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Nobles' Club 379: Gilgamesh of Sumeria

AcaMetis

Deity
Joined
May 21, 2018
Messages
2,105
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 Gilgamesh of Sumeria, whom we last played in NC 327. The Summerians start with Agriculture and The Wheel.
  • Traits: Gilgamesh is Creative and Protective. Creative gives every city +2:culture: for free, and gives a +100%:hammers: bonus to Libraries, Theatres, and Colosseums. Protective gives all Archery and Gunpowder units a free City Garrison I (+20% City Defence) and Drill I (+1 First Strike chance) promotion, as well as a +100%:hammers: bonus to Walls and Castles.
  • The UB: The Ziggurat, a Courthouse which requires Priesthood instead of Code of Laws, and is 25% cheaper to build (90:hammers: instead of 120:hammers: on Normal speed). Courthouses are usually regarded as a low priority build even under good circumstances, but Ziggurats can make a case for keeping a lid on a larger empire's city maintenance expenses.
  • The UU: The Vulture, an Axeman with 6:strength: instead of 5:strength:, but only +25% vs. Melee units rather than +50%. This actually makes them potentially weaker than regular axes against melee units, so be careful not to throw these guys at other axes recklessly.
And the start:
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Spoiler map details :
Fractal, Temperate Climate, Medium sealevel.
Spoiler edits :
A strategic resource swap to give one AI a nearby strategic resource, and two AI starting positions were swapped.
Spoiler isolated? :
Not isolated.
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 379 Gilgamesh 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.
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 :

  1. Zoom in all the way so you can't see the rest of the map.
  2. Use the CTRL-W key (or the menu) to enter the worldbuilder. Avoid looking at the mini-map in the lower right corner.
  3. 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".
  4. Select the "Technologies" tab in the box on the left.
  5. Find Archery (the arrow head icon; 8th row, 3rd column from the right) and click it.
  6. Exit the worldbuilder.
  7. Zoom out again after the map fades, and start playing.
If you're playing at higher level than Monarch, consider also giving them Hunting at Emperor, Agriculture at Immortal, and The Wheel at Deity.
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.
 

Attachments

Plains hill for 2:hammers: city tile, or Wine for 2:commerce: city tile and auto-connected Wine once Monarchy is in? That choice would normally be obvious, but the coast being there means settling the plains hill could potentially ruin seafood. Not that Gilgamesh starts with Fishing anyway, but Creative does make it easy to capture oceanic fish (for what that's worth). So: Warrior 1SW to scout for potential seafood. If seafood settle Wine, if no seafood settle PH. I know one seafood is not necessarily favorable over a better capitol, but it does look like it could be a potentially good second city location (can share corn with capitol, if the blue circle grabs the seafood) or later backfill (I do prefer to move inland with the capitol to do more fogbusting with capitol culture, plus grab more land. Coastal cities in your backlines are easier to backfill than inland cities are to settle in your front lines, so I'd prefer to be out front with the capitol).

That's my take on it. Any experts wish to make an argument for the PH regardless of seafood status? ;)
 
I was looking at the corn and not the rice, but I guess the former is dry and the latter is wet, so they're actually the same food value until Civil Service. Actually, rice is better because it's got one riverside commerce, the corn doesn't. I was also looking at the Floodplains that PH gets, but looking more closely there seems to be a third floodplains 2E1S of SIP the PH would miss, and Wine gets a lot more river tiles as well :think:.
 
Really nice start with a lot of synergy with Sumeria's starting techs. You can just go straight to Pottery.
 
I love PH settles but there are probably too many draw-backs to it here. Moves closer to the coast, quite possibly kills seafood and a future coastal city, loses fresh water (not good with the FPs adding extra unhealthiness), and also misses the rice.

I would probably just go for the wine settle.
 
Spoiler :
The game seemed hell bend on semi-iso with a psychotic warmonger when rolling maps, but I wasn't feeling a "all but forced into an early war" game right after Shaka (even though Gilga is pretty good at that, between CRE/PRO and UU/UB), so I took a map that looked like it at least could be interesting in a different way ;).
 
I'd say wine settle. Slower, but the extra commerce allows for going zigurat post writing or for tech lead by cottaging if cramped. All of this goes out the window if there is an Alexander next, ready to early dow or sth like that.
Techwise: pottery, mining, bw for late settler (dangerous but pays off if given enough room). mining, bw first is solid. If lacking copper, protective archers are 2 techs away.
 
