filli_noctus
Hmmn
- Joined
- Nov 22, 2010
- Messages
- 2,221
The discussion about the Huns going on in the G+K forum has got me thinking about barbarians. Particularly the phrase 'super barbarians' that has been mentioned a few times.
There have been a few threads about improving barbarians, usually by having them turn into civs once certain conditions have been fulfilled but on that really caught my attention was a suggestion for Great Barbarians, although I'm going to outline a different mechanic I love the concept.
The core of this suggestion is the idea that barbarians can get organised without losing what makes them barbarians. This means they won't be turning into civs or city-states.
At the start of the game all barbarians are just that, barbarians. They spawn camps that spawn units that wander round making nuisances of themselves until they're killed and the camp cleared. Normally if a camp isn't cleared it just spits out units ad infinitum and nothing else.
Under my proposal a camp has a chance of organising into a barbarian nation. This chance is increased by the following:
1. Number of units the camp has spawned
2. Recent battles involving barbarians near the camp (2 or 3 hexes)
3. If the camp contains a captured civilian
Once a camp organises the camp and any nearby barbarians units (again 2 or 3 hexes) become a named barbarian group (ie Goths, Vandals, Huns (well, not Huns as it seems they're going to be a full civ)). If another camp is within the radius it too joins the new barbarian group as do any adjacent barbarian units.
Once a barbarian nation is formed they immediately become more of a challenge. Bonuses v. barbarians due to game difficulty level will no longer apply to a barbarian nation (although those from the Honor tree will), units of a barbarian nation will be able to heal and gain experience and the strategic AI will be used.
A barbarian nation will be at war with regular barbarians and other barbarian nations. If one of their units occupies a camp belonging to a different barbarian faction it will change to the occupying units' faction and start spawning units for that nation.
As the nations units gain experience the nation gains Great Barbarian points in exactly the same way as a Civ or CS gains Great General points. Once the nation earns enough a Great Barbarian spawns in one of its' camps. Once a Great Barbarian spawns the nations units begin to head towards him as the strategic AI for the nation will switch to a conquest objective targeting the weakest nearby city.
Normally a barbarian nation, like other barbarians, will only be able to sack a city. However a Great Barbarian, in addition to granting a GG like combat buff, allows units of the same nation to capture a city within two hexes of him.
A city captured by a barbarian nation will not be their capital (they won't have one) and will lack a palace. It will, however, be immediately annexed and can start producing as soon as the anarchy period is over.
Barbarian cities are not affected by happiness but will always have a growth and production penalty, although neither of them as severe as regular unhappy/very unhappy penalties. Barbarian cities will concentrate on military units and buildings and will be incapable of building civilian units, capturing will be the only source of workers for barbarians. Under no circumstances will a barbarian nation be able to found a city.
Unlike regular barbarians a barbarian nation will engage in diplomacy, to a point. Diplomacy with a barbarian nation is conducted through a box similar to that of a city-state. This box will consist of the name of the barbarian nation, a list of items they want in tribute and a button to agree to that tribute in exchange for peace.
The demands will be decided based on relative military strengths and what you have available. Once you agree to pay tribute this will be paid in perpetuity unless you return to the diplomacy screen to stop paying or if they approach you to demand a higher level, at which point you may either agree or refuse.
Whilst paying tribute the barbarian nation will not attack you but as soon as you stop or attack one of their units they will attack again. Paying tribute also gives mutual open borders.
In addition barbarian nations will generally not attack a civ with significantly greater military power regardless of whether or not they are paying tribute.
There have been a few threads about improving barbarians, usually by having them turn into civs once certain conditions have been fulfilled but on that really caught my attention was a suggestion for Great Barbarians, although I'm going to outline a different mechanic I love the concept.
The core of this suggestion is the idea that barbarians can get organised without losing what makes them barbarians. This means they won't be turning into civs or city-states.
At the start of the game all barbarians are just that, barbarians. They spawn camps that spawn units that wander round making nuisances of themselves until they're killed and the camp cleared. Normally if a camp isn't cleared it just spits out units ad infinitum and nothing else.
Under my proposal a camp has a chance of organising into a barbarian nation. This chance is increased by the following:
1. Number of units the camp has spawned
2. Recent battles involving barbarians near the camp (2 or 3 hexes)
3. If the camp contains a captured civilian
Once a camp organises the camp and any nearby barbarians units (again 2 or 3 hexes) become a named barbarian group (ie Goths, Vandals, Huns (well, not Huns as it seems they're going to be a full civ)). If another camp is within the radius it too joins the new barbarian group as do any adjacent barbarian units.
Once a barbarian nation is formed they immediately become more of a challenge. Bonuses v. barbarians due to game difficulty level will no longer apply to a barbarian nation (although those from the Honor tree will), units of a barbarian nation will be able to heal and gain experience and the strategic AI will be used.
A barbarian nation will be at war with regular barbarians and other barbarian nations. If one of their units occupies a camp belonging to a different barbarian faction it will change to the occupying units' faction and start spawning units for that nation.
As the nations units gain experience the nation gains Great Barbarian points in exactly the same way as a Civ or CS gains Great General points. Once the nation earns enough a Great Barbarian spawns in one of its' camps. Once a Great Barbarian spawns the nations units begin to head towards him as the strategic AI for the nation will switch to a conquest objective targeting the weakest nearby city.
Normally a barbarian nation, like other barbarians, will only be able to sack a city. However a Great Barbarian, in addition to granting a GG like combat buff, allows units of the same nation to capture a city within two hexes of him.
A city captured by a barbarian nation will not be their capital (they won't have one) and will lack a palace. It will, however, be immediately annexed and can start producing as soon as the anarchy period is over.
Barbarian cities are not affected by happiness but will always have a growth and production penalty, although neither of them as severe as regular unhappy/very unhappy penalties. Barbarian cities will concentrate on military units and buildings and will be incapable of building civilian units, capturing will be the only source of workers for barbarians. Under no circumstances will a barbarian nation be able to found a city.
Unlike regular barbarians a barbarian nation will engage in diplomacy, to a point. Diplomacy with a barbarian nation is conducted through a box similar to that of a city-state. This box will consist of the name of the barbarian nation, a list of items they want in tribute and a button to agree to that tribute in exchange for peace.
The demands will be decided based on relative military strengths and what you have available. Once you agree to pay tribute this will be paid in perpetuity unless you return to the diplomacy screen to stop paying or if they approach you to demand a higher level, at which point you may either agree or refuse.
Whilst paying tribute the barbarian nation will not attack you but as soon as you stop or attack one of their units they will attack again. Paying tribute also gives mutual open borders.
In addition barbarian nations will generally not attack a civ with significantly greater military power regardless of whether or not they are paying tribute.