The Schizophrenic Asylum serie goal is to have fun while playing the same map with different leaders, and see how various players ar
e able to leverage leaders's trait on that map. It will help new players, and more confirmed ones, to see how to leverage traits, UU
or UB while they are playing themselves, the same leader or an other one.
Players may choose to replay that same map with a different leader, to experience a different gameplay.
Here is our starting position:
And our chosen leaders:
STALIN of RUSSIA, starting techs are hunting and mining
STALIN is industrious/aggressive
industrious : Wonder production increased by 50%. Double production speed of Forge.
aggressive : Free Combat I promotion of melee and gunpowder unites. Double production speed of Baracks and Drydock.
its UB is RESEARCH_INSTITUTE a Laboratory that gives 2 free scientists, which boost late-game
if you're going for a
space race (or high-tech late game war).
its UU is COSSACK a Cavalry unit that gets +50% versus mounted units. The Cavalry are a powerful UU in their time period alre
ady, as Horse Archers are in theirs.
SALADIN of ARABIA, starting techs are mysticism and the wheel
SALADIN is protective/spiritual
protective : Archery and gunpowder units receive Drill I and City Garrison I automatically. Double production speed of Walls
and Castle.
spiritual : No anarchy from civics or religion changes. Double production speed of Temples.
its UB is MADRASSA a Library that gets double
and can run two Priest specialists. Extra culture is always a good th
ing (especially on an early building that doubles its culture after 1000 years), and the Madrassa can also help fuel a prophet-based
economy if you feel like doing something different.
its UU is CAMEL_ARCHER a Knight with no resource requirement and an innate 15% withdrawal chance. It's generally regarded as
one of the weaker UU's since Guilds is often a backfill tech for many players, but if you don't have Horses or Iron, it can be used
to secure those resources for a later Cuirassier or Cannon rush.
PERICLES of GREECE, starting techs are fishing and hunting
PERICLES is philosophical/creative
philosophical : Great People birth rate increased by 100%. Double production speed of University.
creative : +2
per city. Double production speed of Library, Theatre and Coliseum.
its UB is ODEON a Colosseum that gives +2
instead of +1, 2 free artists slots, and +3
- a nice boost if you're going for
a cultural win.
its UU is PHALANX An Axeman with +100% defence against chariots, the usual bane of axemen.
HANNIBAL of CARTHAGE, starting techs are fishing and mining
HANNIBAL is financial/charismatic
financial : +1
on plots with 2 
charismatic : +1 :happiness: per city. -25% XP needed for unit promotions. +1 :happiness: from Monument and Broadcast Tower.
its UB is COTHON a Harbour that costs an extra 25%
(100 versus 80 on Normal speed) but gives +1 trade routes. Great
for a Trade Route Economy (TRE), especially with the Great Lighthouse and perhaps the Colossus (although as it's obsolete with Astr
onomy it's window may be very small depending on the map).
its UU is NUMIDIAN_CAVALRY a Horse Archer with +50% versus melee units, unfortunately its base strength is 5 instead of 6.
Standard map
Pangea
No edits.
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 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:
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)
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.
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 73 Pericles 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: 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.
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:
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.
e able to leverage leaders's trait on that map. It will help new players, and more confirmed ones, to see how to leverage traits, UU
or UB while they are playing themselves, the same leader or an other one.
Players may choose to replay that same map with a different leader, to experience a different gameplay.
Here is our starting position:

And our chosen leaders:
Spoiler Stalin of Russia :
STALIN of RUSSIA, starting techs are hunting and mining

STALIN is industrious/aggressive
industrious : Wonder production increased by 50%. Double production speed of Forge.
aggressive : Free Combat I promotion of melee and gunpowder unites. Double production speed of Baracks and Drydock.
its UB is RESEARCH_INSTITUTE a Laboratory that gives 2 free scientists, which boost late-game

space race (or high-tech late game war).

its UU is COSSACK a Cavalry unit that gets +50% versus mounted units. The Cavalry are a powerful UU in their time period alre
ady, as Horse Archers are in theirs.

Spoiler Saladin of Arabia :
SALADIN of ARABIA, starting techs are mysticism and the wheel

SALADIN is protective/spiritual
protective : Archery and gunpowder units receive Drill I and City Garrison I automatically. Double production speed of Walls
and Castle.
spiritual : No anarchy from civics or religion changes. Double production speed of Temples.
its UB is MADRASSA a Library that gets double

ing (especially on an early building that doubles its culture after 1000 years), and the Madrassa can also help fuel a prophet-based
economy if you feel like doing something different.

its UU is CAMEL_ARCHER a Knight with no resource requirement and an innate 15% withdrawal chance. It's generally regarded as
one of the weaker UU's since Guilds is often a backfill tech for many players, but if you don't have Horses or Iron, it can be used
to secure those resources for a later Cuirassier or Cannon rush.

Spoiler Pericles of Greece :
PERICLES of GREECE, starting techs are fishing and hunting

PERICLES is philosophical/creative
philosophical : Great People birth rate increased by 100%. Double production speed of University.
creative : +2

its UB is ODEON a Colosseum that gives +2


a cultural win.

its UU is PHALANX An Axeman with +100% defence against chariots, the usual bane of axemen.

Spoiler Hannibal of Carthage :
HANNIBAL of CARTHAGE, starting techs are fishing and mining

HANNIBAL is financial/charismatic
financial : +1


charismatic : +1 :happiness: per city. -25% XP needed for unit promotions. +1 :happiness: from Monument and Broadcast Tower.
its UB is COTHON a Harbour that costs an extra 25%

for a Trade Route Economy (TRE), especially with the Great Lighthouse and perhaps the Colossus (although as it's obsolete with Astr
onomy it's window may be very small depending on the map).

its UU is NUMIDIAN_CAVALRY a Horse Archer with +50% versus melee units, unfortunately its base strength is 5 instead of 6.

Spoiler map details: :
Standard map
Pangea
No edits.
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 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:
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)
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.
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 73 Pericles 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: 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.
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.