Are there any barbarian focused Civs

If it happens, Rome seems like the best best. Especially with later Rome as they used more "barbarians".

With the Roman history of barbarian warriors, slave labor, massive conquest, and citizen legionaries, perhaps Rome could be a civ where you don't build military units, you grow or by them.


Armies of Rome: Whenever you connect a city to your capital, gain a melee unit. All Great Generals can convert barbarian camps with gold.

Therefore as Rome, you don't make an army traditionally. You go wide to build legions and pay off barbs to protect your borders. Late game, left over barb camps are a source of instant units.
 
Very soon someone will add a "Raging raging barbs" mod.



Bouddica, a classical era Great General now, has the ability to convert adjacent barbarian units. You can send her scouting alone in the fog and pick some units on the way.

It uses her up (its her one time retirement ability)
 
I'm not sure it's fun to have our empire wiped out by a dice roll though :P

I think it will be different this time. You see the scout. He escapes. You know they will come in a few turns with a horde. You should prepare.

And if you deliberately ignore the threat and are not ready with no walls and no units, then yes, they should be able to raze your cities. If you are ready, than they can merely pillage something or kill some units.
 
One thing I noticed from the various preview videos I've watched is that City States seem to be a lot better at fighting Barbarians. I saw several videos where a City State took out a camp on its own.

They already do this in Civ5 (even with raging barbs), so frustrating when they raze an encampment they asked to destroy by a quest :mad:. They even build forts if the barbarian threat is too strong.
 
They already do this in Civ5 (even with raging barbs), so frustrating when they raze an encampment they asked to destroy by a quest :mad:. They even build forts if the barbarian threat is too strong.

I've only seen City States in Civ 5 attack Barb Camps that were very close to them. The City States in Civ 6 seemed to be going after camps that were a lot farther away.
 
Every civilization that hasn't a great culture as rome or isnt roman

Thats the term "barbarian"
Actually, it's the people who speak bar-bar, that is, any language not Greek. The term comes from Greece, not Rome.
 
Actually, it's the people who speak bar-bar, that is, any language not Greek. The term comes from Greece, not Rome.
Similarly, I think "gaijin" can be loosely translated as "Anyone unfortunate enough to not be born Japanese. Better luck next time." :lol:
 
Why do people keep saying the Ottomans are barb focused? None of their uniques are against barbs only. IIRC, there are only 2 base civs in Civ 5 that have a unique related to barbs: Germany & Songhai.
 
Why do people keep saying the Ottomans are barb focused? None of their uniques are against barbs only. IIRC, there are only 2 base civs in Civ 5 that have a unique related to barbs: Germany & Songhai.
In Vanilla their UA only worked against Barbarian ships.
 
Why do people keep saying the Ottomans are barb focused? None of their uniques are against barbs only. IIRC, there are only 2 base civs in Civ 5 that have a unique related to barbs: Germany & Songhai.
vanilla Ottomans were barb focused
(and Songhai got the bonus gold from camps AND cities... so its really
Barb specific-Germany and vanilla Ottomans
Generic but includes barb-Songhai and Aztec (and BNW Ottomans)
 
Dammit, I forgot about Vanilla. 6 years ago is too long for me to remember.
 
I don't buy the whole "barbarians will be more of a threat this time around". They said the same thing before Civ4 and Civ5 was released, it never happened.

agreed.
 
I've only seen City States in Civ 5 attack Barb Camps that were very close to them. The City States in Civ 6 seemed to be going after camps that were a lot farther away.

Do you think its because they're programmed to chase the scouts since they trigger the invasion?
 
The most I expect barbarians to do is to force me to add an extra warrior or slinger into my early game build order. That isn't what I consider a threat.

If Civ5 has taught me anything, its that more powerful barbs HELP the player by providing lots of workers and settlers to be "rescued" from encampments.
If they send a horde at you, do you think that a single warrior or slinger will be able to drive them all off? Even without city bombardment?
 
Glad to see that barbs are going to be tougher. Its always been an easy thing to exploit with barb farming etc. I do remember on Civ IV (before addons?) that there used to be a nasty barbarian "wave" that usually occurred at some point which sometimes was a genuine challenge to survive. Nothing like that on Civ V.
 
No. But I don't think that will happen. Cutting off the scout shouldnt be too difficult (other civs/city states could probably do it for me). And if the horde does come, I dont expect it to be large enough or focussed enough to threaten me. I hadn't considered the loss of city bombardment. Maybe I'd need *two* early game units in addition to my initial warrior.

I think its likely the hordes will be serious.. because

1. Pillage is more serious so barbs can do serious pillage damage without forcing you to lose your city (too unfun)
2. You can stop the horde's scout (in theory)
3. you get some time to prepare... which makes it interesting

To deal with civ6 Barbs
I don't think you put ANY military in your build order* Until you see the scout, and then you stop build order, get 5-10 military units..basically continuous military until horde hits, then take out the barb camp after you survive+kill barb horde.

*unless you are going for a military focus/military Eurekas
 
That is laughably inefficient. Rather than building 6 units and losing 3, you can build 1 (and send your initial warrior home when scouts are ready to replace him) and use those 2 units to kill off barb scouts.

But how are you going to kill the barb scout?.. scouts move 3.

The only ways to Attack it are
1. it gets on rough terrain and you are close behind with a slinger
2. you trap it against a river for one turn
3. you attack it with scouts


So either have an army of scouts, or an army of slingers and really good terrain for scout hunting.
 
There is, I would presume, a difference between 'the unit Scout' and 'the unit assigned the role scout'.
 
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