(May 6th, 2014, 06:31)Old Harry Wrote: If the warrior won't get completed for so long that hammers start to decay I like starting the barracks - we'll probably be producing most of our units from Alfie and Cornelius so a head start on extra XP in one of them is good. The border pop isn't urgent (getting the peak in our territory to give vision will be great, but hiding where we are from Azza is also good) so there's no pressure to get it finished until we need the units, but starting it is good.
In my sims those warrior hammers won't normally decay (it's a close case), so it's mostly the question whether 3-5 hammers will be more useful in barracks or warrior after Cornelius has built worker+granary

Quote:I'd be tempted to try getting some XP for a warrior using that bear... Can we spare one?
We have currently 3 warriors (finishing 4th this turn) and happiness-wise we could do it. However, I think I prefer fog-busting for the city no.4 to bear-hunting. Moreover, I'm not quite sure how these barb mechanics work, but I believe that if we kill that bear it will provide room for one more barb unit on our continent, which means that a barb warrior will be born somewhere (hopefully next to Azza, but could be an annoyance for us as well). Consequently, I would be happy to just keep as many animals alive as possible.
Is there a specific turn when animals simply disappear? I know about the no. of city limits, which impact barb behaviour, but I wonder if we can minimize the amount of actual barb units being born in the first place?
Quote:Continuing the poor-quality C&D on our neighbour:
...
TBH I don't think I've seen Azza rush anyone before he got horse archers. If we had Jowy, Seven or Krill as a neighbour I'd be more worried.

Yeah, this situation falls into the category: "We are playing 33 player Pitboss, some risks needs to be taken if we want to succeed, let's get more scared before reacting"

EDIT: Found this: When the era of barb animals is over, the existing creatures are not eradicated in 1 major extinction event. Instead, the game kills off 1 animal per turn until they are all gone and will insert regular barb units (Warriors, Archers, ...) as they are "needed" during the next IBT (can be > 1 unit/turn!, ALL required units are created immediately)
Hmm.. This time should have happened a while ago already so I'm wondering why we haven't seen a single barb warrior..?