View Full Version : Civilizing the Barbs


Nikis-Knight
Sep 17, 2006, 07:19 PM
I was looking through the mods threads and saw this one, http://forums.civfanatics.com/showthread.php?t=171127 , Revolution. One of the components is that unattended barbarian cities may turn into unused civilizations, an interesting idea. Then I realized that it could work very well with FfH, specificially the Clan of Embers. Might be fun if that if they were not selected and a barbarian city (not Acherons) lasted long enough, it could spawn the clan as a new civilization to negotiate with.

Maniac
Sep 17, 2006, 07:25 PM
W00t!!!!!1!

Grey Fox
Sep 17, 2006, 07:26 PM
I was looking through the mods threads and saw this one, http://forums.civfanatics.com/showthread.php?t=171127 , Revolution. One of the components is that unattended barbarian cities may turn into unused civilizations, an interesting idea. Then I realized that it could work very well with FfH, specificially the Clan of Embers. Might be fun if that if they were not selected and a barbarian city (not Acherons) lasted long enough, it could spawn the clan as a new civilization to negotiate with.

It's one of my favourites out there.

Sureshot
Sep 17, 2006, 08:45 PM
ya, the revolts are neat too

Endovior
Sep 17, 2006, 11:30 PM
I thought that that one was a cool idea, but not cool enough to make it worth playing on it's own merits. Incorporated into FfH, however... yeah, that'd be cool.

woodelf
Sep 18, 2006, 06:07 AM
I'd love to see this especially if we could get more barb cities created.

And we could tie this back into the Lizardman civ petition. :p

I can see this working really well on island maps where the land is more likely to stay unexplored long enough to spawn some cities.

QES
Sep 18, 2006, 01:03 PM
Pretending we live in a democrasy for a moment, i vote Yea.
-Qes

Civkid1991
Sep 18, 2006, 07:04 PM
sounds like a good addition to this already great mod :)

Sureshot
Sep 18, 2006, 07:20 PM
well, i do like that mod, but after thinking about it, im not sure it makes much sense for FFH

i mean, the barbs are basically the same as the Clan, so sure a barb city turning into a new Clan civ makes sense, but that mod can make any civ pop up out of a barb city, so you'd have elven civ coming from a orc town...

itd be nice if a way to make that make sense came up, but atm it seems like it would be weird

though id like for it to make sense, heh, since i really like that mod (autoplay is neat too, though the revolt thing is a bit annoying at times, like you get cities wanting to revolt when theres not even any unhappy people, which is a big pain)

Civkid1991
Sep 18, 2006, 07:35 PM
would it be possible to have the clan in to two civs (one the original civ leader and the other the clan civ leader number 2) and have a perminate alience with the clan? that would be pretty cool...

Nikis-Knight
Sep 18, 2006, 07:51 PM
well, i do like that mod, but after thinking about it, im not sure it makes much sense for FFHI don't see why it couldn't be limited to the clan.

Sureshot
Sep 18, 2006, 08:14 PM
that would work, but its such a small use of that mod