[R&F] Civ of the Week: Gilgabro

Who should be next weeks Civ?

  • Macedon

    Votes: 6 17.6%
  • Kongo

    Votes: 6 17.6%
  • Rome

    Votes: 14 41.2%
  • Sythia

    Votes: 4 11.8%
  • India (Varu replace Horsemen, so Classical)

    Votes: 4 11.8%

  • Total voters
    34
  • Poll closed .

acluewithout

Deity
Joined
Dec 1, 2017
Messages
3,496
  • Leader: Gilgamesh (aka Gilgabro).
  • Leader Ability: Adventures of Enkidu. May declare war on anyone at war with his Allies without incurring Warmonger penalties. When at war with a common foe, Sumeria and allied units share pillage rewards and combat experience within five tiles of each other. You also earn Alliance Points per turn for being at war with a common foe.

  • Civ Ability: Epic Quest. Clearing a Barbarian Outpost also grants a Tribal Village reward. May levy city states units at 50% usual cost.

  • Unique Unit: War-Cart. As in, THE War-Cart. Available from Ancient Era, no research required (but you don't start with a free one). Heavy Cav. Production cost 55, Melee 30, Movement 3, no maintenance, upgrades to a Knight. Additional +1 Movement on open terrain. Is pulled by Donkeys. The Donkeys also bite.
  • Unique Infrastructure: Ziggurat. Unique Improvement (requires one Builder Charge). +2 Science, +1 Culture if next to a River. +1 Culture with Natural History. +0 Donkeys.
  • Leader Agenda: Do you even lift, bruh? (Ally of Enkidu). Easy to Befriend, and likes Civilizations who are his Declared Friends. Dislikes anyone attacking or denouncing his friends or donkeys. Not cool with guys hogging the leg press.
Notes:
  • Sorry this is late. Have been travelling.

  • Pretty sure Ziggurats give Tourism once you research Natural History.

  • We're up to Classical Era Civs now (based on unique unit).
 
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Gilgamesh is one of those Civs where I rarely finish a game with them, because they're so frontloaded. It's *superfun* to do the Warcart rush, gather the rewards for clearing Barb camps and all that.

But after that, the rest of the game just isn't as fun. Even if it's a potentially interesting game in itself, it just sort of "fades" in my eyes. But I'm like that with all the civs who are extremely strong at the very start.

I like Gilga as an AI player. The whole Easy to befriend deal makes for a nice change-up compared to a lot of leaders.
 
  • Civ Ability: Epic Quest. Clearing a Barbarian Outpost also grants a Tribal Village reward. May levy city states units at 50% usual cost.
I have never done this, feeling I can make better use of the gold than levying technologically challenged CS units a few eras behind what I'm fielding. Does anyone find it remotely useful?

EDIT: As for the rest of it, very potent.
 
I have never done this, feeling I can make better use of the gold than levying technologically challenged CS units a few eras behind what I'm fielding. Does anyone find it remotely useful?

EDIT: As for the rest of it, very potent.

I've levied troops occasionally. At full price, it's only rarely useful, but at half price, I think there's a ton of potential there. Like, my current game I was suzerain of Preslav, and it had like 6 swords and a couple archers, enough that I could have practically let them alone take out Scotland for me. I checked early in the war and it would have been like 380 gold or so, so if that came in at half price, that would have saved me a couple turns of the war and would have been a really cheap way to practically double my army. I've also used it in the past when a city-state close to front has a couple archers or catapults that just got killed from my side.

Now, the interesting question: If you get the foreign ministry with Gilgabro, does that stack, meaning he can levy troops for free? Even at like 1/4 cost if they multiply together, that might be cheap enough that you can levy the troops, pay to upgrade them, and have it still be worth your while.
 
I've levied troops occasionally. At full price, it's only rarely useful, but at half price, I think there's a ton of potential there. Like, my current game I was suzerain of Preslav, and it had like 6 swords and a couple archers, enough that I could have practically let them alone take out Scotland for me. I checked early in the war and it would have been like 380 gold or so, so if that came in at half price, that would have saved me a couple turns of the war and would have been a really cheap way to practically double my army. I've also used it in the past when a city-state close to front has a couple archers or catapults that just got killed from my side.

