Yeah this isn't like vanilla civ. Barbs are too fast and strong for you to be leaving a skeleton defense (presuming this is what you meant) in your cities, even this early in the game.
Of course even if you do everything you need to do there's no accounting for bad luck in FFH. Live and learn, I guess.
(November 3rd, 2012, 18:17)Renlen Wrote: So I lost?
Well that was crappy luck getting those barbs.
I made a worker and was making a warrior, when I died...
My scout was doing what he is supposed to and scouting.
Why me... At least in single player u can retry from last save
I did this a couple days ago, and a lizardman ate my lone warrior and wiped me out a turn before my new warrior was coming out.
Are we allowed to read other player's spoiler threads after they die? Or only after WE die.
Rather ... obviously Renlen can now read our threads ... but are we allowed to read his? (that sort of thing)
Normally, no. Since this is so early in the game and pre-contact, I think it probably shouldn't make a difference, but there theoretically might be map spoilers in there.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Well... Maybe If there are any summons I might be let in...
Havent read anyone's threads so I assume that might be fine... Then again... trusting me to die as ANOTHER civ... :-)
Against goblins and warriors you can reasonably expect a single warrior to hold to the fort, but against, say, a Lizardman, there's actually a somewhat significant chance of a bad roll ending your game. What you choose to do of course depends on what type of game you're playing.
I'll just leave it at that, I don't think it's in good faith to imply my own strategies specific to this particular game :P