I have long thought Barbarian Camps should be capable of becoming City-State-like, especially when finding one on an island with 5+ units wandering around. Saw the idea mentioned by MisterBoomBoom and ashen god and thought I would add to and try to further develop the idea since I too have thought about it. Originally posted it in the thread “Civ Ideas & Suggestions Not-Worth-Their-Own-Thread;” however, it grew a bit and I believe it does deserve its own thread. I would also like more people’s input on it and hopefully it can be included in Civ VII, if not part of a DLC for Civ VI. Anyway, here’s the concept. Barbarian Camps should be capable of becoming a unique Barbarian cultured City-State after existing for some amount of time, or if they successfully destroy a City. Losing units or having non-Barbarian units within X-hexes of the camp stops/resets or slows down progression toward becoming what we’ll refer to as a Barb-State. This is to stop someone from sitting units around the Barbarian Camp keeping it at bay and it becoming a Barb-State. Obviously Barbarians kept under even slight control won’t develop into a very powerful society. Once they become a Barb-State, as is suggested they’ll be a bit different than typical City-States. I think their borders should always be open, their units can heal (maybe only inside their territory,) and they should still act like Barbarians. Meaning continuing to pillage improvements; pillage traders; attack units; condemn heretics; possibly hold Great People, Archaeologists, and Rock Bands hostage. I’m thinking that successfully completing these different actions would cause the Barb-State to grow. I think they should grow slowly as far as territory goes, but strength, population, and unit production should be bolstered more rapidly. I also think they should produce negative Loyalty to nearby City Centers, increasing as they grow by either how far they exert pressure or the amount of negative Loyalty produced. They would not be capable of having a Free City join them, but no one likes Barbarian neighbors so I feel it should have an affect on Loyalty to nearby City Centers. (Could introduce Great People, Governor Promotions, Wonders, etc. that reduce the Loyalty lost by Barb-State neighbors.) (Also toying with the idea Barb-States could destroy a Free City, just doin Barbarian stuff and conquering things. Let me know, good idea, bad idea. I’m not sure where I stand on it myself.) I think Barb-States should have fairly high defenses, and attacking their City Center (no need to Declare War) should act as if a Scout had returned triggering a mass production of units. No large Barbarian culture went down without a fight. If you do capture a Barb-State you should have the options to raze or keep the city. I was thinking of still having Envoys in play, but instead of gaining Suzerainty they would simply decrease the hostility level of the Barb-State. 1) No longer pillage your improvements 3) Won’t attack units unless within 1 hex, or inside of their border 6) Won’t pillage your traders, and you can send trade routes to the City-State (Will still attack military units within 1 hex, or inside of their border) -Having the most Envoys to a Barb-State, though not available until you have 6 or more, would also allow you to hire the Barb-State units to attack another Civilization or City-State that is nearby. Players would not gain control of the units and you might not get your money’s worth out of the deal, but that’s a chance you take. (The only way to see who has the most Envoys at a Barb-State would be through a Spy mission, and would could cause grievances if a Civilization completes the mission successfully, discovering you ordered an attack on them recently. Perhaps a Casus Belli against a Civ if you find they did this.) Trading with Barb-States I would imagine should yield high gold, possibly an Amenity for the City the trader originated from, black market goods. Though the Amenity could be unique to the Barb-State as I also think they should each be unique, and this is where I need the most help. What Barb-States should we include? That said I also think Barbarian Units, Barb-State or just normal Barb Camp should be unique probably starting around the Medieval Era. Barbarian Knights, Infantry, Tanks, and Submarines is a bit ridiculous. Would love some input on what types of units we could give the Barbarians throughout the different Eras. With the Barb-States I think they should each get a unique unit or I guess depending on the Barb-State something unique to their culture, doesn’t have to be a unit, but I would limit it to one unique thing. In game I think it should be limited to one Barb-State being started per era, if any, so as to avoid the map being overrun by them if exploration is slow. As stated before a Barb-Camp would have to meet certain requirements before becoming a Barb-State so there might not be any started at all in an era, but also don’t want 4 Barb Camps doing it all at once around the map. I have two Barb-State ideas myself, I’ll post each in their own respective reply so they can be individually addressed. As well as one with a few Barb Unit ideas I have. Anyway, I look forward to feedback on this concept, as well as all the Barbarian unit ideas and Barb-States you all come up with.