SGOTM 09 - Smurkz

I must say I nearly always get notifications, and that nearly all the times I think I don't it is because I read the answer in the email, not on the site (in that case you do not get anything before you get back to the site). I say nearly, because on occasion, I am pretty sure I went there and never got anything back...
 
Alright, I'd say we're off to a good start! Seeing the, um, less than hospitable surroundings makes me glad we went 1S. That means that the potential city on the north coast may be more valuable than we thought.

I see no reason not to play on up to turn 7 when we complete Agri. We will build worker, and research Agri, and scout out the surroundings. Or does anyone think differently? When we reach turn 7 we have a much better idea of where we are in the world, and we can try some more accurate test games.
 
Gyathaar means what I already suspected ( there are ways to circumvent this, but it looks that he didn't wanted to be mean :p ): barbs don't have the techs that the normal AI has in this game ( namely, ours :p ), starting with exactly 0 techs. They do have the free beakers to the tech from every civ that knows it, so I would not be surprised to see barb x-bows in a while. But not on turn 20 :p

And as he ( by his word ) didn't added barb units @ turn 0 or setted barbs to raging, he thinks barbs will not be as a huge issue as some people feared.

Now, my personal opinion: I think we should worry more with a certain civ with a very agressive leader that was in SGOTM 8 and that has police state as favourite civic. If he's in our game ( I would put him if I was in Gyathaar feet :p ), this could become interesting :run:
 
I'll be playing probably tonight up to Agri completion, unless "stuff" happens, of course.
Basically switch to agri right now, end turn, explore with scout, keeping him as safe as possible (hills/forest) to avoid the animals as much as possible.
 
*reminds unkle that I'll bug him until the end of the game ( or maybe even after ) if he loses a scout to a bear in the first 10 turns*

And BTW, there was any insane person that was thinking in chopping with the techs we have? :suicide:
 
And BTW, there was any insane person that was thinking in chopping with the techs we have? :suicide:
Well, with all that wood, do you think anyone would miss a few trees so that we all could have nice engraved nameplates, like this fellow:
Spoiler :

BondNamePlate.jpg



One for each of us with a Smurkz on the end?

On the game, it looks like we took a small gamble that will have big divendeds.
 
I was just looking at barbarian spawning information again, such as in this post.

If I'm calculating things correctly, with 7 of 7 teams beginning with machinery, the barbs will acquire about 21 beakers towards that tech every turn from the start of the game. So they will get it about turn 34. However, only 6 of 7 teams start with archery, and archery is a very cheap tech, so rounding is in our favor with this one: barbs will get only 1 beaker per turn toward it and will not get the tech itself until turn 59. Due to the rounding, this doesn't actually change if we tech archery ourselves, no matter when we do it.

So in regards to crossbows, turn 59 is our deadline -- we need the ability to build an effective counter by then. Since we can build airships for bombardment, our counters don't need to be all *that* strong.

Other than the crossbows, can anyone think of anything else that Gyathaar might have jump out at us, or how it might be accomplished? Flight gives access to fighters, but I wouldn't think those could spawn without a city to base them in. Ditto airships. Paratroopers need rifling.

The only other thing that gives me pause is something I vaguly remember about barbs getting access to all the techs of an era once all the civs have reached the next one -- well, we're all technically in the modern era, having Superconductor. So does that mean the barbs automatically get all the pre-modern techs? That's what I remember, but it doesn't jibe with what Gyathaar has said and it would seem to render a game like this unplayable if it were true, so ... Am I remembering it wrong?
 
@ CB: Sweet!
@unkle: sounds good, go for it!
 
The only other thing that gives me pause is something I vaguly remember about barbs getting access to all the techs of an era once all the civs have reached the next one -- well, we're all technically in the modern era, having Superconductor. So does that mean the barbs automatically get all the pre-modern techs? That's what I remember, but it doesn't jibe with what Gyathaar has said and it would seem to render a game like this unplayable if it were true, so ... Am I remembering it wrong?
Gyathaar probably modified the Era-changing techs on us to prevent that from happening. Which would mean that even as smart as we are, with all the nifty techy-tricks we know, the game still sees us as knuckle-draggers with toilet-training issues.
 
Thanks for that info Renata, very useful! :goodjob:

Yes, Gyathaar said that we all start in the Ancient era as usual, despite having access to the modern techs. Actually, if we had started in the Modern era, no barbs would spawn at all since they stop spawning completely once you reach (I think) Industrial.
 
Just for the record, barbs can't do airships ;) ( or X-bows, just for the record too :D ) But , for a strange twist of fate, they are not specifically forbidden of making paratroopers :faint: Normally we don't see them because the barbs can't tech fascism or flight........
 
No barb XBows looks good to me. Though barb paratroopers looks not so good. Yet you need rifling for para, right ? RIGHT ??? :p
 
No crossbows? Then what can Gyathaar be talking about? There's nothing else in the extra techs we have that would allow them to spawn something unusual.
 
Crosspost -- you do need rifling for Paratroopers. Unless Gyathaar changed that, but that should be easy enough to check. Maybe the change he made is to *allow* crossbows, after all?
 
No barb XBows looks good to me. Though barb paratroopers looks not so good. Yet you need rifling for para, right ? RIGHT ??? :p
Yes, you need rfiling for paras. It was just a warning for later days, just in case we start seeing barbs paratrooping in our lands :p
No crossbows? Then what can Gyathaar be talking about? There's nothing else in the extra techs we have that would allow them to spawn something unusual.

Crosspost -- you do need rifling for Paratroopers. Unless Gyathaar changed that, but that should be easy enough to check. Maybe the change he made is to *allow* crossbows, after all?
First, Gyathaar has no control in what the barbs can't build from the WB. It would had required a change in the XML of the HoF for that :p

And second, barbs can't BUILD ( I was very careful with the word I used ) X-bows. But barb X-bows can spawn :p
 
@ rolo: :spank:

OK, spawned crossbows it is, then. :smoke:
 
Xbows "require" iron. Is iron needed to "spawn"?
 
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