Meatbomb
Jun 27, 2009, 07:15 AM
Using the "Barbarian Civs" aspect, "Barbarian World Challenge" and "Start as Minor Civs"...
OK, I know the easy solution is that I should just turn these aspects off, and I know I have complained about it in the past, but I wanted to show you an example of how incredibly overpowered this can be. There is also an issue of the player getting a HUGE overpowered boost by taking one of these civs after getting wiped out.
Game Report
start game as Meiji, warrior as first build
some minor exploring, two barb cities very close by... already see that this is going to be brutal and short-lived for the Japanese people...
by about turn 10 or 12, the southern barb city becomes England, with about 4 spearmen and 4 warriors
I can see my situation is completely helpless, and wait for my doom. England wipes me out maybe 8-10 turns later, and I take them over.
with my spearmen army I effortlessly kill Carthage a few tiles to the east with my massive stack of spears. Everyone who hasn't been gifted stuff by the barb civ rules still has a force of 3 or 4 warriors at the most
holy mama, I get the special "Golden Age" massive spawning event! It results in: the barb city to the SW becoming York and coming to my control; a force of three promotable spearmen and a ram spawning free in York; 6 promotable rams (one with GG attached), 3 spearmen, another unattached GG, and a couple other guys spawning in London; 3 rams and a promotable spearman spawning in Carthage; and on top of that a couple free workers and (I think) a free settler.
see the attached picture
I mean, come on. :lol: It is 2260BC, and the game is without doubt already won by me, not due to skill but completely the result of highly overpowered random events. :king:
I am not really sure what the solution is here, but thought I would share. Maybe at least there should be some trigger that if a player takes over a civ that came from barbs, as I did, that the great general / golden age event can no longer be triggered?
OK, I know the easy solution is that I should just turn these aspects off, and I know I have complained about it in the past, but I wanted to show you an example of how incredibly overpowered this can be. There is also an issue of the player getting a HUGE overpowered boost by taking one of these civs after getting wiped out.
Game Report
start game as Meiji, warrior as first build
some minor exploring, two barb cities very close by... already see that this is going to be brutal and short-lived for the Japanese people...
by about turn 10 or 12, the southern barb city becomes England, with about 4 spearmen and 4 warriors
I can see my situation is completely helpless, and wait for my doom. England wipes me out maybe 8-10 turns later, and I take them over.
with my spearmen army I effortlessly kill Carthage a few tiles to the east with my massive stack of spears. Everyone who hasn't been gifted stuff by the barb civ rules still has a force of 3 or 4 warriors at the most
holy mama, I get the special "Golden Age" massive spawning event! It results in: the barb city to the SW becoming York and coming to my control; a force of three promotable spearmen and a ram spawning free in York; 6 promotable rams (one with GG attached), 3 spearmen, another unattached GG, and a couple other guys spawning in London; 3 rams and a promotable spearman spawning in Carthage; and on top of that a couple free workers and (I think) a free settler.
see the attached picture
I mean, come on. :lol: It is 2260BC, and the game is without doubt already won by me, not due to skill but completely the result of highly overpowered random events. :king:
I am not really sure what the solution is here, but thought I would share. Maybe at least there should be some trigger that if a player takes over a civ that came from barbs, as I did, that the great general / golden age event can no longer be triggered?