SGOTM 10 - Xteam

And so it begins. SGOTM 10 for the X Team. Just a note to my new teammates. It’s Bugs or Bugsy. We don’t need to use the first part of the nick.

4000 BC – Move the worker southeast. Settle London in place. Begin the curragh. I select writing.

3750 – curragh=>warrior We begin exploring.

3600 – warrior=>worker We get this notice:

I look it up in the civilopedia and it is essentially the Great Library for barbs. It costs 20 shields and has zero maintenance. Nice leg up for those boys. Oh, and I don’t think this is a ‘pelago.
3500 – expansion and growth, lux bumped. Spot an Endiku warrior from our curragh. I sell Gilamesh Alphabet for BW & 10G.

3450 – Since we are most likely on a fairly large landmass, I’m changing Capt B’s build schedule and I’ll slip another warrior in before the granary.

Barbs complete the GL in their city Barbarian Stronghold.

3350 – Our exploring warrior spots a pink boarder. Very close to our east. That’s probably the Incas.

3300 – the Incas are up Masonry, Wheel, WC & CB.

3250 – Lux back up with growth.

IBT - Warrior=>granary A blue clad warrior steps into view.

3150 – The blue guys are Mayans. They are up Masonry, WC & CB. Check with the Sumerians and they have the same three so no two-fers. I trade Alphabet, BW & 18G for WC and masonry.

IBT – Sumerians start the Oracle.

3000 – London grows, lux up, science down.

2900 – Spot a dark red boarder, probably Theodora.

2800 – Theodora has a poetic streak. We sell her masonry for CB & 19G.

2710 – While trespassing on Byzantine lands I spot this yellow clad dude:

That would be the Dutch. They are up the wheel on us.

Granary=>curragh
 
lurker's comment: @Sir Bugsy: Your screenies indicate that you don't have the SGOTM mod installed, so you can't see all the bonus resources without right clicking the tiles. Check out the first post in this thread and the SGOTM Reference thread.
 
Wow! Technology Thieves?!?! :eek: Let me be the first to guess that all the civs are on a smallish land mass, and the barbs have a beautiful larger landmass all to themselves. :sad: separated by ocean, of course.

Now, do we know if the barbarian nation has to have contact to get those techs, or do they stay backwards until they meet two civs with the techs? :hmm: And how in the world do we get the AI to work together to beat up on them when we get to caravels? :hmm: Or do we want fewer civs in the final battle? :hmm:

Thanks for the contratulations, guys! It is really nice to be done. :)

As for the party, I'm waiting until the bar exam is over (end of July). :rolleyes:
 
:goodjob: Looking good Bugs! :bounce: We're off and running. :rockon:

You sure found some funky stuff in this game! :eek:

Gyathaar must have shared some of Willow's nightmares for this one! ;)

And Willow, got any more questions? :rolleyes: I thought Lawyers sought truth and answers, not more questions?? :eek:
Bar Exam? :cheers:

Roster:
Gator - UP
Scout - On Deck
Mistfit
Capt
Leif
Bugs
- Just Played

BTW - Has anyone seen or heard from Mistfit? :coffee:
 
Good grief... I leave for the weekend and you'd think the world had come to an end :P I'm obviously not restricting your spam count any. I will read up on this thread tomorrow and post some of my patented Idiot Mistfit Drivel (tm)
 
BTW - Has anyone seen or heard from Mistfit?

Yes, he just posted.

BTW, I've loaded the mod pack so I can see the sheep and rocks. Looks like the Barb Nation may be on another land mass, although there is a chance that they could be to the south. But there is an awful lot of black out to our west. I'd lay money that is where they are.

After Bugs found the first surprise I checked out the civlopedia. There is a Barbarism form of government that has no WW. And there are 2 barbs units.

1) Barbarian Guard which is a cannon with a range of 3 and defense of 8 :eek:
2) Pirate ship a privateer that can transport 1.

The cannon worries me. They get it about the same time we'll get galleons, so we need to be able to strike fast. If the Technology Theif thingy works like the GLib then we may want to eliminate all our friends ASAP. If there is only us and the Barbs in the game then they get no free techs.

EDIT: I got it. Won't play until tomorrow night.
 
