I have a question about animal to barb transition. Do animals actually turn into barb warriors/archers/spears, or is it all random? Do the animals simply die and at some point barbs pop up?
The reason I ask is that I noticed in the last game I played that where I had noted bears were located, soon later archers showed up, and at some places I had put down notes for lions, warriors showed up. So, do 3
animals turn into archers, while 2
animals turn into warriors?
Another question: When do barb archers turn into longbows? Is it based on them self-researching it, or some other way?
I was very surprised once, because I could visually see archesr in an island city, but upon landing units to attack it, they instantly turned into longbows.
First, animals start to pop at T5. For every speed.
Now, regarding barbarian behaviour transistions, it is intimately related to the ratio NumberOfCivilizedCities/NumberOfPlayers, excluding barbs and including the human player(s).
In fact, there are two parameters: a threshold of how early it can start spawning and the ratio previously mentioned. The threshold was implemented particularly for scenarios where pre-settling a lot of cities would lead to barbarian invasions too early....
Ignoring the min turns threshold (which depends of game difficulty), the city/player ratio is when the number of all cities is 50% more the number of players, normal barbarian units start to spawn and each turn, one animal is killed. The type of barbarian units depend of the techs possessed by the Barbarian team. That is why for IMM+ for Nobles' Clubs, you need to add Archery to have archers spawning both in open lands and in barb cities.
There is no relation between animals and human barbs.
Also, there is a capacity threshold of barbarian units per landmass.
And size threshold of landmass, meaning some small islands will never let barbs to spawn.
Longbows are something from barb cities; normal archers upgraded into longbows. It happens depending of the global tech advancements. The earlier most teams get Feudalism, the better are the trickle down modifiers for that tech for the barb teams. Also, the barb teams mustn't constantly wiggle in techs and get pretty straightfowards to Feudalism to avoid delay. It upgraded pretty fast because for two reasons:
1) You put that city into danger
2) Upgrade cost are halved for every AI teams, including barb team.
3) Barb workers tend to mass improve cottages.
Note the maintenace inner working of the barbarian team is different form the civilized teams: it is not centralized by the lack of a palace and thus has the other form of maintenance, which is quite costly. Thus the tech rate is pretty low. STRIKE doesn't work on the barbarian team IIRC.
Any other more precise question?