Now, the interesting question: If you get the foreign ministry with Gilgabro, does that stack, meaning he can levy troops for free? Even at like 1/4 cost if they multiply together, that might be cheap enough that you can levy the troops, pay to upgrade them, and have it still be worth your while.

You know? Now that you put it that way, it's not a 1/2 bad idea. I could levy the troops, have them reconnoiter/soften up an area near the CS before my 1st line units advance deeper into the region.
Now Summeria is even more OP, and potentially 1/4 price better yet.
 
Here is a killer Sumeria start... first time with them in awhile.

Deity - Standard All. I do use some UI mods... hope that doesn't bungle up the save file

Spoiler Killer :
28E37A920C1EEF19D441B5947D774BB8DBAE20C0
"]
 

Attachments

Here is a killer Sumeria start... first time with them in awhile.

Deity - Standard All. I do use some UI mods... hope that doesn't bungle up the save file

Spoiler Killer :
28E37A920C1EEF19D441B5947D774BB8DBAE20C0
"]

I think this one's better. I tried 50 or so turns with your save & found the map feel constrictive (inhibiting War Cart movement).
Spoiler :
Sid Meier's Civilization VI (DX11) 6_18_2018 6_27_33 PM.png



UPDATE: Holy Moly!!! (PS, don't read this if you plan to play the save)
Spoiler Holy# :
Received +7 era score for settling near the Ulura!!!
Spoiler :
Sid Meier's Civilization VI (DX11) 6_18_2018 6_52_10 PM.png


Essentially sealed a golden age by turn 20 after this War cart clears that Barb camp
Spoiler :
Sid Meier's Civilization VI (DX11) 6_18_2018 6_55_17 PM_LI.jpg


BOOM!!!
Spoiler BOOM :
Sid Meier's Civilization VI (DX11) 6_18_2018 7_14_58 PM.png


Things were looking grim before the crazy AI took a sweet peace deal.
Spoiler BEFORE PEACE :
Sid Meier's Civilization VI (DX11) 6_18_2018 7_36_16 PM.png


Spoiler AFTER PEACE :
Sid Meier's Civilization VI (DX11) 6_18_2018 7_38_20 PM.png


As is common with Gilgamesh, I think the outcome of the game as a foregone conclusion @ this point, and won't bore anyone with further updates.
 

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I haven't played Sumeria much because the War Carts are extremely strong and extremely simple. On the other hand I have definitely under-used the ability to leverage city states. I'm sure I'll be able to do some experimenting before the week is over. Even if I don't I want to watch this thread.
 
War Carts are extremely strong and early, plus they upgrade to Knights. This allows Gilga to trample the original continent completely. Easiest Conquest victory civ to me.
 
Not only do they have the war cart swarm they can leverage city states cheaply, along with the +4 str government building that gives an additional discount.

Upgrade them and just raid the enemy and it's cost neutral plus gives you historical age points for opening a new front.

With war carts clearing out encampments for goodies, one of the best UI (science & culture) in the game, it's almost impossible to lose. Choose your victory type!
 
I had a Sumeria game recently where I started Tundra-adjacent. The Ziggies aren't a terrible improvement for Tundra, and the lack of development Pole-wise to me made it a kind of Barbarian garden, where I could pick off their camps throughout the game. Also, I had Eyjaffjalajokull, which is quite a boon to Tundra life, especially with Ziggies surrounding it.
 
I think this one's better. I tried 50 or so turns with your save & found the map feel constrictive (inhibiting War Cart movement).

The movement was a pain, particularly east... but 2 CS south are easily conquered and trade route set up for a road back to the capital. Indonesia is right next door and ripe for the picking. The capital has lots of chops and decent production/culture tiles. Horses and Galapagos in 1st expansion. It took awhile to set up but with the capital spitting out warcarts almost every single turn (overflow) Indonesia didn't stand a chance.

Meanwhile, I got to Oligarchy pretty quick and my science is competitive without a single campus thanks to Zigs and Galapagos. Fast knights!
 
The movement was a pain, particularly east... but 2 CS south are easily conquered and trade route set up for a road back to the capital. Indonesia is right next door and ripe for the picking. The capital has lots of chops and decent production/culture tiles. Horses and Galapagos in 1st expansion. It took awhile to set up but with the capital spitting out warcarts almost every single turn (overflow) Indonesia didn't stand a chance.

Meanwhile, I got to Oligarchy pretty quick and my science is competitive without a single campus thanks to Zigs and Galapagos. Fast knights!