Spoiler IMM t99 :


Wine settle, mining BW opening. Warrior survived and scouted a lot down the coast, counter clockwise. Didn't loose a single warrior to barbs!!! no barb cities in my face!!!
Copper in an awkward spot, went for archers next. Southern cows would have been the next city, but AH revealed horsies in ideal buffer location. Gold to carry econ, went for that. It pumped archers, 2 settlers and even a granary, so not bad at all
Southern cows think was next, then northern, then fish with sailing.
City gift to GK for diplo. Settled marble more as a buffer with GK than for the marble itself.
GK went wall, slow expansion
Chur went northwards mostly
Hanni met just a couple turns ago
GK started plotting almos right after my city gift. Pilled 6 charriots next to fish city for one turn. Chur also plotting
Planted copper city, also pumped protective archers
Hopefully it was an overreaction
Techwise, self teched monarchy and religious stuff (monarchy, organized in preparation for a judaism spread which might not come). Was going to go Aes, Lit. Depending on what happens next, might go for longbows

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Even considering the fact that it implies a t2 settle? I guess it shaves off 3 turns of the worker (15 to 12) but I haven't done the math on it
Wandering 2t for a PH still gives +1 turn for empire development :)
14 vs 15 turns worker.

Good Bur. capital which imo easily beats the other 2 PH options.
(but not wine if there's something nice hidden)
 
Started a different game the other day with Wang Kon selected randomly and struggled a bit with getting going. Curious to see/hear how other folks approach the opening with a Protective leader…
 
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Immortal 1480BC
Spoiler :
Settled on wine. Amazing capital. Teched Pottery, Mining, BW, Writing, Maths, Oracle techs, Masonry and just Oracled Construction in 1520BC with five chops. Got three workers out so time to chop a couple of cities (probably copper/cow and cow/river) then go a killing while hoping for a scientist in cap.
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Spoiler :

I could not demonstrate the power of an early great spy on this map. The leaders next to us tech too slowly even on deity. One of the neighbours are aggressive. Even if we don't want to fight them, we will still need an army of horse archers or catapults. Either he attacks us, or he attacks the other person. If he attacks the other person, then we join one of the sides. Either way, in the end, only the Shaka-style works.

If we have two non-aggressive but friendly neighbours that will help each other in war, then we can (must) play a longer game.
 
Immortal 1AD
Spoiler :
Continuing on from previous update... Settled four more cities while teching CoL (founded religion and used prophet for shrine) and CS, and then started building up for a late catapult rush on Genghis. A couple of turns before DoW, Churchill DoW'd me. What a nice guy! He barely had a stack and London should be falling in a couple of turns. Self-teched Alpha a few turns ago as the AI were super slow. Traded for Monarchy, IW and HBR so in good shape now. Bribed Genghis onto Churchill to keep him away from me. 164BPT at 100%. Time to grow and cottage spam in capital. Planning to tech feudalism and vassal whole continent before moving overseas....
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T119 deity
Spoiler :
It's been a while without a write up (for one of my many unfinished games), but this map is delicious :yumyum:

On my first try, I got dowed rather early (T80 ish) by GK and forfeited :shake:
On my second try, GK decided to be a good boy and expanded oversea, built wonders etc... Waiting to synchronize perfectly with my dow on poor_churchill :evil:

T60 Initial expansion: No whip, a few chops and a few cottages.
Beeline Math. Fishing next. Then target currency because there might be some coastal oversea connections to benefit from :o
t60.png


T87: 7th and last city settled.
Churchill, who has infinite room for expansion (to his detriment) is nice enough to let us have deer and fur.
We got currency + sailing, moving on to monarchy pre-requisites.
Hohoho I'm building a vulture.
Academy in the cap because we need raw research power now.
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T101: We got Machinery. Patiently waiting for construction to be available on the trading table, banking gold for the research of engineering (of course).
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T111: Sumeria economy is at its peak. (income 191 / expenses 71)
We are going to change that rapidly by converting cottages into units by whipping every other turn in every city pretty much.
Bad Tibira will do 1 pop whip here and there.
Purple notes show a draft of the invasion of England. (who lacked Mysticism until last turn when I traded it to them lol!)
London defenses are a sword, a spear and an archer.
Churchill is busy conquering barb cities and settling more.
GK is still quiet...
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T119: Economy went poof (income 126 / expenses 101)
GK dows Churchill!
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Giggles dows Churchill too!
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Moral victory! GGWP :yeah:
 
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