Come on you 2, play nicely or not at all.
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Huts in city radius
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thats ok....Ming chalks all my wins to hut luck.....i tell him its skill to send extra warriors out instead of rushning the first set....but no..........
no one listens....bottom line, in most games the more units on the board, the more city sites you find, the more huts you find, the more enemies you find.....
its not perfect, off tech huts can screw you, and so can barbs....but don't whine when i get gold, units, and good techs or nomads and you get zip
plus i am a firm believer in tipping evreything...every hut i tip, irrespective of what i get , means you get one less.....
there is no gurrantee that if i get a barb, you will get one from the same hut....you could get a nomad..and therefore i am preventing you from something....
i say put those two extra warriors on the board and build the set at one shield less per turn....seems like a smart move to me .....Boston Red Sox are 2004 World Series Champions!
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Yes, getting out on the board with more units help. If I don't get enough units out early due to game circumstances, I usually pay the price.
RAH
The only time I won't pop the hut is sometimes when I'm one turn from discovering Code and I don't want to screw up the tech path, I'll hold off for a turn. But it depends on the game situation. If I think I'm behind, I'll take my chances.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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Early in the game, I try to surround my capitol with three cities. Each city will send out a warrior to explore. The first objective is to find a good spot for the next city. After that, the warrior explores until stopped. I really hate it if it tips a hut and gets killed by barbs. I have therefore stopped tipping huts in the wild, and waited until I build a city near them. This seems to run counter to the approach of most here, so perhaps I should revisit my strategy.
It seems to me that most of the hut tipping results are not neccesarily good. Gold is, of course good anytime. Barbs are bad, anytime. A unit is not always good unless it is a NON unit. If it is a supported unit, it could cripple a city,needing support, and I would hate to disband it without benefit. A tech might be good, but early on, I want monarchy ASAP. Most importantly, my objective is to explore, and I don't want to lose a far away warrior, and have to send out another.
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I think the key difference is between SP and MP. In SP it often isn't worth the risk of getting a bad hut. In MP even if you get a bad hut you stop your opponent getting a good hut later, and that can sometimes tip the balance towards popping where you might not in a SP game. War4 does pop a lot of huts, and it's a fair strat. Of course it can backfire, and leave you in despotism till 1000BC, but that where the judgement comes in. It is a shame but getting a chariot from a hut closer to your opponents cap than yours can effectively end a duel pretty early, even if you take no cities.
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OK Warz - why is this not going to happen at MP?
SG[1]"Our words are backed by empty wine bottles! - SG(2)
"One of our Scouse Gits is missing." - -Jrabbit
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