I guess if the cannon thingy has a defensive value it can't be captured... what's it's B/R/F? Sounds like we're going to be forced to fight these guys with some sort of combined arms...
 
scoutsout said:
I guess if the cannon thingy has a defensive value it can't be captured... what's it's B/R/F? Sounds like we're going to be forced to fight these guys with some sort of combined arms...
From the Civlopedia,
Barbarian Guard needs a road to enter Mountain, Volcano, Jungle or Marsh tiles.
Stats: Attack: 0, Defense: 8, Movement: 1, Bombard: 9, Range: 3, Rate of fire: 3.
To build it, a city must have both Iron and Saltpeter in its strategic resource box.

Pirate Ship carries no national markings and can attack without revealing its nationality.
Stats: Attack: 2, Defense: 1, Movement: 9, Bombard: 3, Range: 1, Rate of fire: 1, Transport capacity: 1.
To build it requires Iron and Saltpeter in the strategic resource box.
A Prirate Ship can ENSLAVE! :eek:
Requires Astronomy

Government of Barbarism. In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This system has a tendency to minimize individual freedom and reduce the efficency of production efforts.

Worker efficiency: 100%
Hurry Method: Forced Labor
Corruption/Waste: Rampant
War Weariness: None
Draft Rate: 2
MP Limit: 2
Unit Support:
per town: 4
per city: 4
per metropolis: 4

In addition, any city production which produces more than 2 food, shields, or commerce, in a despotic government instead produces one less.

That is all the extra entries I found. :crazyeye:

EDIT - We'll need something fast, like Cavalry?

EDIT2 - Now that I have typed in the entries, I read this in the maintenance thread:
Gyathaar said:
Btw.. for those teams that has been checking civilopedia for barbarian specific things..

I did not feel like making a special mod for civilopedia descs for things you can never build, so dont trust the descs too much..

I picked the descs that most closely describes the items from one of the standard civilopedia texts.. but in no case do they give 100% accurate info for the barbarian versions :evil:
:lol: :lol: :lol:
 
DJMGator13 said:
Yes, he just posted.
Thanks Gator!! :lol: :lol: :lol:

DJMGator13 said:
The cannon worries me. They get it about the same time we'll get galleons, so we need to be able to strike fast. If the Technology Theif thingy works like the GLib then we may want to eliminate all our friends ASAP. If there is only us and the Barbs in the game then they get no free techs.
I agree with your assessment. It would be nice to know where the Barbs start in tech. I see we've met one but they refuse our envoy. Not very hospitable of them, eh?

I am starting to think Willow is right. We're all together and the Barb Nation is somewhere unto itself. :eek:

Then we have to figure out how valuable our brother civs are to us. Can we get more from them by keeping them around or do we need their land area to be able to produce sufficient units to defeat this Barb Nation on Steroids?

As it appears they need at least 2 of us to make their theif library (?) work, then eliminating our brother civs could slow thier tech growth, or not. before we decide what to do with those around us, I wonder if we can figure out whether we can keep pace with this Barb Civ in a tech race?

EDIT-To avoid a triple post, although it hasn't stopped me before. :mischief:

I think we should try to get a warrior out to the south and west immediately about our city area so we can make a dot map for new city expansion. It might be more important than the current curragh build?

Also, our worker is mining the game tile, shouldn't we be irrigating it? :crazyeye:
 
AlanH said:
lurker's comment: @Sir Bugsy: Your screenies indicate that you don't have the SGOTM mod installed, so you can't see all the bonus resources without right clicking the tiles. Check out the first post in this thread and the SGOTM Reference thread.
Thanks Alan. I started playing and then realized I didn't have it. I downloaded it after I posted the save.
 
WillowBrook said:
Wow! Technology Thieves?!?! :eek: Let me be the first to guess that all the civs are on a smallish land mass, and the barbs have a beautiful larger landmass all to themselves. :sad: separated by ocean, of course.

Now, do we know if the barbarian nation has to have contact to get those techs, or do they stay backwards until they meet two civs with the techs? :hmm: And how in the world do we get the AI to work together to beat up on them when we get to caravels? :hmm: Or do we want fewer civs in the final battle? :hmm:
We automatically had contact with them. I'm sure Gythaar has given them contact so that they don't fall behind.

We'll need all the units we can get. Probably need a lot of cities. We can get rid of a few extra civs.
 
Good call on the warriors, bugs. Especially with the Incas so close. Seems like a very good turn set :goodjob:
Like leif, my only concern is with mining the game (if that's what the worker is doing)?
 
