about Barbarians...

I like the idea of different barbarian clans attacking each other, but i don´t like the idea of barbarians having their own tech tree, 4-5 cities, settlers and everything that follows. Then they can´t be counted as barbarians, but more like a Civilization for itself. I wouldn´t want to see that. Barbarians having transport ships, to deploy their troops sounds interesting, but should only be included on higher difficulties. The archipelago map, would be like a living hell if barbs starts to conquer their own islands and starts sending troops to vanquish other civilizations. But it would make the navy more important on maps, where having a powerful navy counts for nothing. About the animals, i like the concept. Because it makes early expansion a bit more difficult, and they usually match with the surroundings. Although i hate seeing a lion walking around the tundra.
 
I like the idea of intelligent barbs, but it seems like a lot of work for that and the game's AI can easily mess the work up. With my expirience, anyway. Still, it's worth a shot to me.
 
There's a mod called BarbarianCiv (originally part of Next War and included in Rise of Mankind, but available as a standalone). In it, barbarian cities that aren't destroyed eventually become a minor civ, then a fully-blown civ. They gain some free techs and units when they enter the minors.

It can be problematic at times. For example, the freebies mean you might see an early ex-barb civ suddenly marching toward your capitol with a great-general axeman and a stack of horses before you've discovered archery. That only happens on higher difficulties, tho', and not very often. The free techs also break no tech brokering; you can be in a tech lead and lose your monopoly on rifling to ex-barbs, who will immediately sell it to anyone for a handful of shiny beads and a smile. In -general-, however, I find that it really adds to the game, giving it the world a more dynamic feeling.
 
There's a mod called BarbarianCiv (originally part of Next War and included in Rise of Mankind, but available as a standalone). In it, barbarian cities that aren't destroyed eventually become a minor civ, then a fully-blown civ. They gain some free techs and units when they enter the minors.

It can be problematic at times. For example, the freebies mean you might see an early ex-barb civ suddenly marching toward your capitol with a great-general axeman and a stack of horses before you've discovered archery. That only happens on higher difficulties, tho', and not very often. The free techs also break no tech brokering; you can be in a tech lead and lose your monopoly on rifling to ex-barbs, who will immediately sell it to anyone for a handful of shiny beads and a smile. In -general-, however, I find that it really adds to the game, giving it the world a more dynamic feeling.

Exactly my point, barbs can be more than a simple annoyance, they can make the game a dynamic experience.
 
I do think killing a pack of edible animals near your cities should give a little 1 shot :food: bonus. So like killing a bear, boar or alligator gives your nearest city like 8 :food:.

There are some mods that do this. I think Rise of Mankind has this sort of thing IIRC.
 
yeah, barbarian peoples who don't get wiped out tend to adopt the centralization of other societies because they like the idea of stability.
 
Yeah, interaction with barbarians would definitely be a plus. I was kinda annoyed with the barbs in Civ IV cuz they weren't much more than a needless(ish) nuisance; if you were lucky maybe they razed your enemy's capital, but that's about as useful as they got.

I've always liked the barbs->civ mod cuz it made barbs something more than just a nuisance, and I'd love to see interact-able barbs in civ5. i'd love to bribe nearby barbs to attack my enemies.
 
I liked the Barbarian animals. It was something different.
They needed to add Barbarian Water animals, such as a Shark, Whale or Giant Squid to harrass early ships and generate reports of Sea Monsters destroying ships.

Since, I had the Raging Barbarians check box checked almost always, I think they needed a stronger version of it.
You should have been permitted the possibility to convert the barbarians in Civ4.

You left our Barbarians could have clothing similar to some of the different empires.
The tribes near the Aztecs or Incas are different that the ones that attacked in Europe, Africa, and Asia.

Possibly, unique weapons, units or building.

As far as a Civ goes, one could consider the Zulu a barbarian Civ. They didn't develop Tanks and modern weapons.
 
"As of civ4 there are now effectively three different levels of barbarians. We have the passives (goody huts), harassers (animals) and the conquerors (true barbarians). "

ya know, i have played the hell out of this game. multiplayer, single player- trying everything i can think of- and theorizing everything i could think of

and not once did the accuracy of your statement occur to me

i agree with the rest of your post without reading it.
 
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