Hello everybody, it's time to present the 15th installment of the Noble's Club series! America...America. We bestow questionable UUs and UBs on thee. Nonetheless, the collection of leaders for this civ have strong traits, and the starting techs are nice and allow for versatility also. Our leader today is known for wonderspam and for the fact that he is probably the fastest person to get the Great Lighthouse in the game. And the start: Spoiler: Spoiler : There's a reason this one took me around 2 hours to put together, and that's because I decided to have some fun with NC XV. We are on a tectonics map, set to wet because if it isn't you get not-so-great plains everywhere. Why so long then? Well, because I had to play test this at noble and a few other difficulties to make sure it's balanced decently (I really think it is now, but feel free to tell me otherwise and maybe I'll make some modifications). You'll see what I mean pretty fast once you play. And here is the standard cut and paste of our Club Doctrine(ME STOLE YOUR DOCTRINE, BLEYS!): 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, 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, who really made this series a great one, r_rolo, mapmaker extraordinaire, for his maps for most of the series (and the one I learned from!), and all of you for playing. The WB-save is 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, I suggest checking out the BUG MOD), select "Play Scenario", and look for "NC XV". This allows you to play with your favorite MOD at the Level and Speed of your choice. From Quick-Warlord to Marathon-Prince, all are welcome! We stuck with the name "Nobles Club" because it has a cool ring to it. Also, it should be noted that although this is a "pre-Monarch" oriented series, you are welcome to play it at levels above Prince. However, the AIs will NOT get their full set of bonus techs (unless your host gets too creative). The main difference is Archery, which the AI normally gets for free at Monarch and above. The main affects of this are in the AIs starting units (warriors instead of archers) and it also creates a tad "slower" AI, since they now have to tech Archery themselves. In addition, because of the variations of using the Scenario menu, your starting Scout/Warrior may not be in exactly the same spot as the one shown. Starting zip file: View attachment 193232 TMIT's Map Tip: Spoiler : First of all, you're not getting an Oracle Theology slingshot (others should work fine). I don't care if your name is Unconquered Sun. Don't fret that nonsense elsewhere in the world. For now, your objective is to expand. I recommend walling off the nearby AIs, and going for the great lighthouse. If you do that, you should be able to expand rampantly. On complaints about tectonics: Generally speaking, land on tectonics is worse than normal. It might feel to the player as if you're doing poorly, but believe me even if you don't adapt at all, you're still likely to come out ahead of AIs. I actually like tectonics a lot although if they're still a big problem I'll avoid them in NC. I purposely gave the player a (relatively) good start and a number of choices in approaches, so it's not like NC X where we were caught on a HUGE area, with monty nearby and less food than normal. By contrast this has more food and more flexibility in decisions. Also, to be 100% clear - Minor nations will NOT screw you in this game. In THIS series, I'm a responsible host, I won't hose the player that way. Edit: updated tips.