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So as with land warfare, it is best to screen units weak at melee (such as quadriremes) with ones strong at melee (like galleys).
Ah, I never noticed that the Quadrireme were weaker in melee. I thought they were the stronger units in general.
That makes now perfect sense why I was getting my butt kicked over and over by the Barb Galleys.
Thank you :)
Back on the thread's original topic, the advantage of quadriremes in naval combat is that they don't take damage when attacking. Their ranged attack simply does damage to the enemy with no immediate retaliation. But when they do get counterattacked - well, galleys have strength 30 and quadriremes have defense strength 20. A couple counterattacks like that, and you've probably lost the ship. Best to retreat your quadriremes to home waters to heal after they take a hit.
The other advantage, of course, is that a quadrireme can attack land units. Naval melee units can only attack things they can reach (units on the water, cities), but naval ranged units can attack anything inside their weapon range.
You missed that they are produced completely differently and the AI can pop three camps in your immediate vicinity even within the first few turns. And that if any civ starts with seafaring tech, can spawn galleys and possibly even quadremes right off the bat and all this even at the lowest difficulty settings.
True! It is convenient that the game offers you so many riches so early; lots of barbarians to level up your early units, and lots of camps to pillage for cash. :)
You've gotta get used to how the barbarians fight. They only rush a city if one of their scouts notices the city and reports back; they tend to attack anything in front of them, and focus on the weakest unit first; and as mentioned their units can't upgrade and can't heal.
So, fight wars of attrition against them. Hit and run. Use terrain to your advantage. Hide in your capital if needed. Retreat your units towards city-states or other players to draw them into the fight! Lots of ways to beat barbarians...