AcaMetis
Deity
- Joined
- May 21, 2018
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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 Suleiman of the Ottomans, whom we last played in NC 334; we last played the Ottomans under Mehmed II in NC 331. The Ottomans 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 371 Suleiman 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 Suleiman of the Ottomans, whom we last played in NC 334; we last played the Ottomans under Mehmed II in NC 331. The Ottomans start with Agriculture and The Wheel.
- Traits: Suleiman is Imperialistic and Philosophical. Imperialistic adds +100% to Great General generation and +50%
bonus to Settler production (note that the settler bonus doesn't apply to excess
directly converted to
). Philosophical gives all cities +100%
generation and a +100%
bonus to Universities.
- The UB: The Hamman, an Aqueduct with +2
. Too expensive to make wide use of early game, when
is still relatively abundant and (at best) two extra citizens cannot cover for the cost of building a Hamman, but in the late game this is an excellent building to simultaneously fight back against factory/coal plant unhealthiness and Emancipation unhappiness.
- The UU: The Janissary, a Musketman with +25% vs. Archery, Melee and Mounted units. Base muskets are generally ignored in favor of units that have either a higher base
, or in the case of siege-based warfare, a lower
cost to get more bodies on the field. Janissaries are given the same treatment, though they're a pretty solid all-in-one resourceless stack defender package. For reference a Janissary on defence is not as good against Mounted as a Pike (though Janissaries are resourceless and not threatened by Maces/Crossbows, Pikes require Iron and can only defend against Mounted), much better against Melee than a Mace (Melee units tend to get bonuses vs. Melee units, but Janissaries are Gunpowder units, so their bonus applies while the Mace's bonus does not) and mercilessly play a funeral dirge for the concept of offensive Archery units.

Spoiler map details :
Terra, Rocky Climate, Medium Sealevel. Terra is a map script that (roughly) starts all players on a single landmass - the old world - and generates a large continent-sized landmass overseas - the new world - which (generally) contains one or more resources not found on the old world.
Spoiler edits :
A few strategic resource swaps.
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.
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