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- May 5, 2005
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Some days ago Blake00 posted, that he managed to create a Barbarian city by using Sima's Multiplayer tool: https://forums.civfanatics.com/thre...-up-to-31-players.456432/page-3#post-15454665
As this tool is added to all versions of CCM2, I tried to reproduce this with a current test biq of CCM2 - and without any problems I managed to switch a game in Debug mod to 'a Barbarian Chiefdom' as the player. The game was able to allow its own save files as 'of the Barbarians'. I think the results are interesting enough to post them in this thread.
In Debug mod (of course) I was able to place any unit on the map, including Barbarian settlers and workers. As I was the Barbarian player in the game, my Barbarian settler was ordered to found a city - and bingo - there was a Barbarian city on the map. In Debug mod I was able to place every building of the biq into the Barbarian city - even city walls, that changed the graphics of the city.
As the Barbarian player I was able to give barbarian workers orders like irrigating tiles and building roads. These workers were even able to build colonies!
The Barbarian city was not able to build anything (no buildings and no units). Even preplaced CCM2 buildings with an autoproduction without additional perequisites were not able to autoproduce any units.
The Barbarian city had a culture of zero and even with some 'cultureproducing buildings" preplaced in the city in Debug mod, the culture of that city always stayed at zero. Therefore I was able to create a colony on a goldmine, one tile next the Barbarian city and to connect it with a road, but no resource was shown in the city screen of the Barbarian city. The Barbarian Civ was not able to do any research.
By placing additional workers or settlers into the Barbarian city and giving them the order to join the city, the population of that city can be raisen. I made a test, if this zero-culture-city with a population of two can be conquered without auto-razing that city and it worked well. I switched back in the multiplayer tool to play the Debug civ, placed a heavy tank in front of the Barbarian city, and conquered the city. This city now became a normal city for the civ that has conquered it.
So it was some fun to command all those Barbarian units that were triggered by other civs while stepping into goody huts, in my eyes at present there is no direct use of that finding - but if we will find a way to convert the save file and the map with the Barbarian cities in it into a biq, that can be reworked by an editor, the benefit of this finding for creating all kinds of maps with preplaced cities and the correct names of these cities, that should not belong to any (normal) playable civ of a mod, would be enormous.
Unfortunately it seems, that even the current Quintillus editor is not able to do such an operation.
As this tool is added to all versions of CCM2, I tried to reproduce this with a current test biq of CCM2 - and without any problems I managed to switch a game in Debug mod to 'a Barbarian Chiefdom' as the player. The game was able to allow its own save files as 'of the Barbarians'. I think the results are interesting enough to post them in this thread.
In Debug mod (of course) I was able to place any unit on the map, including Barbarian settlers and workers. As I was the Barbarian player in the game, my Barbarian settler was ordered to found a city - and bingo - there was a Barbarian city on the map. In Debug mod I was able to place every building of the biq into the Barbarian city - even city walls, that changed the graphics of the city.
As the Barbarian player I was able to give barbarian workers orders like irrigating tiles and building roads. These workers were even able to build colonies!
The Barbarian city was not able to build anything (no buildings and no units). Even preplaced CCM2 buildings with an autoproduction without additional perequisites were not able to autoproduce any units.
The Barbarian city had a culture of zero and even with some 'cultureproducing buildings" preplaced in the city in Debug mod, the culture of that city always stayed at zero. Therefore I was able to create a colony on a goldmine, one tile next the Barbarian city and to connect it with a road, but no resource was shown in the city screen of the Barbarian city. The Barbarian Civ was not able to do any research.
By placing additional workers or settlers into the Barbarian city and giving them the order to join the city, the population of that city can be raisen. I made a test, if this zero-culture-city with a population of two can be conquered without auto-razing that city and it worked well. I switched back in the multiplayer tool to play the Debug civ, placed a heavy tank in front of the Barbarian city, and conquered the city. This city now became a normal city for the civ that has conquered it.
So it was some fun to command all those Barbarian units that were triggered by other civs while stepping into goody huts, in my eyes at present there is no direct use of that finding - but if we will find a way to convert the save file and the map with the Barbarian cities in it into a biq, that can be reworked by an editor, the benefit of this finding for creating all kinds of maps with preplaced cities and the correct names of these cities, that should not belong to any (normal) playable civ of a mod, would be enormous.
Unfortunately it seems, that even the current Quintillus editor is not able to do such an operation.
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