Tomice
Passionate Smart-Ass
I'm an eager naval explorer. As such, I'm extremely annoyed to see barbarian Quadriremes extremely early, often before it would be technically possible to research sailing, let alone shipbuilding as a player.
A bit later, packs of 2 or more Quads act as disproportionate roadblocks for naval exploration and settling - rarely will we need 3+ of our own units to remove other barb camps (not counting the embarked land unit that actually clears it).
I've done a bit of research here and on Reddit, and most people explain that barbs get quads as soon as a major civ unlocks them. The early appearance is further explained by free AI techs and free Shipbuilding for the Maori.
But I doubt that's true!
There has to be something wrong here!
My theory:
Barbarian have unique Galleys that are tagged as "Naval Raider" class, even though they replace a "Naval Melee" class unit (the Galley major civs get). Since the replacement unit means that Barbs can't build a naval melee class unit before caravels, all slots are given to quadriremes!
This would explain why Biremes do appear as barbarian UU's, because they have the right "naval melee" tag. This would also explain why the assumed bug haunts both normal GS games and the new Barbarian clans game mode, even though much of the code gets completely replaced.
Could anyone with more (recent) gameplay experience than me confirm those observations?
Also, could someone please check the code to see if this is truly a bug or intentional?
A bit later, packs of 2 or more Quads act as disproportionate roadblocks for naval exploration and settling - rarely will we need 3+ of our own units to remove other barb camps (not counting the embarked land unit that actually clears it).
I've done a bit of research here and on Reddit, and most people explain that barbs get quads as soon as a major civ unlocks them. The early appearance is further explained by free AI techs and free Shipbuilding for the Maori.
But I doubt that's true!
- Barbs should get the tech level 50% of the major civs unlocked. But I see barbarian quads exclusively even on lower difficulties without free AI techs and without Maori.
- The only exception I've seen is Biremes in the new Barbarian Clans mode, which is interesting. Barbarian Galleys seem to never appear, but the derived unique unit does.
- Looking through the files, Quads shouldn't replace Galleys in the Barbarian unit compositions. They should use only 35% ranged units. Also, there are several predefined attack forces that should consist of half melee, half ranged and siege units. The practically total absence of melee units is weird!
Code:
<Row TribeType="TRIBE_CLAN_NAVAL" ScoutTag="CLASS_NAVAL_MELEE" MeleeTag="CLASS_NAVAL_MELEE" RangedTag="CLASS_NAVAL_RANGED" SiegeTag="CLASS_NAVAL_RANGED" DefenderTag="CLASS_ANTI_CAVALRY" IsCoastal="true" PercentRangedUnits="35" TurnsToWarriorSpawn="10" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" RaidingBoldness="10" CityAttackOperation="Barbarian City Assault" CityAttackBoldness="25"/>
Code:
<Row AttackForceType="LowDifficultyNavalAttack" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="2" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="1" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="1"/>
<Row AttackForceType="NavalAttack" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="3" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="2" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="1"/>
<Row AttackForceType="HighDifficultyNavalAttack" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="4" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="3" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="2"/>
There has to be something wrong here!
My theory:
Barbarian have unique Galleys that are tagged as "Naval Raider" class, even though they replace a "Naval Melee" class unit (the Galley major civs get). Since the replacement unit means that Barbs can't build a naval melee class unit before caravels, all slots are given to quadriremes!
This would explain why Biremes do appear as barbarian UU's, because they have the right "naval melee" tag. This would also explain why the assumed bug haunts both normal GS games and the new Barbarian clans game mode, even though much of the code gets completely replaced.
Could anyone with more (recent) gameplay experience than me confirm those observations?
Also, could someone please check the code to see if this is truly a bug or intentional?