FlyinJohnnyL
You need more workers....
Seems like I've gotten a "the villagers are hostile!" on the 2nd or 3rd turn before, but I could be mistaken.
Note that barb cities CAN appear 2 tiles away from my units if the tile is in the fog though.
Yeah, maybe we call it BFS = big fat square or barb f....forbidding square . The rule applies to the infamous barb galleys as well --> it's nice to barb-bust in barb galley breeding areas with those 1-tile offshore islands using work boats which can be sent into the fishing grounds later. As mentioned above, the barb units (warriors/archers) stationed in spawned barb cities do the same job.So basically the range around a unit is just a BFC but with the corners as well? And this may be a dumb question since we already have a way to exploit them but...does this count for barb galleys as well?
Although MIN_BARBARIAN_CITY_STARTING_DISTANCE = MIN_BARBARIAN_STARTING_DISTANCE = 2, the rules are different. Barb cities can definitely spawn in a units BFS as long as no non-barb player has active vision for that tile. (That's also why the AI sends there GUARD_CITY units out to the chosen city sites.) It has happened to me before.I really, really doubt cities can appear under conditions where units can't, but I've been wrong before.
It's not possible if you haven't founded your capital yet or if the hut is at a PlotDistance < 8 tiles away from your capital. So if you move your settler and your warrior diagonally away in opposite directions and found your capital first on turn 1 to achieve a great enough distance, you can then pop barbs from a hut that early. (Try it with random seed in a deity WB-scenario.)Another question:
Is it possible to pop barb warriors from a hut at the very beginning of the game? If there are no barb animals at all before turn 5, I'm guessing that barb warriors can't pop so soon either. Is this true?
Yes, I recommend actual fogbusting in the juicy areas with high founding values (lot's of resources, often coastal) where you plan to get a city up via a settler. It's interesting to note that the likelihood for an early barb city spawning on your LHC island is rather low -- the game prefers to spawn them on the continents with the highest number of owned tiles, even if these places are much crappier than the sites on your continent.Assume the special case of a lonely heart start. So does this mean that even though I've got barb-busters within 2 tiles of every land tile on my continent outside my cultural borders, a barb city can still spawn on my continent if the tile is in fog?
Absolutely! Missionaries, Spies, Great People ...What about workers and settlers, can they spawnbust as well?
... Vast territories can be debarbified in this way.
There's your new term Gliese, debarbification instead of fogbusting.
How close can barbs spawn to a city's cultural borders if there are no units anywhere nearby?A quick tip on fogbusting:
Spawn: E.g. all of you will have noticed that the Warriors/Archers of newly spawned barb cities will not start marching towards the barbs' target city (very often the capital of the human player). This is because they are created with a UnitAI CITY_DEFENSE when the city pops up. New units built by these cities however can have different UnitAIs and will therefore most likely show a behaviour of active aggression. BTW, the UnitAI of any unit and the AreaAI can be queried in debug-mode (press ALT while mousing over a tile with barb culture for AreaAI).
Certainly not directly through the cities, but sometimes barb cities pop up near choke points leaving only a 1-tile passage right adjacent to the city tile.That's interesting Dan, I guess you can't send unescorted workers/settlers through newly formed barb cities though.
Each team calculates an AreaAIType for each landmass according to the number and UnitAI of its units and the number and size of its cities located on that landmass -- so do the barbs (usually team 18). Thus, they cannot remove their AreaAIs but they continuously update them.Can barbs remove AreaAI at some point?