Nobody ever heard about fogbusting.

That's the best way to kill galleys. Still, I haven't tested myself how early they spawn.
Important detail to know if a WB is on the build list: Barb galleys rush for pillageable plots at 7 plots of distance. That's their "inner radar" range.
Fog busting also costs a lot if you want 100% barb-proof. 3 warriors = 45 hammer + 3 gold/turn in the extreme case. Anyway, we need more info to judge.
I thought you hate such sort of gambling.
No, I'll calculate the risk and the average expectaion. I just need more information by scouting for 1 or 2 more turns. Your idea of anachy is a good choice.
True as far as I know. AREAAI_OFFENSIVE general move applied to all UNITAI_ATTACK barbs units (barb galleys also receive this promo) will happen just like a normal IMM game on ancient era. The sole difference in this format is the starting techs the barb nation will receive for free. I shall see what the barbs got. Will edit if I find something.
@sossos
You should release your test games and attach them on your post. You are prolly (or perhaps) using the ducks way of speaking we're not used to.
It takes time. I will learn from what you are saying and gradually change the way how I'm organizing my words.
For all games in fact except AW games.
Exploration takes money: the hammers on WB/warrior(it can be a sunken cost if the warrior cannot return in 15 turns), the maintanence cost and the most important one---opportunity cost. How much investment on scouting differs greatly between games. When WiT emphasizes "exploration", I think he needs more investment on exploration at the early age, which may impact growth quite a bit. This appeal mainly comes from the victory condition, non-ancien start and the UU. We may need to do more calculation on the exploration ROI than other games