Barbarians aren't advancing technologically

CivWarGamer

Warlord
Joined
Oct 16, 2011
Messages
130
I'm working on a Total Conversion mod, and the barbarians are not advancing technologically. They should be advancing and creating better units along the way, but they are not.
 
nm.......................
 
I don't know. Strange. I'm not seeing barbarian encampments advancing at all, even in the vanilla game.
 
I really need to know what mechanism determines Barbarian technological advancement for units.

In my mod, the City States are advancing fine, but the barbarians are not.
 
I've fixed my problem. Case closed.
 
Actually, not fixed. What I thought was fixed only worked 1 time, and now it doesn't work anymore.
 
Did you ever have any luck with this, I'm curious about it as well...

Coincidentally enough, I had just been thinking about this!
 
Barbarians use the same tech-stealing mechanics as city-states do.

The only problem is, in his mod, he has over 100 techs, and the prereqs are all in a straight line. Usually the result of this is that not enough civilizations research the tech at the same time, so barbarians can't steal it, and they don't spawn.

In my Ancient World, the tech tree is more like vanilla, so barbarians will spawn at the intended times because the techs branch out so that most civs reach the same tech at the same time. When everyone gets Quadriremes in my mod, the Barbarians will get Pirate Ships, and when everyone gets Iron Working, Barbarians will get Swordsmen, etc.

Also, please note that don't give Barbarians resource requirements, or they won't spawn their unit.
 
Barbarians use the same tech-stealing mechanics as city-states do.

The only problem is, in his mod, he has over 100 techs, and the prereqs are all in a straight line. Usually the result of this is that not enough civilizations research the tech at the same time, so barbarians can't steal it, and they don't spawn.

In my Ancient World, the tech tree is more like vanilla, so barbarians will spawn at the intended times because the techs branch out so that most civs reach the same tech at the same time. When everyone gets Quadriremes in my mod, the Barbarians will get Pirate Ships, and when everyone gets Iron Working, Barbarians will get Swordsmen, etc.

Also, please note that don't give Barbarians resource requirements, or they won't spawn their unit.

Do barbs and city states just randomly pick up techs that any player has, or that some number of players have, or techs in a open era that no player has? I really don't know the system at all.

I also wonder if the tech blocking GameEvents (PlayerCanReseearch and PlayerCanEverReseearch) work for barbs and city states. I would guess not, since these techs are not really selected.
 
Do barbs and city states just randomly pick up techs that any player has, or that some number of players have, or techs in a open era that no player has? I really don't know the system at all.

I also wonder if the tech blocking GameEvents (PlayerCanReseearch and PlayerCanEverReseearch) work for barbs and city states. I would guess not, since these techs are not really selected.

As per http://forums.civfanatics.com/showthread.php?t=432029, Barbarians can use from the most advanced units in the game so far. I would guess there's a percentage that the higher the number of civs that have the city, the higher the chance that unit will spawn for barbarians.
 
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