Barbarian camps per available spare hexes

TractorBoy

Prince
Joined
Jul 14, 2012
Messages
435
Location
England
I assume the main definition of Playing with low sea level on a Pangea map would be that there are more land hexes. Because there are more land hexes, I would have assumed there would be more barbarian camps spawning, however, this is very difficult to judge and if anything I would guess that instead of more they are just spaced further apart.

If for instance I wanted to play as the Aztecs with raging barbs and take the Honor Policy first, Would there be a greater advantage in playing Low Sea Level?
 
More precisely, odds of a new barb camp forming is based on the number of land tiles in all civs (including city states) fog of war.
 
I've been playing a lot on the Communitas maps and now that I'm back on Vanilla its seems like Barbarians are everywhere. I'm not sure if its because I'm now playing on King Difficulty, but I'd sure hate to Check Raging Barbarians in my settings.
 
More precisely, odds of a new barb camp forming is based on the number of land tiles in all civs (including city states) fog of war.

So 400 FOW tiles are likely to produce more barb camps than 300 FOW tiles? Maybe I have been deceived by playing on Lake and Highland maps which seem to produce a lot more barb camps than low sea level pangea.

Why do some quite large areas large enough to build two new Cities never spawn a barb camp for the duration of the whole game?

How can a barb camp spawn within three tiles of a CS, but never that close to our Cities?

One thing I do know is that the camps tend to spawn in the same place over and over, so how do these odds work, are they set at the start?
 
A low sea level option will most likely provide more barbarians since there is more land mass from less sea.
 
I've been playing a lot on the Communitas maps and now that I'm back on Vanilla its seems like Barbarians are everywhere. I'm not sure if its because I'm now playing on King Difficulty, but I'd sure hate to Check Raging Barbarians in my settings.

What speed are you playing?

I also play vanilla at all levels and I can't say I have ever noticed any difference between the levels on barb camp spawning, they just become more and more difficult to defeat through the levels. Perhaps someone else with more knowledge can correct me on this one!

One thing has struck me though, even on easy levels, damaged units, great people, workers and settlers seem to get ambushed a lot more than they did a couple of years back. I now find that I have to have an escort at all times.
 
I've been playing a lot on the Communitas maps and now that I'm back on Vanilla its seems like Barbarians are everywhere. I'm not sure if its because I'm now playing on King Difficulty, but I'd sure hate to Check Raging Barbarians in my settings.

What is the Communitas map about?
 
A low sea level option will most likely provide more barbarians since there is more land mass from less sea.

This is exactly what I thought, but like I said in the OP, I am not seeing the evidence.

Could it be that the dice is rolled while the game is loading and we could just be unlucky in not having many barb camps that will ever spawn in the close vicinity of our Capital?
 
How can a barb camp spawn within three tiles of a CS, but never that close to our Cities?

I am pretty sure I have had a barb camp spawn within three tiles of a new city -- it really just seems like FOW. Your capital has visibility out 3 tiles pretty early in the game. CS grow slower than player expos, so barb camp within 3 tiles is not unusual.

One thing I do know is that the camps tend to spawn in the same place over and over, so how do these odds work, are they set at the start?

Agreed, and I notice they tend to be hexes that the computer suggests for new cities. So (1) the RNG must trigger a barb camp in the general area, and the (2) computer looks for a good city spot, so (3) picks the same hex as before for spawning.
 
I can’t say for certain that’s not what happened to me. I think you are onto something. The conventional wisdom is that barbs can spawn anywhere in the fog, but that does not seem quite right! They might be anywhere in the fog, but it seems pretty clear that barb units are strictly generated by barb camps, and then they wander (sometimes quite far).

It would make sense that potential barb camps spawn points are all generated at the start of the game. This would be consistent with how CS and civ settlers are generated, consistent with experience that barb camps re-spawn in the same place, and consistent with the experience that barb camps seem to have a certain minimum distance from each other.

It would certainly be an easier algorithm to check N spots for spawning, rather than every hex that was in fog.

So, how does one test and/or take advantage of this?
 
beetle, I thank you for atleast seeing things from my eyes, however, because nobody can take the piss out of me or confirm or deny my OP it seems as if I/we will not be enlightened on this occasion!!

Conjecture is one thing, facts, formulas (which I couldn't begin to understand), and explanations are what we need!
 
Well, my conjecture is really tangential issue to what you asked. joncnunn gave you a straight answer: more tiles == more barbarians.
 
and holding land tiles constant, fewer civs -> more barbs
 
Top Bottom