AcaMetis
Deity
- Joined
- May 21, 2018
- Messages
- 2,210
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 Joao II of Portugal, whom we last played in NC 231. The Portuguese start with Fishing and Mining.
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 277 Joao II 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 Joao II of Portugal, whom we last played in NC 231. The Portuguese start with Fishing and Mining.
- Traits: Joao II is Expansive and Imperialistic. Expansive adds +2
to all cities, gives a +100%
bonus to Granaries and Harbors, and a +25%
bonus to Workers. Imperialistic adds +100% to Great General generation and +50%
bonus to Settler production. Note that neither the worker or settler bonus apply to excess
directly converted to
.
- The UB: The Feitoria, a Customs House that adds +1
to all of a city's water tiles. It's a nicer bonus on paper than in practice, because by the time that you've researched Economics you really shouldn't be looking forward to investing three (base) Granaries worth of
so you can upgrade to some number of 2
3
Coast, or worse, 2
2
Ocean tiles.
- The UU: The Carrack, a Caravel that can transport any two land units instead of one Great Person, Spy, Missionary or Scout/Explorer. Carracks allow you to transport units like Settlers or military over the oceans before researching Astronomy, which allows you to grab unclaimed islands or launch naval invasions before anyone else could even think about doing so. Of course in practice the latter option is a bit impractical, both due to the logistics involved and because oversea colonies without Astronomy trade routes are expensive, but if you happen to come across someone like Gandhi hoarding religious shrines...

Spoiler map details :
Terra, High Sealevel, temperate climate.
Spoiler edits :
The usual resource swaps and moving otherwise unworkable seafood.
Spoiler map script :
Terra is a combination of Pangaea and Continents. There's one main Pangaea where all the players start on, the Old World, which usually has a number of larger islands/small island chains just off the coast somewhere that can be accessed with Galleys. Across the ocean wait one or two major continents - the New World - with resources not found anywhere in the Old World, which can only be settled with Astronomy...normally. Joao II and his fleet of Settler-moving Carracks have a different plan in mind
.
Note if you're not playing a custom scenario with Vassal States turned off settling 3+ cities on any 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 forming an actual colony under AI control 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, and move your actual (relatively very 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 any 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 forming an actual colony under AI control 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, and move your actual (relatively very 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 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 what is demigod :
The difference between Immortal and Deity difficulty is akin to the difference between Noble and Immortal. Players eventually reached a point where Immortal was too easy, but Deity was still out of reach, and so neither difficulty provided a fun experience. "Demigod" is an otherwise standard Deity game where the AIs are only given their Immortal level starting units, in an attempt to bridge the gap.
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.
). Although SIP gets culture on the corn for free, so that frees up the possibility of settling a second city somewhere like 1N2E of corn, which claims an awful lot of river, or 3N or Warrior, which...would be a city, I guess? Not very enticing, unless there's resources, and it can't share Wheat with the capital like a 1S/1W of corn play can.
? SIP, 1S, or the grand play of somewhere else entirely
?
I'm a Monarch player so not an expert by any means but let's check this out. Plains hills are generally great for the
Wheat and clam is enough food, but I wouldn't want to spend all that time producing worker boats when I could be exploring with warriors or getting workers/settlers out, especially with Joao's IMP/EXP bonuses. Looks like grassland and/or floodplains on the river's eastern banks, ripe for some juicy cottaging.
I'm not a massive fan of killing the fp in order to share the 