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  • #16
    I agree with most of what you say. If I play Expansionist, then I will send Scout out exploring alone since I don't have to worry about getting Barbs from huts I find. I wouldn't go into a hut without a military backup plan if I was a non Expansionist civ. At the same time, another civ could stumble on Barbs this way, and you be the recipient of their misfortune. Or cause it for them if you are using a fast unit to search: Horsemen, Impi, Jag. Warriors, etc. This will get even more interesting in MP since humans will be involved all around.

    I have noticed that nonmilitary units tend to get more positive results for both Expansionist and non Expansionist civs.
    But, I have also noticed that some players don't follow the points you make.

    With a non Expansionist civ, I would not send out something until I have military unit to defend the homeland.

    Some people feel it is worth the early risk to try it with a non Expansionist civ. No guts, no glory concept.

    With an Expansionist civ, I believe it is important to do early exploring, regardless of your defensive situation. You won't have warrior protection for at least 4 or 5 turns usually, and your Scout can at least explore around for you. This comes in handy if the terrain puts your neighbors close enough.

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