Well, I was having a promising game for a bit....sigh
Quadremes are too powerful to be something barbarians can mass spawn. Look at how feebly equipped an archer is to act as a counter, and that's with a +5 from Discipline. This city is doomed, as a galley will come along and finish it off in a few more turns. This will pretty much doom any attempt to settle on the coast for a long time--the only real counter will be my own quadremes or xbows. There will be no time to build walls.
Conversely, the quadreme will annihilate any ancient unit that it can catch on the coast, even with Discipline. Of course, this frequently means big trouble for the units trying to remove the offending camp.
The issue is compounded by two things. First, barbarism does not mean you don't have cutting-edge tech in Civ. As soon as anyone anywhere unlocks the quadreme, the camps can start spawning them. Second, barb camps spawn their units in a geyser, turn-after-turn, sometimes two in a single turn.
The obligatory response is to point out that quadremes are classical era, so they should be superior to ancient-era units. But archers and warriros can managed an underdog defense against horsemen and swords.
At the very least, I would say that barbs should get techs when half the civ's unlock them, not just leaping ahead with the tech leader.
Quadremes are too powerful to be something barbarians can mass spawn. Look at how feebly equipped an archer is to act as a counter, and that's with a +5 from Discipline. This city is doomed, as a galley will come along and finish it off in a few more turns. This will pretty much doom any attempt to settle on the coast for a long time--the only real counter will be my own quadremes or xbows. There will be no time to build walls.
Conversely, the quadreme will annihilate any ancient unit that it can catch on the coast, even with Discipline. Of course, this frequently means big trouble for the units trying to remove the offending camp.
The issue is compounded by two things. First, barbarism does not mean you don't have cutting-edge tech in Civ. As soon as anyone anywhere unlocks the quadreme, the camps can start spawning them. Second, barb camps spawn their units in a geyser, turn-after-turn, sometimes two in a single turn.
The obligatory response is to point out that quadremes are classical era, so they should be superior to ancient-era units. But archers and warriros can managed an underdog defense against horsemen and swords.
At the very least, I would say that barbs should get techs when half the civ's unlock them, not just leaping ahead with the tech leader.