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Barbarian 2.17 taunt list
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Taunts, 1v1 on tiny land map, forced strategies (civs):
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General requirements: land and tiny map, game time less than 10min
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17 - Scout+archer flush (any but Aztec/Goth/Maya/Inca).
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21 - Drush. Game time must be less than 3min.
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22 - Monk+Mangonel push
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23 - Eternal drush (any but saracens, requires normal drush to already be chosen -> taunt 21 first). Note that this strategy will fail badly if no enemy building is sighted.
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28 - Aztec eagles&monks / Mayan/Incan eaglerush.
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29 - Castle push at arena (any civ with ranged unique unit).
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30 - Mush (any).
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32 - FC+xbow (any but Spanish/Hun).
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33 - Castle drop (any but Aztec/Hun).
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34 - Changes strategy to war galley rush (pre-35min)/enables and increases navy training (from human enemy).
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35 - Prevents training more navy for 10min as long as the strategy doesn't directly request any (from human enemy).
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38 - Saracen all-in krush/Hun CA rush/Frank heavy krush
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40 - Goth castle drop + boom.
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42 - Fast imp (Aztec/Maya/Turk).
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Team gaming/other
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3-6 - Gives the particular resource if there is extra. These have usually no effect before the game time is over 40-50min.
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12 - Turns automatic ally defence on/off.
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19 - Cancels the effect of taunt 31 (if sent by a human).
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22 - Calls army sent by taunts 222/223 home and enables attacking and defending.
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31 - Starts a blind attack that lasts 5min. Accepted only from human allies after 20min (1min in DM) of game. Will fail if Barbarian has been told to defend a wonder.
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32 - Forces picking a rushing strategy if used during first 10 minutes of game (from human allies).
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33 - Stops slinging (however takes effect only after the game time is over 20min)/Forces picking a booming strategy if used during first 10 minutes of game (from human allies).
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34 - Changes strategy to war galley rush (pre-35min)/enables and increases navy training.
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35 - Prevents training more navy for 10min as long as the strategy doesn't directly request any.
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36 - Blocks attacking for 3min and causes retreating if an attack is going on (by humans, game time >20min, 1min in DM)
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37 - Attempts to build a wonder if it seems to be possible
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38 - Switches the strategy to feudal age sling. The sling will stop automatically at 50min at non-islands map/at 37min at islands. Must be sent when feudal hasn't been clicked yet.
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40 - Allows flaring a position for market for 10 seconds. Barbarian must have free villagers (to be tasked as builders) and enough wood. Note: This disables independent market placing to corners, so it's better to place multiple.
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41 - Switches pocket's 2 stable krush to 1 stable krush
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48 - Barbarian will assume it's slung (from human allies).
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148 - Deletes buildings at the flared position with 4-tile radius. Use with caution. Teams must be locked.
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188 - Shares sheep on LN if possible.
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199 - Deletes some warships and prevents training new for a while (use with caution, must be used repeatedly to delete notable amount of navy).
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220 - Allows sending army to the flared position for 10 seconds. Disables independent unit control for 120s.
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222 - Allows patrolling army to the flared position for 10 seconds. Keep in mind that this will block attacking and proper defending for 6 minutes.
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223 - Allows patrlling navy to the flared position for 10 seconds. Since this command has lower priority Barbarian may decide to retreat on its own.
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230 - Forces picking fast imperial monk rush if used during first 10 minutes of game (from human allies).
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230+[enemy player number] - Assigns a fixed target player for 10 minutes. For example with taunt 233 the target will be player 3. Note: Player number isn't the color.
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239 - Chats current target and focus players (the enemy player which is used for military comparison).
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249 - Chats the stockpiles and population to the ally.
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250 - Chats the version and strategy.