Myth01- Training Day- Regent

lurker's comment: Why do you want them to attack from the red x? From other squares to the east of it, attacking Mountain View would force them to cross a river.
 
Sorry for bad editing in turnlog, just fast one.

Spoiler turnlog :
!!!Turn 2!!!

*Wounded eSword fort.

*Pink Clover follows Zulu galley

NEW TOWNS
*SettlerToCoastline founds town of "Sea".
Production set on worker (10) growth in 10.


SettlertoLightBlueDot founds town of "Great View"
Production set to worker.

Tsingtao
Tsingtaos production changed from settler to horse (need more defense here)


Mountain View

* Hurry Barracks for 72 gold
* eHorse outside of MV attacks zulu Impi, loses 1 hp and retreats to
"gathering point".

*Other units moved to gathering point.

*Irony units woken up and focused on road
----------------------------------------

*enter*

!!!IBT #2!!!

*MV barracks-> Horseman

*ZULUS are having financial problems, archer unit just got disbanded.

*Barb horses near watery are moving towards
ForestVille.
----------------------------
TURN 2.
3xBarb horses appeared near "Sea".

Spacious meadows
*Archer dispatched to clear the barbarian nest.

*Units move towards Mountain View.

*"Sea" area is having real barbarian problem.

*Workers do their thing.

*Swordsman reaches "Watery" and proceeds towards barb nest
He moves onto silk-forest tile.
------------------------

IBT #3.

*Our sword, who is now on silk forest tile defeats 3 barb horseman,
perfect victories, and promotes into elite.
*5 barb horseman move onto mountain near Forestville.

*Nanking produces horseman ->Horseman in 6.

*Xinjian produces settler -> Barracks in 20.

*Barb horse attacks and red lines archer in Sea, 4 more barb horses
appear into vision near Sea, also one barb warrior.

*Nanking produces horseman.

*No movement from Zulu.
*3 barb Horseman appear into vision near Tsingtao.

----------------------------
Turn #4.

Spacious meadows
*Archer sent to dispatch nest, retreats back into town.

*Afraid that I lose 2 settlers to barbarians, one settler builds town
Named "Barbarian Outpost I" into plain-desert area north of Tsingtao, other settler retreats with eWarrior onto hill.
Worker in 10 growth in 4.

*Our eSword near Watery attacks barbarian camp, to get rid of them.
Prefect victory, barbarian camp destroyed and looted for 25 gold.

*Because our "low" amount of troops left of capital, horseman from
Nanking begins travel towards "Sea" area.

*Irony produces swordsman in 1 so we micromanage for 2 more gold and 1 more sci point that stops growth for 1 turn tho.

*Archer from Bangalore moved to protect workers.

*Slavery can't pump out workers anymore due it has more corruption.
There goes my worker town :'(((((
Renamed ex-Slavery.

*Shanghai
*Production changed from settler to horseman, we need more defense, and offense is best defense.

*Zulus ask for peace, but they do not offer us anything.
*Barbarian horses kill vArcher guarding Barbarian Outpost I and loot 3+3+2 gold.

*Barb horses attack ForestVille Our archers kills 2, 3rd one kills our archer,
-1 horse "redoes" our work with barracks.
-Kill some population.

IBT 4:

*2x barb horses attack sword near watery, but lose.

*HUGE army of barbs moves around sea.

*Beijing produces swordsman -> Swordsman

*Irony Produces sword, Produces one more.

*Barbarian horse appears near MV.


This is why I play barbs off...

Note, stack near MV is ready to move.
Pictures (can't load up more, due ISP :'( ):

Spoiler barbarian outpost I :

barbarianoutpostisz2.jpg
 
lurker's comment: Why do you want them to attack from the red x? From other squares to the east of it, attacking Mountain View would force them to cross a river.
To kill lots of Zulus. :trouble:

General George S Patton said:
No bastard ever won a war by dying for his country.
He won it by making the other poor dumb bastard die for his country.
Zulus always attack. Let them. We have a Golden Age unit rush coming our way. We will see lots of Zulus. I want to encourage them to come to Mountain View. And die.

The Red X is the best killing ground for us around Mountain View. Zulus on that tile get a 10% defensive bonus. The tiles you mention give a 25% defensive bonus, plus the river bonus when we attack them. Consider a Sword attacking an Impi, both at full health. On the plains, Sword attacks with 3 and Impi defends with 2.2 (2 + 10%); in the forest the Impi defends at 2.5 (2 + 25%).

I expect most of our counterattacks to come from Mountain View, but the stack in the woods north of the city can also join in. True, they have to attack across the river, but we may need that high risk attack. Their main reason to be in the forest is to keep the Zulus out of it. Those units may have to rotate in and out of Mountian View as they take damage from Zulu attacks.

Catapults would be nice to have. We could throw rocks on the Zulus before we start attacking with our units. Catapults aren't that accurate, but even dinging an Impi with 1HP will make them easier to kill.

That's the main reason, to be able to kill more Zulu. Other things that are also factors is that the Red X is north of the city and north of every other city, too. I don't want an Impi to get between Mountain View and Maaco or Irony because then we have to have 3 or 4 units to track it down and kill it.
 
