Barbarian Hordes

Even if they don't attack immediately the magical instant spawning can often surround your troops near the CS, making it impossible for them to get out of the way due to zone of control issues.

Would a more realistic solution be to spawn a barb camp near the CS and have a stream of barbs emerge from the camp that attack the CS?

I also strongly object to the current state where you can be near the end of the quest, have a CS at full health, and a single nearly dead barb wandering about and still lose the CS to the barbs. That seems nuts after all the work invested in the quest, especially if there are barb ships around and you haven't even researched sailing.
 
It could be they are confusing a barbarian left over from a previous wave or from a nearby camp emerging from beyond visible range at the same time as the new wave spawns with the new ones.
 
They start with a movement of zero. Shouldn't be able to get it back on their turn (much like units a player purchases), but who knows.

G
Well, player purchases don't happen until after their turn has started, whereas these barb units spawn and THEN their turn starts. Admittedly I'm thinking in terms of Magic the Gathering here, and Civ V could easily be completely different. In Magic, if you can summon a creature during your opponents end step, it will lose summoning sickness as soon as your turn starts. If you do so on your turn however, you need to wait until your next turn.
 
They start with a movement of zero. Shouldn't be able to get it back on their turn (much like units a player purchases), but who knows.

G


They don't attack on the turn they spawn.

i think what users are experiencing has to do with the new barbarian "terrain walking" features. they can double move through desert and other features, so it might look safe and clear on your screen due to distance or a line of sight issue, then all of a sudden a unit of yours is being attacked out of the blue when there was no way that could have normally happened. it appears that it just spawned, but it didnt. this caught me off guard a few times before i realized what was happening as well- you need to be aware of their extra movement if you don't want nasty surprises.
 
They don't attack on the turn they spawn.

i think what users are experiencing has to do with the new barbarian "terrain walking" features. they can double move through desert and other features, so it might look safe and clear on your screen due to distance or a line of sight issue, then all of a sudden a unit of yours is being attacked out of the blue when there was no way that could have normally happened. it appears that it just spawned, but it didnt. this caught me off guard a few times before i realized what was happening as well- you need to be aware of their extra movement if you don't want nasty surprises.

Trust me, 4 barbs spawning in a circle around my musketman and all attacking on the same turn is rather hard to mistake. Either they moved the same turn as they spawned or they spawned invisible for one turn and then attacked :D
 
They don't attack on the turn they spawn.

i think what users are experiencing has to do with the new barbarian "terrain walking" features. they can double move through desert and other features, so it might look safe and clear on your screen due to distance or a line of sight issue, then all of a sudden a unit of yours is being attacked out of the blue when there was no way that could have normally happened. it appears that it just spawned, but it didnt. this caught me off guard a few times before i realized what was happening as well- you need to be aware of their extra movement if you don't want nasty surprises.
Nope, I had barbarians spawned on CS turn and then attacking my city on barbarians turn.
 
Am I the only one seeing a CS being taken in one turn from full health near the end of the quest? I'm using a couple of tiny extra mods like unlimited barb experience that might explain it if it is just me.
 
Am I the only one seeing a CS being taken in one turn from full health near the end of the quest? I'm using a couple of tiny extra mods like unlimited barb experience that might explain it if it is just me.

CS drops regardless of health if barbs are in territory at end of quest.

G
 
That seems really weird to me. You are better off just ignoring the CS until it gets taken, and then liberating it, otherwise much of the time it will be taken despite your best efforts if a single half dead barb is left on the last turn.
 
That seems really weird to me. You are better off just ignoring the CS until it gets taken, and then liberating it, otherwise much of the time it will be taken despite your best efforts if a single half dead barb is left on the last turn.

You get a ton of influence for killing barbs in the CS territory however, assuming you can kill all the barbs spawning you're going to be closing up on 400 influence from the event.
 
Is it that difficult to make it so the barbs have to actually take the city state by running its health to zero? What seems weird to me is that you can do the quest, get your influence as you said up to a very high level in balance with the invested time and troops, only to have a single stray half dead barb get to hang around on the last turn, lose the city state that is at full health (and all the influence and benefits), then have to liberate the city state (more invested time and troops) only for it to reset to barely above ally level of influence when they are liberated, so your alliance drops to friendship after only a couple of turns.

If the mechanism is designed to make it more likely for the barbs to take the city state if the quest is ignored, then I would say it isn't necessary. I see city states taken by the barbs before the end of the quest quite frequently.
 
it always looked to me like barbs refuse to actually attack the city states city. ive seen a lot of barb hordes loitering in CS territory doing a whole lot of nothing once the CS army is wiped out- i thought they didn't attack the city by design else they'd probably just always take it- those horde spawns are no joke

also, if youre there protecting the city in the first place how hard is it to clear out the last lingering barb? you have plenty of turns before it ends to make sure you're clear. especially if you put time into farming the quest, just make sure you finish it
 
In my current game the barbs did manage to get the city-state down pretty close to zero hp, but were unable to take it because they ran out of melee units.

The game before, I was playing Huns and the barbs spawned an Assyrian Seige Tower. I rushed a horseman over to try to capture it, but the city-state took it out before I had a chance to snag it. Oh, that would have been glorious to unite with my Battering Rams.
 
In my current game the barbs did manage to get the city-state down pretty close to zero hp, but were unable to take it because they ran out of melee units.

The game before, I was playing Huns and the barbs spawned an Assyrian Seige Tower. I rushed a horseman over to try to capture it, but the city-state took it out before I had a chance to snag it. Oh, that would have been glorious to unite with my Battering Rams.

The barbarians can't actually take cities. Neither major civ cities nor city-states. That's why they only ever gain control of a city-state at the end of that invasion timer.
 
Is it that difficult to make it so the barbs have to actually take the city state by running its health to zero? What seems weird to me is that you can do the quest, get your influence as you said up to a very high level in balance with the invested time and troops, only to have a single stray half dead barb get to hang around on the last turn, lose the city state that is at full health (and all the influence and benefits), then have to liberate the city state (more invested time and troops) only for it to reset to barely above ally level of influence when they are liberated, so your alliance drops to friendship after only a couple of turns.

If the mechanism is designed to make it more likely for the barbs to take the city state if the quest is ignored, then I would say it isn't necessary. I see city states taken by the barbs before the end of the quest quite frequently.

Could it at least be that the CS has to be below 50% or 25% health to get conquered by the barbs at the end of the quest?
 
It does - 4 turns.

G

Unless you changed it from the last time I played (like, 3 versions behind I think), at least that doesn't work this way in multiplayer. I've had it happen 3 times that the quests ends the next turn after the last wave spawns, so I essentially have to instakill everything or the CS will get captured.
 
Sometimes I can't stop myself from implementing religion first, take Zealotry and seize all the barbarian hords with cheap missionaries at the very spawn (if the missionary stand at the spawning point they are converted all at once).... An easy path for world dominance. On the other hand, it is the only survival strategy playing highest difficulties in my regard.
 
Unless you changed it from the last time I played (like, 3 versions behind I think), at least that doesn't work this way in multiplayer. I've had it happen 3 times that the quests ends the next turn after the last wave spawns, so I essentially have to instakill everything or the CS will get captured.

I can confirm this is also what has happened to me several times. The spawning should stop at least five turns before the quest ends if the instant CS capture mechanic is going to be left in place.
 
I'm beginning to really dislike the whole mechanic of barbarian hordes and I would like to know where in the code to turn it off, or at the very least to tone down the number attacking and the duration.

7 or 8 barbarians spawning every 5 turns or so for 20 turns is just not fun in my games.
 
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