Recent content by bitterguy

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    Helpful hints for playing Warlords Barbarian scenario

    the thing about the barb mod is that you need to keep making money to recoup your losses. every potential battle should be evaluated based on your likelihood of winning vs the amount of money you'll gain by fighting. this includes sending out small groups to pillage improvements. it's pure...
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    Will barbarians stay outside cultural borders until a set date?

    i wonder if the difference in barb behavior has anything to do with them founding their own cities. the first ones seem to wander the map looking for huts to sit on, and once a barb is sitting on a hut nothing can get him off it except killing him. once they have an actual city of their own...
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    Upgrading Units

    i usually carry a hoarde of cash from trading techs and pimping my religion to collect shrine taxes, so i pretty much never disband units. i'll leave archers garrisoning my cities until someone comes looking to attack that city, at which point i'll upgrade to the latest and greatest. the cool...
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    What's the use of a machine gun?

    i just had a great use for machine guns in my last game. playing terra, i took a galleon of units over to the new world to take a barb city. the barbs were not happy about that and produced a steady stream of longbowmen from 3 other cities to try to get it back. they took me down to one...
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    Stopping the Culture Flip

    check the culture bar on your city, it will tell you what percent chance that city has of revolting that turn. if it's above 5% you should pump a bunch more military units into the city to make sure you can keep it if it revolts. i think the number of units garrisoned directly impacts that...
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    Using the Military Advisor?

    the military advisor will only display units which you can see. anything in the fog doesn't show up, which is why it always severely underreports the number of enemy troops ;)
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    military tactic: counterstrike

    you don't necessarily have to use your units as cannon fodder. the ai will tend to take the path of least resistance, so if your forces are roughly equally matched you can lure them into a trap by stationing defenders in strong defensive positions along the way. if you can't easily defeat his...
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    Quick diplomacy tip

    that doesn't work if they don't have anything you want, which is often the case when you're out front on the tech tree. it always seems like the civs that come begging do so because they're poor.
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    How does one know if a particular technology has been researched?

    at that point, why do you care? if it's a tech that founds a religion you can check the religious advisor to see if the religion has been founded. if it's for tech trading, just go to the diplomacy advisor and see whether the tech is in any of the other civs' lists, either as will or won't...
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    Some questions regarding pre-cat war.

    one other trick that can come in handy is to milk your enemy of all his money by trading a tech for all his cash before you attack. this was easier before the patch when all you needed was alphabet, though i still use it before attacking whenever possible all the way to the modern era. also...
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    More Trade Routes

    that would be cool - get a million dollars in the bank and win the game.
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    Theology instead of Construction for Early Warmongering

    i just did that trick last night (before reading this), and it was a balls out good move. i researched everything but religion early, then gave open borders to the civs that founded buddhism and hinduism to let them send in the missionaries. once i had religion in my stonehenge city i built a...
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    Dealing with land-grabbing AIs

    i routinely do this. place cities to wall off an area of the map for future expansion, then boot civs as soon as they send a settler. there's no penalty for cancelling and you can do open borders with them again after a few turns if you need it, once the settler has moved on to other targets.
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    Dealing with land-grabbing AIs

    in my last game i had a little settler party come out to try to settle the ruins of a barb city. i smoked the barbs the turn after they founded it and the game didn't give me the option to install my own governor. so i started building a settler to resettle the site when musa's group came by...
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    stagnant city w/ only 1 tile

    angry citizens perhaps?
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