand if you don't want to see who else is on the map. Select "Barbarians".
- Select the "Technologies" tab in the box on the left.
- Find Archery (the arrow head icon; 8th row, 3rd column from the right) and click it.
- Exit the worldbuilder.
- Zoom out again after the map fades, and start playing.
Spoiler huts and events :
Note: The standard saves have no huts and have events turned off. If you want tribal villages and random events, choose the saves with "Huts" in their names. If you want huts but no events, select the Huts saves and use Custom Scenario to turn on the option that suppresses events.
Spoiler :
Get Horseback Riding as soon as possible; it's expensive but essential. Backfill Archery while building a Stable/Ger. Build Kheshiks -- lots and lots of Kheshiks. You won't need Axemen or Swordsmen; maybe some Archers for defending conquered cities. There aren't likely to be enough AI Spearmen to be a serious deterrent.
Your Kheshiks will get two promotions. Against flatland cities, Combat II horse archers can win with about 70% odds. Against more strongly-defended cities, use Flanking II, which gives them a 50% withdrawal chance (if they still have movement after attacking); finish the damaged defenders off with Combat II Kheshiks.
One suggested ratio is about 70% Combat II and most of the rest Flanking II. One Kheshik per stack should take Flanking I/Sentry for the extra tile of visibility, so you can see early on whether city defenders are too strong for you, and avoid counterattacks outside cities. One per stack should take Combat I/Medic I. It is important to bypass well-defended cities so you don't get bogged down with healing and waiting for replacements; you can switch to pillaging critical resources, which can force the AI to defend on flatlands where they're more vulnerable.
In rushing a whole continent, make sure to pause and heal when you finish off one civilization, then keep the momentum going and attack the next. Financially, conquest can be economically self-sustaining. You can also damage the AI tech pace so that nobody gets Feudalism (and thus longbows) for a long time.
This works well (for TheMeInTeam, at least) at all levels up to Immortal; Deity AIs can block it.
Your Kheshiks will get two promotions. Against flatland cities, Combat II horse archers can win with about 70% odds. Against more strongly-defended cities, use Flanking II, which gives them a 50% withdrawal chance (if they still have movement after attacking); finish the damaged defenders off with Combat II Kheshiks.
One suggested ratio is about 70% Combat II and most of the rest Flanking II. One Kheshik per stack should take Flanking I/Sentry for the extra tile of visibility, so you can see early on whether city defenders are too strong for you, and avoid counterattacks outside cities. One per stack should take Combat I/Medic I. It is important to bypass well-defended cities so you don't get bogged down with healing and waiting for replacements; you can switch to pillaging critical resources, which can force the AI to defend on flatlands where they're more vulnerable.
In rushing a whole continent, make sure to pause and heal when you finish off one civilization, then keep the momentum going and attack the next. Financially, conquest can be economically self-sustaining. You can also damage the AI tech pace so that nobody gets Feudalism (and thus longbows) for a long time.
This works well (for TheMeInTeam, at least) at all levels up to Immortal; Deity AIs can block it.