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#1 |
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Emperor
Join Date: Jun 2010
Location: Minnesota
Posts: 1,428
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Barbarians at the Gate
While playing the Anarchy game I noticed that fewer and fewer barbarian camps are generating each turn. They were very common in the early game and I sometimes had two per turn to plunder. By the Industrial Age I could count on about one camp appearing every turn somewhere on the map.
The map is huge, continients. The other settings are random so I can't be sure what they are - it looks to be warm, wet? Barb setting is unknown. There were 16 civs to begin. Now there are only 6 and they are pretty much client states. I am 5CC so there is a lot of the map 'open'. Does someone know what determines the rate that Barb camps appear (aside from the barbarian setting)? In the game it seems like their appearance has been decreasing as the game goes on. Is this a factor of the 1) tech age; 2) turn count; 3) number of civilizations remaining; 4) other? I would have thought with so much of the map wide open that there would be more barb camps appearing. But it actually seems like there are less. ![]() Thanks in advance!
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We'll do it. What is it? Reduce, Recycle, Reanimate. Sticks should be outlawed. When was the last time poking something with a stick ended well? |
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#2 |
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AbstractArt
Join Date: May 2005
Location: Too near The Temple of Jerry Jones
Posts: 7,972
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Barb camps won't spawn within line of sight of your border or of any unit you have. They spawn in the gray and black tiles.
So, if a lot of the map stays 'lit up' that reduces where they can spawn from.
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There are no stupid questions, but there are a LOT of inquisitive idiots!
~ A programmer is just a tool which converts caffeine into code. avatar by Mistfit |
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#3 |
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Emperor
Join Date: Jun 2010
Location: Minnesota
Posts: 1,428
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Sure, but in the Anarchy game there is a LOT of dark area. And after a certain point the 'civilized' areas have been shrinking due to some crazy Carthaginians. It would stand to reason that there would be even more Barb camps but instead there actually fewer?!?
The other thing I was thinking about was the amount of roads and rails that have been laid. Will a barb camp spawn on an improved tile? I though so, but the more I think about it the more it seems to me that they are appearing on the unimproved tiles. Something I'll have to watch for. In a normal game it would go unnoticed because you usually don't leave behind a lot of improved but unsettled land. Hmmm.
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We'll do it. What is it? Reduce, Recycle, Reanimate. Sticks should be outlawed. When was the last time poking something with a stick ended well? |
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#4 |
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Warlord
Join Date: Nov 2010
Posts: 272
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What is this anarchy game you speak of?
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#5 | |
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Looking for the door...
Join Date: Mar 2002
Location: Behind you
Posts: 14,735
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Quote:
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There is a town in north Ontario, With dream comfort memory to spare, And in my mind I still need a place to go, All my changes were there. Blue, blue windows behind the stars, Yellow moon on the rise, Big birds flying across the sky, Throwing shadows on our eyes. |
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#6 |
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AbstractArt
Join Date: May 2005
Location: Too near The Temple of Jerry Jones
Posts: 7,972
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I am your slave!
, in the Civ3 Stories and Tales subforum, is the specific one he is referring to. BaneFire started the thread but had troubles loading C3C. After it was idle a month Raliuven took it upon himself to continue. He has done an excellent job, both in the playing and the writing of the story.An Anarchy game is where one person plays the game but has various conditions imposed upon the game by non-players. Almost anything can be ordered. Unit names, city names, city build orders, tech research order, etc. Obvious game killer orders like 'disband all units' are not allowed. Generally, only the player who issued an order can revoke it, unless it contradicts the ground rules. How well the game goes depends on the outside players. They can make it just about impossible to win.
__________________
There are no stupid questions, but there are a LOT of inquisitive idiots!
~ A programmer is just a tool which converts caffeine into code. avatar by Mistfit |
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#7 | |
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Emperor
Join Date: Sep 2005
Location: On a shipchain
Posts: 1,920
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Quote:
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#8 |
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Emperor
Join Date: Jun 2010
Location: Minnesota
Posts: 1,428
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That makes sense. For a while it seemd the golden rule was one barb camp per turn. As soon as I moved into the 1950-2050 sprint that fell apart. Now I am luck to see a camp every other turn.
I know I've had them spawn on a road because in a recent 'clean up' Hannibal's knight attacked onto a hill and could still walk away after the battle and rail to his hill/fort location. But it seems to me that more often then not the attack has been into a completely unimproved tile. Of course I don't know how the computer woudl be able to make that distinction, so maybe it is just my imagination!
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We'll do it. What is it? Reduce, Recycle, Reanimate. Sticks should be outlawed. When was the last time poking something with a stick ended well? |
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#9 |
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Deity
Join Date: Jul 2006
Location: Chicago area in Illinois
Posts: 2,362
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I like to play with a lot of Barbarians, and I find that they spawn most frequently when the aggression level is set to Raging. However, they seem not to spawn as frequently on areas that have been explored and then for some reason go gray. I have not run thorough tests on though in debug mode, but that is the sense that I get.
By the way, to make the Barbarians more of a challenge, right now I am using the Gallic Swordsman, the Cossack, and the Privateer for the units, each with a 2 hit point bonus to compensate for all of them being Conscript. |
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