I haven't learned a lot about Civ 7 yet. (I did read a little.) Maybe I'll take another look at the thread with the known features in the Civ 7 forum tomorrow – now that the initial presentations are through.
To follow up on the balance issues with Barbarians in the New World: Come to think of it, the 18th century (in the screenshots @arcvoodal and I had posted) is a pretty late date for early conquests in the New World. 16th is more typical, I think; 14th should be doable at least for humans, even when playing at a moderately challenging difficulty level. So (slightly) earlier Logbowmen can't solve this problem in general. On the other hand, when colonization does start somewhat late, even if the Barbarians don't have Feudalism yet, there's a good chance they'll get it soon once they lose a city to a civ because of accelerated tech diffusion. They don't get to upgrade their units, so it'll take a while for Longbows to actually appear. Still, I'm not sure if just a Galleon load of 3-4 Musketmen can really hope take and hold more than 2 cities. They'll also have to contend with revolts and sporadic raids. A more credible invasion force (which really would have to be mostly gunpowder units because of city walls) would probably manage to capture most of the Barbarian cities, but I wonder how well those scattered colonies would fare against other civs placing (credibly defended) newly founded cities around them. Could be an awkward strategic position by the Industrial era. (Assuming a fairly challenging difficulty level; otherwise I wouldn't expect the AI to seriously contest the New World.)
Some minor changes I've implemented:
This could use a good deal more balancing. The number, attractiveness and defense of the Barbarian cities is fairly important. The grace period for concerted attacks probably makes the offensive potential of the Barbarians less crucial – although I have seen AI colonies captured by the Barbarians too, and the aggressive behavior is at least important for reasons of immersion.
To follow up on the balance issues with Barbarians in the New World: Come to think of it, the 18th century (in the screenshots @arcvoodal and I had posted) is a pretty late date for early conquests in the New World. 16th is more typical, I think; 14th should be doable at least for humans, even when playing at a moderately challenging difficulty level. So (slightly) earlier Logbowmen can't solve this problem in general. On the other hand, when colonization does start somewhat late, even if the Barbarians don't have Feudalism yet, there's a good chance they'll get it soon once they lose a city to a civ because of accelerated tech diffusion. They don't get to upgrade their units, so it'll take a while for Longbows to actually appear. Still, I'm not sure if just a Galleon load of 3-4 Musketmen can really hope take and hold more than 2 cities. They'll also have to contend with revolts and sporadic raids. A more credible invasion force (which really would have to be mostly gunpowder units because of city walls) would probably manage to capture most of the Barbarian cities, but I wonder how well those scattered colonies would fare against other civs placing (credibly defended) newly founded cities around them. Could be an awkward strategic position by the Industrial era. (Assuming a fairly challenging difficulty level; otherwise I wouldn't expect the AI to seriously contest the New World.)
Some minor changes I've implemented:
Spoiler :
• Increased the number of defenders per Barbarian city by one if they're two eras behind in tech (that often seems to be the case when the majority of the civs have entered Renaissance) and by another one specifically on continents with multiple Barbarian cities that clearly outnumber the civ cities, i.e. in the early stages of the Colonial Age.
• Tweaked a little where Barbarian attack stacks get parked, aiming to distribute those units more evenly, leaving fewer cities exposed to easy capture. This is not terribly effective because I haven't taken the time to implement it properly. it's OK, perhaps desirable, if there's a chance of stumbling across a lightly defended Barbarian city. It's only a problem if too many are easy pickings.
• Shifted Barbarian worker priorities a little away from commerce when they're alone on a continent – as an easily implemented measure to discourage Cottage building.
• Don't let Barbarians improve unworked tiles. I've noticed that they actually have 5 happiness because the Barbarian handicap is Chieftain, meaning that there will still often be 5 improvements around a Barbarian city. Still better than 8; also looks more barbaric that way. I've tried changing the handicap to Warlord because I also felt that the "pre-Columbian" (many of these terms really deserve scare quotes) New World produces rather too many aggressive units, but this seems to vary a lot from game to game, and, in my few test, the Warlord handicap seemed to hamper the Barbarians too much overall.
• Tweaked a little where Barbarian attack stacks get parked, aiming to distribute those units more evenly, leaving fewer cities exposed to easy capture. This is not terribly effective because I haven't taken the time to implement it properly. it's OK, perhaps desirable, if there's a chance of stumbling across a lightly defended Barbarian city. It's only a problem if too many are easy pickings.
• Shifted Barbarian worker priorities a little away from commerce when they're alone on a continent – as an easily implemented measure to discourage Cottage building.
• Don't let Barbarians improve unworked tiles. I've noticed that they actually have 5 happiness because the Barbarian handicap is Chieftain, meaning that there will still often be 5 improvements around a Barbarian city. Still better than 8; also looks more barbaric that way. I've tried changing the handicap to Warlord because I also felt that the "pre-Columbian" (many of these terms really deserve scare quotes) New World produces rather too many aggressive units, but this seems to vary a lot from game to game, and, in my few test, the Warlord handicap seemed to hamper the Barbarians too much overall.