Strategies against Barbarian Attacks
When researching this topic a bit I found quite a few facts allready known, but the knowledge is spread at sometimes difficult to find places and it seems there is no summary under a strategic point of view. Also some questions seem to be open and I hope experienced players can add to this. A good strategy to defend against early barbarian uprisings obviously is of highest importance in Early Landing Games, where every defense unit that has to be build is a considerable delay to the ultimate goal and were quite often hopeful starts are destroyed by a single attack. Unless pointed out otherwise I will refer to deity level and 2.42. Differences of levels have been discussed here: http://www.apolyton.net/forums/Forum1/HTML/001911.html
A little treasury for everyone interested: The Barbarian Paper by William Keenan http://www.apolyton.net/coc/guides/barbtechs.shtml
1. Defense with warriors
Warriors have a good chance to survive archer attacks in the early game. The defender in the first (and only) city can not loose, as is well known in OCC games. Defenders in cities 2 - ? have a defense bonus of appr. + 100% and seem likely to get a veteran status when surviving an attack. If 2 archers attack the same round a warrior in a city with some terrain defense bonus (e.g. river) is likely to survive, a warrior on a city on plain or grassland is likely to loose the second attack. A warrior outside a city has no defense bonus. It is therefore no advantage to fortify a warrior outside on a forest or to move it on a hill if it cannot be fortified in time. It also has to be noted, that there seems to be a recovery of a surviving defender inside a city in the same turn. IIRC this was discussed in a thread somewhere. Sometimes a warrior exploring outside can distract one of the barbarian units. A barbarian unit will go after a unit if it is closer than the next city.
2. Offense against archers
It is well known that the defense value of a barbarian archer is 1, not 2 as for regular archers. Any offensive unit can easily defeat them. A warrior or a phalanx have a chance to win.
3. Defense with diplomats
The most common defense in ELGs (see Solos Early Landing Guide 2.2.7) is to bribe one barbarian unit with a diplomat. The bribed unit can defeat the other barbarian unit the same turn. This does not work of cause if the barbarian units are stacked or if the single unit is not in reach of the unit that shares the tile with the barbarian leader, a very difficult situation. If there is any defending unit at hand it can sometimes be sacrificed leaving the city, holding back the closest barbarian unit one turn.
The amount needed to bribe a barbarian unit is (shields neccessary to build the unit)*2+1
4. Piracy
Barbarian vessels appear at turn 16 for the first time. If the sea arround the seaside cities has been explored allready they often can be seen several turns before landing. If the landing fields arround the closest city are blocked by any units (like caravans), the barbarian vessel will stay in front of the city for centuries until it disappears or the own defense has been build up to allow a landing. William Keenan points out that attack vessels will attack ground units, too. I cannot confirm that, as I have blocked frigates before. This may be related to the civ version. Barbarian attack vessels (including triremes) attack other ships, though. Once unloaded the barbarian vessel disappears the next turn and is not a threat to other ships any more.
5. Paying tribute
At some occasions the best defense may be to move the defending unit outside. If the city is undefended and the barbarians can conquer it on the same turn, the barbarians ask for tribute under certain conditions. Once payed they disappear. According to Cullivan the conditions are:
a) The minimum demand is 50, but it varies in accordance with the following equation:
city size * 25
Thus the Barbarians will demand at least 50 gold from a size 1 city, 50 gold from a size 2 city, 75 gold from a size 3 city, 100 gold from a size 4 city, etc.
b) If your treasury has more than twice the minimum (and it doesn't matter how much more), the Barbarians will demand half. If you have an odd amount of gold, the Barbarian demand is rounded down. So if your treasury has 203 gold, they'll ask for 101.
c) If your treasury has less than the minimum (49, 74, 99, etc), there is no demand, just conquest.
If the chances to defend an important city are bad, and you have the usual early demand of 50g, this may well be worth paying. This also means that it is better to spend any money above 100g before the attack, as the barbarians would just ask for more.
There is certainly more to add to this. Some open questions I haven´t found an answer yet: where is the (city?)limit for the early city defense bonus? Is there a higher probability of getting a veteran during this time? What exactly is this defense factor? I would research it, but may be someone has allready the answer.