I'll do a quick look-see and do some thinking overnight. I have noted the needs, wants and desires as listed so far.
 
Oops not my turn yet :blush:
 
Looking at the Barbarian Wannabe Problem save:

NW, did you get a pop-up saying that there was a "massive barbarian uprising?" Does everyone know when the Massive Barbarian Uprising happens?

Down by Spacious Meadows, I see 7 barb horses and 1 warrior, all conscripts. Within striking range, we have 3 archers. Clearly, not enough to take out all the archers. To my mind, the key elements in this scenario are: (1) protect the workers; and (2) protect the eArcher; and (3) protect the bank. I'd suggest moving the eArcher out of Sea, rushing some builds and moving the workers 1 NE. That gives the barbs an unprotected city to sack, and takes the workers out of the danger zone. The barb will only take a certain % of your gold, then they'll disappear. Better that it be used to rush some builds closer to the core.

I also see a barb up near Barbarian Outpost. That tells me that there's a camp somewhere up there, but I don't know where. It's likely going to sack BO on the IBT. Another reasont to spend the gold down.

By the way, you asked a good question earlier, NW: Why are you using eUnits as settler guards?
 
darski, I love the graphics you're using. Those Zulu cities are awesome!

I am trying to find the ones I used for that.

Well actually I can get you a zip right now that I know works as RedAlert fixed them for me but I am trying to find where I got them originally - intellectual property and all that.

i found the original post but as i said there is a palette problem as it was.
http://forums.civfanatics.com/showthread.php?t=244404
 
Not a problem-- I will erase all the saves on my computer.

done!!!
 
Is this a handoff? You only show 4 turns in the turnlog.

Yeah, I guess this is hands off, I am not so skilled with barbarians to get them killed... And getting towns sacked like 5 times a row, is not good :sad:

Also, I'm using elites cuz they got promoted while they were veterans... Now I get the point. Been trying to produce horses for past few turns, to clear the barb. threat.

I did got the message about Barbarian uprising, but that mentioned 'Watery' Area only, not sea or Tsingtao.... When does it happen? Why? Where? etc.
 
lurker's comment: If unskilled against barbarians you are, play low levels with barbarian settings at at least Roaming you should.
 
darski pm-ed me and said she had RL issues this weekend. I have given her a skip.

Roster:
Northen Wolf - just played
darski - skipped
CommandoBob - UP!
Yahya- on deck
ngraner42 - warming up
 
I did got the message about Barbarian uprising, but that mentioned 'Watery' Area only, not sea or Tsingtao.... When does it happen? Why? Where? etc.

Uprising will occur when two or more civs enter a new age. So once you see that two are in say middle ages, know that barbs are coming in places that have fog.

This is best dealt with by having recon units out so that they cannot form in range of your towns. If you in fact want to kill stacks of barbs for promotion, then leave fog some place and wait for the event.

You can get uprisings at the other ages, but it is not common as the land is usually settled and no fog exist.

The level you are playing at determines how you look at barbs. The lowest levels, the barbs cannot even kill a horse a you get an 800 down to zero at deity and sid. So for Sid games, you do not mess with barbs, I do not like to attack them with archer or horses and stacks I want better than swords.
 
. . . . I did got the message about Barbarian uprising, but that mentioned 'Watery' Area only, not sea or Tsingtao.... When does it happen? Why? Where? etc.

Uprising will occur when two or more civs enter a new age. So once you see that two are in say middle ages, know that barbs are coming in places that have fog. . . . .
The other way to look at this is: If you get the "Massive Barb Uprising" message, you know that at least 2 civs have entered the next age. That should help you gauge what's going on overseas, even if you haven't made contact with the other continent.
 
Lurker:

Northen Wolf, I should have mentioned that the msg that gives a location, is not definitive. IOW you can have barbs in many places. There are several ways to be alerted, long before the msg.

If you have contact, check F4 and see when they change appearance. Looking at CAII and seeing the techs they have, msgs about wonders started and so on. The point of knowing sooner is to get those recon units out, if you can. If not, then be prepared to deal with them, when they show up.
 
i have to go soon but I just wanted to add in my two cents worth.

I have destroyed all the saves as I said I would including the 3 turns that I played.

I just wanted to point out that Umtata was defended by a lone Impi and I did not see another enemy for 3 turns - until I got onto the Iron mountain. Then I saw 2 archers. i don't think Shaka is ready for a major war and defense may not be the best defense after all.

I have to go out in a minute but this just goes to show that armed forces live by the Intel they acquire.
 
Lurker:

Northen Wolf, I should have mentioned that the msg that gives a location, is not definitive. IOW you can have barbs in many places. There are several ways to be alerted, long before the msg.

If you have contact, check F4 and see when they change appearance. Looking at CAII and seeing the techs they have, msgs about wonders started and so on. The point of knowing sooner is to get those recon units out, if you can. If not, then be prepared to deal with them, when they show up.

*I can't use CAII, but atm this is my problem not computers. I do use MapStat.

*Wonders started are not important, due I only build them IF I need and can or if I get SGL.

I have had this kinda phenomen before too, but do barbs spawn and make 'great uprising' from several camps or is great uprising just from one camp?

@darski
Knowledge can ruin the fun...
 
Back
Top Bottom