Barbarians

Barbarians start on the 16th turn, however that works out in years based on your Difficulty level. Depending on your Barb setting, they can spawn a Pirate ship in oceans and lakes which usually has some sort of destination pre-programmed for a landing, whereupon they drop a number of military units and often a Barb Leader. They can also come out of huts and spawn on their own on undeveloped land tiles.

You can look at them as a curse or a blessing, if you are prepared for them and go after the Barb Leader. "Capturing" him will net you a decent amount of gold (150 at Raging Hordes). You can bribe a Barb unit for twice the cost of building it plus 1 (an Archer is 61g), and if the nearest city is not one of yours it will be unsupported. A city captured by Barbs is very cheap to bribe, sometimes cheaper than the cost of the units inside. If you don't take the city back it begins to produce units on it's own, which you can then bribe away.

Once anyone researches Mobile Warfare the Pirates are suppressed. Developing the land around your cities (Road/Irrigate/Mine) suppresses the land spawnings. Waiting to pop a hut till you have a city close by will also suppress hut Barbs.

Here is the "definitive" paper on Barbs:
http://coc.apolyton.net/guides/barbarian_paper.shtml

BTW, Welcome to CFC!
 
Back
Top Bottom