This is where I called it. Essentially the point where I determined that, as Summeria, I should probably build a round of settlers because of map conditions. I mean the War Carts still performed adequately out of their primary kill zone (open plains), but swarming proved elusive after knocking off that Cree city to the East. The map conditions morphed the War Carts into 1-movement equivalent OP warriors or weak swords. Could have been a fun challenge, and maybe I'll go back and finish the game ;), but hardly regular or indicative for a typical Summerian game.
White = Impassable mountains
White/Red = 2/3 movement terrain threshold
Green = 1 tile choke points to get at either Cree or Indonesia
Spoiler :
Sid Meier's Civilization VI (DX11) 6_19_2018 8_33_09 AM_LI (2).jpg

 
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This is where I called it. Essentially the point where I determined that, as Summeria, I should probably build a round of settlers because of map conditions. I mean the War Carts still performed adequately out of their primary kill zone (open plains), but swarming proved elusive after knocking off that Cree city to the East. The map conditions morphed the War Carts into 1-movement equivalent OP warriors or weak swords. Could have been a fun challenge, and maybe I'll go back and finish the game ;), but hardly regular or indicative for a typical Summerian game.
White = Impassable mountains
White/Red = 2/3 movement terrain threshold
Green = 1 tile choke points to get at either Cree or Indonesia

Yeah East is just terrible but going south is lucrative. My plan is to go south and through Indonesia to Poundmaker. England is off to the west somewhere. And Indonesia will be crushed soon.

Spoiler Soon... Indonesia... soon... :
C51E08FF05D20027D3B677E56258444F73C23BBE
 
Where does the true strength in War Carts lie? I played as Sumeria on Immortal difficulty before but the AI got to Crossbowmen fairly quickly and they were strong against War Carts.
 
Where does the true strength in War Carts lie? I played as Sumeria on Immortal difficulty before but the AI got to Crossbowmen fairly quickly and they were strong against War Carts.

Strongest unit available from turn 1. I don't know the optimal strategy, but I think last time I played sumeria I basically went something like war cart - builder - settler - war cart - war cart - war cart - war cart or something like that (maybe throw a slinger in there too if you want). but just mass them as much as possible and have them run the world down. You can probably get through 1, maybe 2 neighbours before they start getting walls up and you need to start building something else. And the biggest edge of Gilgabro is that you just need a couple builders to plant ziggurats to keep your science/culture moving, so you don't need to slow down to build an early campus.
 
Similar to Nubia but better IMO because you will capture more cities earlier. Just build a bunch of carts and go wreck somebody - spam zigs to keep up in science but barb camps will help with that too. I pretty much only build carts in the opening. Sumeria is extremely good at all victory types because they can so easily take out your major rivals early. The Aztecs will catch up and pass them in the middle game but Sumeria is an absolute beast in the early game and they always seem to outperform all other AI in my games. I have had a few games with Sumeria where my cart rush was stalled early but it's pretty rare and then you can pause and transition to knights.
 
Finished my Summeria game. I'm not the fastest finisher, but like to consider myself "thorough :lol:." As Eliminator said, early War Carts & take another civ. Go until you start taking casualties. Upgrade to knights, go some more. Wait for tanks, finish it quickly. With the experienced War Carts upgrading to Knights then even more experienced Knights upgrading to Tanks/Modern Armor it's easy to close out a game fast. My game went from mildly competitive with Rome on T154 to a non-competitive Domination victory 37 turns later on T191.

I figure they are half decent at cultural or religious victories, good at science, and best at domination due to the accumulated experience of their War Cart heavy cav units from the very start of the game.

For Dom victories they're definitely on a par with Nubia and Aztec (I think Nubia is better though). If my favorite Dom civ, Macedon, is not overrun early, I think they are the best however. Heteroi don't have any down time waiting for the Knight upgrade. War Carts start getting really fragile fairly quickly. Heteroi (if you make it to the point where you can make them before being eliminated) are able to carry on with the business of conquest without waiting for a Knight upgrade, snowballing faster.

Spoiler T154 :
Sid Meier's Civilization VI (DX11) 6_20_2018 7_51_17 AM_LI.jpg


Spoiler T191 :
Sid Meier's Civilization VI (DX11) 6_20_2018 4_15_55 PM_LI.jpg
 
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