KeeperOT7Keys
did nothing wrong
I play the mod with raging barbarians anyway so I am not sure about the spawn difference, but I don't think there is a huge difference in vanilla versions. The difference is barbarians are a lot smarter in this mod, they to group with nearby barbs, if they can't group they pillage all of your improvements rather than mindlessly attacking your cities and cripple your empire. This makes them a lot harder to deal with, you either need to find a choke point with hills/forests and put some archers/warriors there; or you need to out-tech barbs (like discovering spearman when they still have archers, discovering archers when they still have warriors etc.) and kill them 1 by 1 when they approach your territories without having many losses.
you say agrarianism is useful, and I agree. what I usually experience in this mod is it is easy to have high production so pumping up units is not a problem (with agrarianism or substinence), but rather their upkeep becomes a problem in the early-mid game. but progressing in science is hard on its own.
you say agrarianism is useful, and I agree. what I usually experience in this mod is it is easy to have high production so pumping up units is not a problem (with agrarianism or substinence), but rather their upkeep becomes a problem in the early-mid game. but progressing in science is hard on its own.
I think traditional and charismatic traits are powerful in the early game humane is a bit mid/late gamish for me. you should also try an industrious leader, they are also very powerful imho.EDIT: The leader traits to me are kinda hard to interpret it's true value. Humane, Charismatic, Organized and Traditional seem to be very helpful early game. Though i haven't warred yet, mostly just peacefully building and expanding.