You cant spawnbust standard pangaea?! Would you be able to spawnbust archipelago, or you think it is not possible.
I am begining to think you are trolling.
As he said, spawnbusting is a very strong way to make barbs less annoying.
And fyi,
Bhaav, if you fogbust well, the barbs should go after the nearest AI. Or sometimes, roam more than usual than targeting. Indeed, the barbs come if they sense improvement tiles. And remember, barbs are AI unit, so they can see as far as typical alzheimer AI's (i.e. they can't remember where the units were and they need big visibility to make up their lack of organization):
Code:
int CvUnitAI::[COLOR="Red"]AI_searchRange[/COLOR](int iRange)
{
if (iRange == 0)
{
return 0;
}
if (flatMovementCost() || (getDomainType() == DOMAIN_SEA))
{
return (iRange * baseMoves());
}
else
{
[COLOR="Red"]return ((iRange + 1) * (baseMoves() + 1));[/COLOR]
}
}
Credit to another strong code-diver (and mod maker I think):
Dresden.
So, in a nutshell, barbs can see as far the red formula indicates.
Given HA's are extremely rare barb unit (and a late one), this means
((iRange + 1) * (baseMoves() + 1)) = ((1+1)*(1+1)) = 4 tiles away or three tiles more than human players. So the AI's and barbs have a 25 square of visibility by one

unit. EDIT: In fact, I don't know if they get the same rules as player units in term of fogbusting. That is getting one tile farther beyond visibility of no spawning barb. That rule was made to avoid the horrendous barb spawns on a road and automatically kill you.
And this visibility is not affected by anything, not even mountains. Otherwise, a human player would never see the mountain being next to the mountain. BTW, that is why close AI's with swarming units are awesome given their huge fogbusting power! Deity pangaea is an example where the barbs are neutralized early. While IMM is a bit less good given AI lacks a second city, but later barb invasion makes it up.
Where am I going to?
Well, if the barb dog senses recognize great improvements, they may come after you. That's why making sentries positioning lead the barbs to remain somehow in roaming mode (I think it doesn't work well in isolation) or attack another civilization given he is not too strong. Yes, I noticed once I mass produce ealry a fair amount of chariots or axes, somehow the barbs senses make them avoid us. No tangible proof though, just many experiences of early rushes.
Now, here is another stretch of barb knowledge by the reknown code-diver:
Those two are two thresholds where barbs start attacking and the second threshold is the annoying one I mentioned when barren strips of land are still unowned by either you or an AI. Or simply intelligent fogbusting.
Regarding the first threshold, I've seen totally epic stuff you know.
Know your stuff and barbs should come easier. But TMIT has a right aspect mentioned everywhere: barbs are sonofa source of total randomness early game, especially deity. IMM can be a pain too.
And BTW, something not even
DanF5771 knew (but had the kindness to find the code to explain it), I freed to my SGOTM team one of my arcanes: the anti-barb unit wall or chokepoints abuse.
if you block some narrow regions in between mountains or waters, the barbs can't even enter your lands as they see your threatening units (lol scout) as wallish as a mountain wall. This means they calculate the route towards your lands, but can't just like you wanting to pass through mountains. Still, watch out roaming barbs who might stumble upon randomly by the unit wall as the jungle law prevails: KILL!
And
shakabrade is right as all units get +25% defense in cities on all difficulty.
Last tip now I remember!
Did you know about the uber power of sentry chariots?
If they get another tile of visibility, then they automatically gets a 49 square of fogbusting. I think it is even stronger on hills. But landscapes do affect visibility here!
And lastly because that thing popped up too:
culture forbusting is not ruled like the units' one. Barbs can spawn in the nearest fog tile.
NOW RETALIATE!