Weird (but funny) game so far. Highlights:
- Early FOG by 3 warriors (after first worker)
- 2nd city close to horses, chopped out 4 chariots when the barb-army came rolling in around 2000BC (
killed 18 archers and 16 warriors before AD's!!!)
- 3rd city w/2 golds, around the same time I got TGL (1400BC)
- 4th city to the north, used mainly as GP farm and FOG city
- 5th city along the floodplains, gonna be new capital + main commerce in the early ADs (after growth and granery)
- 6th and 7th settler ready, will get them in early AD's
- Total POP of 27
@1AD
- Tech (62BPT, 25G, +0GPT) : got currency, CoL (with religion =D) + most of religous techs/early techs, going for monochary (heridatery rule for happyness)
- Neighbours: None(!), will try to send out some workboats soon (this was probably a mistake to not do earlier)
- Goal: Space, techspeed is slow so hoping for +/- 1900AD
In hindsite I should have gonne for TGW (esp. consider I had early masonry) and sent out some workboats to, hopefully, met some other civ for tech-trade and foreign trade routes. Early archery would be a valid option too.
Not so much, IvanTheFearsome!
=> Some questions to the experienced:
- This game seemed to me like raging barbarians. Is it normal in this level?
- In lowest levels, Chariots dominate Barb Archers easily. In this game the Archers won almost all the duels against my Chariots (even promoted or in the defense of forests, and with both in two cases) and they got out just a little injured (at least in my game). Are they also strongest than normal?
- Is there any relation between barbs and fog tiles?
I agree with you, Kcd!
- Large amounts of hidden tiles always results in large amounts of barbs, earlier FOG (3 warriors worked for me untill I got chariots) and a little bit of luck mean the difference between small issue and complete failure
- Unpromoted archer has always ~25% chance of success against unpromoted chariot (chariots dosn't receive defence bonus). In other words, just some bad luck
- The more fog tiles, the higher probability of barb spawns (each foged tile has a random chance of spawning a barb)