Barbarian Adjustmenst?

Wlauzon

Prince
Joined
Oct 1, 2005
Messages
573
OK.. on maps bigger than normal, in standard game, there are FAR too many barbarians. In an extreme example, on a huge map last night, the barbarians had more total cities than ALL of the civs combined (of the 12 barbarian cities, 8 were ones taken from civs). Barbarian raiders were spawning 3 to 8 per turn.

That is just rediculous.

So, been looking for the text in the XML files that would adjust the barbarian spawn rate, but have not really found anything that will allow you to adjust it down by 50% or so.

Anyone know where this might be found?
 
Check the "CIV4HandicapInfo.xml" file located in the XML\GameInfo folder. You can change Barbarian settings for the particular difficulty level you like to play on.

Or you could just start a custom game where you have the option to turn them off completely.
 
low said:
Check the "CIV4HandicapInfo.xml" file located in the XML\GameInfo folder. You can change Barbarian settings for the particular difficulty level you like to play on.

Or you could just start a custom game where you have the option to turn them off completely.

I don't really want to turn them off totally, just make them reasonable.

Anyway, in that file are these lines (this is for Noble):

<iUnownedTilesPerBarbarianUnit>60</iUnownedTilesPerBarbarianUnit>
-- This one apparently sets the max number of barbarians, based on how many UN-owned tiles there are. So on a Huge map, with few civs, you will get TONS of barbarians.

<iUnownedWaterTilesPerBarbarianUnit>2000
</iUnownedWaterTilesPerBarbarianUnit>
-- This apparently does the same except barb ships on water.

<iUnownedTilesPerBarbarianCity>130</iUnownedTilesPerBarbarianCity>
-- Same, but for barbarian cities created

<iBarbarianCreationTurnsElapsed>35</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>40
-- These set how long before roaming barbarians, and barbarian cities are created, in number of turns. Barbs from goody huts can apparently appear from turn 1.

</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>6</iBarbarianCityCreationProb>
-- This is the probability of a new barbarian city being created each turn after it meets the conditions in the above lines. Not sure what the "6" is though - percentage or ??

The key line seems to be this one:
<iUnownedTilesPerBarbarianUnit>60</iUnownedTilesPerBarbarianUnit>

The problem is that that the barbarians as set currently do NOT scale well with the rest of the game. This should have been set to take into account the size of the map, but it does not. So on a Huge or even large map, by the time you get enough cities/tech/units, you can get totally overwhelmed with barbarians.

To prove this, I loaded up a Huge game, and used Worldbuilder to give my self a few mech infantry to make sure I did not lose the city. Then I just sat back and watched, not expanding at all from size 3, no settlers etc.

By around 1000 AD almost half of the other 6 civs had been wiped out by barbarians....
 
Wlauzon said:
By around 1000 AD almost half of the other 6 civs had been wiped out by barbarians....

Yeah, barbarians seem to flood my every game. It must be because I'm playing noble level on a huge map with only 4 opponents, but thats how I like to play the game: Lots of space all civilizations can all build massive empires. I've tried modfying the minimum numer of rounds before they appear and build cities and also the number of barbarians per free tile - hope it works.

Skodkim
 
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