AcaMetis
Emperor
- Joined
- May 21, 2018
- Messages
- 1,859
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 De Gaulle of France, whom we last played in NC 208; we last played the French under Napoleon in NC 244. The French start with Agriculture and The Wheel.
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 249 De Gaulle 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.
Our next leader is De Gaulle of France, whom we last played in NC 208; we last played the French under Napoleon in NC 244. The French start with Agriculture and The Wheel.
- Traits: Leader is Charismatic and Industrious. Charismatic gives every city, Monuments and Broadcast Towers +1, and decreases the exp required for units to level by 25%. Industrious gives a +50% bonus to all Wonders (World and National), and gives a +100% bonus to Forges.
- The UB: The Salon, an Observatory with +1 free Artist, providing +1, +4 and +3 GA . Not a bad bonus for cities facing cultural pressure, but your Great Person Pool will never be free from Great Artist pollution again.
- The UU: The Musketeer, a Musketman with 2 instead of 1. If you're attacking someone with Mounted units and are afraid of Pikeman sniping the strongest units in your army, bring along Musketeers as stack defenders. They can keep up with their allies on horseback. Somehow .
Spoiler map details :
Terra, High Sealevel, temperate climate.
Spoiler what's a Terra map? :
Terra is a combination of Pangaea and Continents. There's one main continent where all the players start on, and a number of other continents/island chains that can sometimes be accessed without Astronomy, sometimes not, and one or two major continents - the New World - that can only be accessed through Astronomy.
Note if you're not playing a custom scenario with Vassal States turned off settling 3+ cities on a landmass without a Palace (either the basic one, the Forbidden Palace national wonder or the Versailles world wonder) will incur a very hefty Colonial Maintenance penalty. If you wish to settle the New World and not go bankrupt before researching Communism for State Property (or go bankrupt afterwards when the UN inevitably forces everyone into Environmentalism) you should pre-emptively build the Forbidden Palace in the Old World, where all your established cities can easily pump out the requisite Courthouses and production to build an expensive National Wonder (though Ind does help ), and move your actual (very extra cheap to build) Palace to the New World. Trying to build 6 Courthouses and Forbidden Palace in newly established cities in a new, uncharted and untamed land is one step short of a futile endeavour.
Note if you're not playing a custom scenario with Vassal States turned off settling 3+ cities on a landmass without a Palace (either the basic one, the Forbidden Palace national wonder or the Versailles world wonder) will incur a very hefty Colonial Maintenance penalty. If you wish to settle the New World and not go bankrupt before researching Communism for State Property (or go bankrupt afterwards when the UN inevitably forces everyone into Environmentalism) you should pre-emptively build the Forbidden Palace in the Old World, where all your established cities can easily pump out the requisite Courthouses and production to build an expensive National Wonder (though Ind does help ), and move your actual (very extra cheap to build) Palace to the New World. Trying to build 6 Courthouses and Forbidden Palace in newly established cities in a new, uncharted and untamed land is one step short of a futile endeavour.
Spoiler edits :
A few resource swaps were done to give nearby AIs strategic resources.
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 Prince. The Monarch save gives all the AI Archery. Emperor adds Hunting; Immortal adds Agriculture; Deity adds The Wheel.
Spoiler 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.