Mistfit said:
Good grief... I leave for the weekend and you'd think the world had come to an end :P I'm obviously not restricting your spam count any. I will read up on this thread tomorrow and post some of my patented Idiot Mistfit Drivel (tm)
It just goes to show how much I rely on your counsel! :p

Besides, at least I remembered the "t". :lol: :lol: :lol:

Hope you had a good weekend. ;) :beer: :groucho:
 
DJMGator13 said:
The cannon worries me. They get it about the same time we'll get galleons, so we need to be able to strike fast. If the Technology Theif thingy works like the GLib then we may want to eliminate all our friends ASAP. If there is only us and the Barbs in the game then they get no free techs.

Can we figure out if it's the case that two others civs have to have the tech first? Since we have contact, can we see what techs they have, and check at appropriate times to see when they acquire new ones?

If it is like the real GL, eliminating the other civs may be the best option.

Well, if it's really like the real GL, it expires at education, so an alternative would be to beeline for that once the MA reached.
 
Fortune favors the bold

I think this is the way we should look at this game. IMHO this SGOTM has some of the stiffest competition as far as other teams go that we have seen.

I think we need to make a plan to do somthing bold! I really like the idea of eliminating everyone else before the barbs can learn gun powder to keep them from their more powerful toys.

This is of course going to fully depend on if the Barb GL is triggered by one civ knowing the tech or 2 like our GL. Gator if you can use your accountant skills to figure this out it will be huge to know.

My guess is that one person knowing the tech will do the trick for them as Gythaar will have thought of the possibility of eliminating the other civs.

If we cannot use the above trick we will need to pick a civ or 2 to become our partner in the destruction of the barbs. The others I think can just be steam rolled for the greater good.

This is all my feable mind can come up with so far...
 
Mistfit said:
I think we need to make a plan to do somthing bold! I really like the idea of eliminating everyone else before the barbs can learn gun powder to keep them from their more powerful toys.
I'm with you on the concept of a bold plan exectued with elan! :cool: However, I think we need to figure out what that bold plan should be as we prolly don't know enough yet about what we are facing. More below.
Mistfit said:
This is of course going to fully depend on if the Barb GL is triggered by one civ knowing the tech or 2 like our GL. Gator if you can use your accountant skills to figure this out it will be huge to know.
I tried to do this but when I tried to contact the Barb Nation, we are told our envoy is refused. If our envoy isn't accepted, we can't get in to have a look and so we can't do the analysis. I also tried CivAssist2, but that isn't giving any info either.
Mistfit said:
My guess is that one person knowing the tech will do the trick for them as Gythaar will have thought of the possibility of eliminating the other civs.

If we cannot use the above trick we will need to pick a civ or 2 to become our partner in the destruction of the barbs. The others I think can just be steam rolled for the greater good.

This is all my feable mind can come up with so far...
I think the only way we're going to get any AI help is if we can establish a city wherever the Barbs are, gift it to a fellow civ and hope they can keep it. That will use their units to eat up barb units. We all know the AI is hopeless on seaborne invasions, if that is necessary, we can expect no help from our AI bretheran. :rolleyes:
 
Gyathaar said:
Barbarians cannot build them like normal units.. they receive a limited number of them by other means.
This was posted in the Maintenance Thread concerning a question by Klarius about Barbarian Guard units.

This is good news.
 
This is of course going to fully depend on if the Barb GL is triggered by one civ knowing the tech or 2 like our GL. Gator if you can use your accountant skills to figure this out it will be huge to know.

With their stats not showing up on either MapStat or CivAssist it will be impossible to know. Only way we'll be able to judge is off of units and/or Wonders. Very nice twist on Gyathaar's part to eliminate their stats.

I'll try sending them an audit letter from the IRS and see how they respond.

--------------------------------
I haven't checked yet but is the worker mining or irrigating. We want that irrigated for +5 food but it looks like we will have limited area to expand into. On the exploration side we get our 2nd boat next turn and I'll send it to the west to map out that area quickly.

I'll try to play tonight but I've got my parents staying with me. The AC in their house died yesterday.
 
DJMGator13 said:
Very nice twist on Gyathaar's part to eliminate their stats.
I suspect we have a few more "wrinkles and twists" to uncover in this one. :lol: Do the Barbarians have any interesting mounted units?
...it looks like we will have limited area to expand into.
Depends how you color the Incan lands. :hammer:

Seriously... as nice as it would be to have all these allies to fight the Barbarians, I suspect we're going to need to whack somebody to get some land to grow our empire.

And here's hoping the Barbarians are as wretched as the AI are at tactics.
 
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