Any comments welcome
Zenon
When researching this topic a bit I found quite a few facts allready known, but the knowledge is spread at sometimes difficult to find places and it seems there is no summary under a strategic point of view. Also some questions seem to be open and I hope experienced players can add to this. A good strategy to defend against early barbarian uprisings obviously is of highest importance in Early Landing Games, where every defense unit that has to be build is a considerable delay to the ultimate goal and were quite often hopeful starts are destroyed by a single attack. Unless pointed out otherwise I will refer to deity level and 2.42. Differences of levels have been discussed here: http://www.apolyton.net/forums/Forum1/HTML/001911.html
A little treasury for everyone interested: The Barbarian Paper by William Keenan http://www.apolyton.net/coc/guides/barbtechs.shtml
1. Defense with warriors
Warriors have a good chance to survive archer attacks in the early game. The defender in the first (and only) city can not loose, as is well known in OCC games. Defenders in cities 2 - ? have a defense bonus of appr. + 100% and seem likely to get a veteran status when surviving an attack. If 2 archers attack the same round a warrior in a city with some terrain defense bonus (e.g. river) is likely to survive, a warrior on a city on plain or grassland is likely to loose the second attack. A warrior outside a city has no defense bonus. It is therefore no advantage to fortify a warrior outside on a forest or to move it on a hill if it cannot be fortified in time. It also has to be noted, that there seems to be a recovery of a surviving defender inside a city in the same turn. IIRC this was discussed in a thread somewhere. Sometimes a warrior exploring outside can distract one of the barbarian units. A barbarian unit will go after a unit if it is closer than the next city.
2. Offense against archers
It is well known that the defense value of a barbarian archer is 1, not 2 as for regular archers. Any offensive unit can easily defeat them. A warrior or a phalanx have a chance to win.
3. Defense with diplomats
The most common defense in ELGs (see Solos Early Landing Guide 2.2.7) is to bribe one barbarian unit with a diplomat. The bribed unit can defeat the other barbarian unit the same turn. This does not work of cause if the barbarian units are stacked or if the single unit is not in reach of the unit that shares the tile with the barbarian leader, a very difficult situation. If there is any defending unit at hand it can sometimes be sacrificed leaving the city, holding back the closest barbarian unit one turn.
The amount needed to bribe a barbarian unit is (shields neccessary to build the unit)*2+1
4. Piracy
Barbarian vessels appear at turn 16 for the first time. If the sea arround the seaside cities has been explored allready they often can be seen several turns before landing. If the landing fields arround the closest city are blocked by any units (like caravans), the barbarian vessel will stay in front of the city for centuries until it disappears or the own defense has been build up to allow a landing. William Keenan points out that attack vessels will attack ground units, too. I cannot confirm that, as I have blocked frigates before. This may be related to the civ version. Barbarian attack vessels (including triremes) attack other ships, though. Once unloaded the barbarian vessel disappears the next turn and is not a threat to other ships any more.
5. Paying tribute
At some occasions the best defense may be to move the defending unit outside. If the city is undefended and the barbarians can conquer it on the same turn, the barbarians ask for tribute under certain conditions. Once payed they disappear. According to Cullivan the conditions are:
a) The minimum demand is 50, but it varies in accordance with the following equation:
city size * 25
Thus the Barbarians will demand at least 50 gold from a size 1 city, 50 gold from a size 2 city, 75 gold from a size 3 city, 100 gold from a size 4 city, etc.
b) If your treasury has more than twice the minimum (and it doesn't matter how much more), the Barbarians will demand half. If you have an odd amount of gold, the Barbarian demand is rounded down. So if your treasury has 203 gold, they'll ask for 101.
c) If your treasury has less than the minimum (49, 74, 99, etc), there is no demand, just conquest.
If the chances to defend an important city are bad, and you have the usual early demand of 50g, this may well be worth paying. This also means that it is better to spend any money above 100g before the attack, as the barbarians would just ask for more.
There is certainly more to add to this. Some open questions I haven´t found an answer yet: where is the (city?)limit for the early city defense bonus? Is there a higher probability of getting a veteran during this time? What exactly is this defense factor? I would research it, but may be someone has allready the answer.
Any comments welcome
Zenon
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