dalamb
Deity
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 Saladin of Arabia, whom we last played in NC XIV. The Arabs start with Mysticism and The Wheel.
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 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, 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)
Remember, these are only guidelines. What we really want are your thoughts as the game goes on, so if your strategies 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 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 67 Saladin 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 for those who hate goody huts: open the WB save file with a text editor and delete all lines that say
Our next leader is Saladin of Arabia, whom we last played in NC XIV. The Arabs start with Mysticism and The Wheel.

- Traits: Saladin is SPIritual and PROtective. SPI means faster temples and anarchy-free civic and religion switches -- which makes it easier to accede to AI demands for switching civics, thus improving diplomacy. PRO means archers and gunpowder units start with Drill I and City Defender I, and makes walls and castles cheaper; many think it a weak trait, but it is good for defence.
- The UB: The Madrassa is a Library that allows two priest specialists as well as two scientists. You can pick one or the other, or both, generating a lot of GPP early on.
- The UU: The Camel Archer, a resourceless knight with a 15% chance of withdrawing from combat. Beelining Feudalism (for protective longbows) and Guilds (for Camel Archers) might give an advantage in mid-game warfare (which, unfortunately, many players seem to dislike AFAIK).

Spoiler map details :
Oasis, 2 extra AIs. This type of map has a lot of land area, and some extra AIs helps compensate for that.
Spoiler what I deduce about Oasis maps :
Oasis maps always have three regions: a somewhat forested south, a central desert, and a north with an ocean strip at the very top. From what I can tell from regenerating several times, nobody starts in the desert, and the player seems always to start in the south. The south seems relatively food poor. Resources seem segregated: I never saw stone/marble in the south, but found marble in the north and stone in the desert. There are north/south rivers in the desert, with flood plains. There is corn in the midst of the desert (!) which may be within chain irrigation range of a floodplain or oasis. I've never seen deer in the north, nor horses in the south -- but fortunately our mounted UU is resourceless
. Edit: One thing several of us discovered during play: Oasis maps have a lot of territory in which barbarians can spawn, so be prepared.

Spoiler edits :
Swapped us with an AI who started closer to a river than we originally did. Selected AIs so nobody but us starts with Mysticism, which makes Stonehenge and early religions a little easier to get.
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, 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)
Remember, these are only guidelines. What we really want are your thoughts as the game goes on, so if your strategies 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 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 67 Saladin 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 for those who hate goody huts: open the WB save file with a text editor and delete all lines that say
ImprovementType=IMPROVEMENT_GOODY_HUT