Barbs conquering cities

jimkirk

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not sure if its been talked about or not but what i would like to see at least early in the game to make barbarians relevant for the barbs to have the ability to take over cities from players and the A.I.
 
Moderator Action: This is the features thread, not a discussion thread, so this post is moved to a new thread.

So the barb would become a new civ or CS? With what leader, traits, UUs, UBs, or, if it becomes a CS, what type of CS and what suzerain bonuses would it provide? Or would the barbs just raze the newly conquered city, forcing you to re-found the city and start fresh?
 
good question .. its a thought to make civ a wee bit more challenging if the barb can take over a city .. if you dont watch it .. of course you can get it back via culture .. the original citizen of the city like your culture and/or religion or barb ..lol if the "barbarian" nation civilizes it can convert to a city state .. just my thinking out loud.. sort of a shifting barby like the goths or berbs .. imagine a barb tribe taking over a city and later becomes "barbary coast" lol:lol:
 
What of it being as in Civ IV, jsut a barbarian city? Units get produced there instead of fromthe encampments.
 
suppose its starts out as an encampment but because of some script in the A.I. the barb percieve you as being weak and decides to take your city over .. just to make civ 6 a bit .. "let me think what to do how do deal with the barbs before you try to expand "
and not pushover bars like in prevoious civs
 
An idea I had in mind was name the barbarians after real "barbarian" tribes such as the Visigoths and the Frisii and have them fight other barbarians and just not the city-states and civilizations. That'd add more depth into barbarians tbh.
 
Here's my two cents. The names of Blackbeard, Henry Morgan, and Captain Kidd are quite legendary. Pirates are a part of history and there's a way to get them in this game. Since Barbarians are going to be more organized, they'll have leaders. Those leaders can be famous pirates. And when the game reaches a certain era the most organized Barbarians uprgrade and become pirates. They can raid and capture Trade units, Civs, and City-States. But any Civ that captures a barbarian/pirate unit can use them. Much like the way colonial powers used pirates to undermine their rivals. ARG we be pleased to do your bidding for a price.
 
What is the point of barbarians capturing cities if afterwards they'd essentially stop being barbarians and become handicapped, boring, limited regular civ? Because if you give them too many features they essentially become "generic civilization" with neither interesting parts of barbarians (decentralized nature, hidden spawn) nor regular civ (diplomacy, progress).

Barbarians should remain barbarians and attack cities only to plunder them in some way, or sack and raze it. The moment barbarians held the city for longer is the moment numerous unnecessary problems arise.
 
Keep in mind that Barbarians will be different this time. More organized and corordinated. Just imagine this scenerio. let's say a Barbarian group attacks and captures a City-State, then any Civ that liberates that City-State becomes an instant ally which would bring bonuses. And say we give these Barbarians leaders. Maybe those leaders(again with names like Blackbeard, Henry Morgan etc.) can be negotiated/bargained with. Then use that group to attack rival Civs. That's what Colonial Powers did when fighting for control of Caribbean territories.
 
Here's my two cents. The names of Blackbeard, Henry Morgan, and Captain Kidd are quite legendary. Pirates are a part of history and there's a way to get them in this game. Since Barbarians are going to be more organized, they'll have leaders. Those leaders can be famous pirates. And when the game reaches a certain era the most organized Barbarians uprgrade and become pirates. They can raid and capture Trade units, Civs, and City-States. But any Civ that captures a barbarian/pirate unit can use them. Much like the way colonial powers used pirates to undermine their rivals. ARG we be pleased to do your bidding for a price.

its a good idea... i hope the game designers make the barbs/pirates a bit more useful/harder/part of the game
 
What is the point of barbarians capturing cities if afterwards they'd essentially stop being barbarians and become handicapped, boring, limited regular civ? Because if you give them too many features they essentially become "generic civilization" with neither interesting parts of barbarians (decentralized nature, hidden spawn) nor regular civ (diplomacy, progress).

Barbarians should remain barbarians and attack cities only to plunder them in some way, or sack and raze it. The moment barbarians held the city for longer is the moment numerous unnecessary problems arise.

barbs should be fluid .. depending on the era in some era just wabdering in others sacking a city maybe even settling down .. in others becoming notorious pirates
 
Keep in mind that Barbarians will be different this time. More organized and corordinated. Just imagine this scenerio. let's say a Barbarian group attacks and captures a City-State, then any Civ that liberates that City-State becomes an instant ally which would bring bonuses. And say we give these Barbarians leaders. Maybe those leaders(again with names like Blackbeard, Henry Morgan etc.) can be negotiated/bargained with. Then use that group to attack rival Civs. That's what Colonial Powers did when fighting for control of Caribbean territories.
very true how many times did england use pirates against the spanish ... those swashbuckling errol flynn movies depicted those events
 
I think the best way to handle barbs without giving them their own "civilization" would be when they "capture" a city, it goes to their control. But you cannot diplo with them. Instead, you have X number of turns (depending on game speed) to recapture the city before they raise it. Perhaps, at that point, a "super" encampment arises where the city center was (maybe districts turn to ruins) that acts as a "mini-city" given greater defensive bonuses to the barbarians and allows for spawning of units. Maybe a special unit could be introduced, like a barbarian chieftain, that spawns from these super encampments and can establish new regular encampments around. Where the barbarian "military" units are "built" by the barbarians, the chieftan is spawned every X number of turns. This would make them a great menace that has to be dealt with immediately or risk greater barbarian incursions at significant peril to your civilization (and any other civilization and city-state in the vicinity.

The Super Encampment would also allow for a new diplo option "Aide us against Barbarian Scum" (or something like that) that can be requested of other civilizations or by them. Refusal may cause diplo penalties, but aiding would surely boost diplo relations.

Then there is the matter of taking a city that was captured by barbarians from another civ. Liberating it (returning to original owner) would of course cause great diplo boosts to the civ. However, if you decide to keep it for yourself, there would be a diplo hit. Though you were still able to acquire it without going to war with that civ.

Anyway... Just food for thought!
 
I miss the halcyon days of cIV when barbs could capture cities and build mini empires. I even saw barb cities that had wonders in the them.

Those were barbs we could be proud of!

Civilization 5 barbs were emasculated. Civ VI ones seem quite a bit tougher but nowhere near cIV levels. Hoping for beefed up barbs. :D
 
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