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I am an unabashed warmonger and don't care one iota who i annoy, after all if you can get them to declare war on YOU their forces will have to contend with YOUR defenses and eventually you can pillage their lands and take over with little resistance.
In the first few turns or so you should AVOID the barbs and just concentrate on exploring. Once you have the first policies choose the one that gives you a perk fighting barbs. (Sorry if this seems obvious)
My build order from the start is (almost) always the same...
1) Builder 2) Slinger 3) scout
depending on how things are going i might build a few things for my civ (granary etc.) before adding to my forces
next will be a spear-man and a galley (actually a viking Long ship...but we'll come back to that)
this will usually be my entire military till way later in the game (once i have an armory and barrack i add two archers (yes i'm that far developed by then)
the trick to dealing with barbs with such small forces is to be "defensively offensive", using a lot of "hit and fade" tactics or (better still) getting the barbs to attack my warrior first and just healing on my turn till the poor barb just beats himself to death !
depending on terrain even a slinger can withstand a fully healthy spear-man (not recomended)
using you scout to "draw fire" is also an important ploy....if the barbs aren't screaming "they came at us with everything...even their DOGS"...well i'm just not happy...lol
To your point about barb navy....yup this can be rough
Which is why i usually play Harold the Viking....
see viking Longships take 50 % less effort to build, can heal in open tiles AND act as coastal raiders
barbs don't heal.....ever
so with just a few troops harrassing on the land and one longship i can wipe out the barb navy and take their fort with just my longship
Hope this helps and feel free to ask for more help (i'd prefer it not come in the form of "you're full of poop RC...." but what kind of warmonger would i BE if i couldn't handle being under-estimated !
Happy Hunting o7
Just checking, you know you can read before responding to a post right? Right?
if you see a horse, you need to smash the camp sooner, as fast as you can.
if sumaria, you need to make a war cart and smash them as fast as you can (extra free stuff)
any true warmonger just steals them from their neighbors...hehehe
honestly, i once took over Egypt with just a long boat before turn 25
Scouts are cowards though, and you can position your units between your city and the scout to drive it away from your empire, so they never get the reveal on your cities (the red exclamation point above their head) and thus can't trigger the hordes.
If you see a barbarian scout with an exclamation point above its head, that scout is your number 1 priority to kill early game; as it is trying to rush home to let its camp know about your civ.
The best way to stop this is with Scouts. You have about 20 turns before barbarian camps will spawn. Also, camps can only spawn in the fog of war, so if you position scouts around your land, you can push the spawn points further away.
I always build 1 scout first, to see what the land is like around me. If playing on a Huge map, make another scout. If on a smaller map, make slingers or warriors.
TL,DR; The trick is you can corral scouts and force them away from your cities. Scouts will not willingly move towards your units (normally) so you can herd them back out into the wild. Once you learn this trick, you can keep them away until you have mil to attack the camps or kill the scouts.
Build early military (three slingers) always. you need them for the eureka, and you need them to delay attacks from other civs.
To that point: Settle on a plains hill if you can. It will give your capital 2 food, 2 production (instead of 2 food 1 production) which will cause you to produce these early units that much faster. You have about 20 turns on standard speed before camps spawn in the fog of war. Use that time to get some units and another city down, to reduce where the camps can spawn.
Try to get the gold (1st hit) and then leave them, if near an enemy. (Hope they spam on them.)
Get the two-faced Hero with 2 names. ( can't remember the name - H&B?) Use that hero and some good units, and it's cheap recruiting. Weaken enemies with regular army and flip them with the Hero.
Seriously, Barb Scouts are public enemy number one. The moment they find your city and report back to their camps, it's Barbariantide for your civ.
The camps might spawn a few odd troops here and there, but if you let that Scout narc on you, the camp will produce new units every turn.
And since Barb spawns have been bugged since the Barbarian Clans update, they'll NEVER stop. You might want to consider beelining Archery if you're having a Barb issue, because the AI doesn't understand tactics and will often attack into your melee units protecting them if they can't reach your ranged unit.
Additionally, make liberal use of terrain and promotions. A single fortified Warrior with Battlecry can hold off everything the Barbs throw at you until they start breaking out Archers of their own. By that time, you can likely build Horsemen to clean up their Ranged units though.
If you're having a boat problem, that's some pretty tough beans. Barbs will be able to contest your ownership of the coasts until you break out the Caravels. Use the coastlines to your advantage to force them into attacking your Galleys one at a time, preferably into Reefs. Don't bother shooting ships with Archers unless it's safe, since their damage against Naval Units is horrible and Quadriremes will out-damage them if you trade blows.
You can't defend as well with a single Galley as you can with a single Warrior, simply because by the time you have a sizeable navy, the Barbs are still cranking out new ships.
1) Immediately kill any scout with an exclamation point over its head
2) Keep the fog of war away with your own scouts
3) You must build military early as others have suggested. I'll typically put up 2 scouts and a 2nd warrior and I'll consider buying a 3rd with gold depending on the threat.
4) Barb camps near horse resource will spam horsemen + cav archers. You'll need want spears and archers ideally, but if you're careful, you can use warriors. Be aggressive getting those camps down
5) Naval camps are a pain. There's often not great incentive to settle on the coast anyway, so be selective. If you do have a coastal city, put ranged units in it, and prioritize getting walls up. Boats can't heal. Your city does automatically. All naval spamming barbs have a camp on land. Find it. Remember that until you get to privateers in Renaissance, your boats don't clear camps, so you need a land unit. Your navy fighting their navy can take much more resources than you want to spend on that nuisance. Typically, I'll turtle up with ranged units unless they're a really easy target or they're killing my trade routes, then smash in Age 4.