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  • #16
    Naw, he's too busy downloading porn during his games to realize that that loophole was closed.

    RAH
    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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    • #17
      Originally posted by Scouse Gits
      .. oh I forgot - they don't play with barbs (too difficult for them?)

      SG[1]
      IN SP, it is not biggie to lose a city once in a while to barbs. Not your capitol or wonder city, mind you...

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      • #18
        In SP, No.

        But in MP, it can be a problem. Under the rules set we play, city bribing is not allowed. (but barb cities are an exception) So you don't want one of your opponents to come in and bribe your None Factory. (especially since for it to be a none Factory, it has to be closer to one of their cities)

        RAH
        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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        • #19
          So what happens if you found a city, build barracks, and then abandon it to approaching Barbs? If you don't leave a defender, could it still lose the barracks? If the barracks remains, are new units vets?

          Of course at the next obsolescence point the barracks will be lost, but if you time it right you could bribe NON vets for quite a while.

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          • #20
            Barracks obsolescence occurs when the owning player gets a key tech advance - the Barbs don't make many tech advances - yes I too have seen barb advances, but once in a blue moon

            SG[1]
            "Our words are backed by empty wine bottles! - SG(2)
            "One of our Scouse Gits is missing." - -Jrabbit

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            • #21
              Since no one's mentioned it yet -- and since I'm only a few posts away from "Prince" -- it's also worth pointing out that giving up a new city to become a "Barbarian NON Factory" is especially worthwhile if you have Leo's; that way, you get state-of-the-art units no matter what the Barbs are cranking out.
              "I have as much authority as the pope. I just don't have as many people who believe it." — George Carlin

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              • #22
                Congratulations on your father's accession to the throne, Rufus.

                SG[1]
                "Our words are backed by empty wine bottles! - SG(2)
                "One of our Scouse Gits is missing." - -Jrabbit

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                • #23
                  If you have Gun and capture a city w/barracks from a non-Gun civ the barracks don't become obsolete. It happened when I bribed Kashgar in Mad 2.42 Succession Game.

                  In general, only barbs from huts or uprisings are vets. Even if they did get a barracks city it is often difficult to coax them to come out and play without losses among your teasing units. It has been known to work, though.
                  (\__/) Save a bunny, eat more Smurf!
                  (='.'=) Sponsored by the National Smurfmeat Council
                  (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

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                  • #24
                    I don't know about that. All barb cities produce is units. If I build a fortress with a few defensive units and a diplo 3 squares away with a road to the square in front of the fortress. Every three or four turns I can usually count on an archer, (or whatever unit era wise they're churning out) marching right up to the fortress for easy bribing.

                    RAH
                    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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                    • #25
                      Originally posted by Straybow
                      If you have Gun and capture a city w/barracks from a non-Gun civ the barracks don't become obsolete. It happened when I bribed Kashgar in Mad 2.42 Succession Game.

                      In general, only barbs from huts or uprisings are vets. Even if they did get a barracks city it is often difficult to coax them to come out and play without losses among your teasing units. It has been known to work, though.
                      Does it continue to function as a normal barracks? Does it work?

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                      • #26
                        Yes & Yes

                        --------------

                        Two Gits
                        "Our words are backed by empty wine bottles! - SG(2)
                        "One of our Scouse Gits is missing." - -Jrabbit

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                        • #27
                          But it still needs 2 gold for maintenence I guess?

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                          • #28
                            I see no reason the barracks shouldn't work
                            I've tried a few times to play as the barbarians. There are a few downfalls : you lose science beakers and gold coins at each turn, so your science depends on a trigger event (explained in the barbarian papers), but you can build improvements and settlers. The Ai is programmed to build only units (see the BP again), so it won't build barracks, but if it's there and is not destroyed in the capture, it should remain.
                            The only question is that other improvements are not kept, I know that : goodbye your library and all if you recover the city. I don't lose cities to barb enough to be sure, but I believe that city walls and barracks are kept.though
                            A little testing should answer that more clearly
                            Oh Man, when will you understand that your greatness lies in your failure - Goethe

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                            • #29
                              Originally posted by atawa
                              But it still needs 2 gold for maintenence I guess?
                              Barracks are a 1g upkeep. If I can build Adam's Smiths I try to build as many barracks as possible. It cost nothing to run them, all new units are veteran, and when they are sold nice $$ bonus that could be greatly needed when playing later under representative government.

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                              • #30
                                Once you get gunpowder, which is likely to happen around the same time as you can build Adam Smith's, your barracks will cost 2 gp/turn, and Adam Smith's won't pay any of that cost.

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