Barbs in G&Ks

sumodaz

Chieftain
Joined
Mar 20, 2012
Messages
75
Location
Stockholm, Sweden
When playing i find that barbs tend to head straight for a resource to pillage. When I see a barb coming I send a unit or two across to kill the barb, sometimes a little late and hes managed to pillage my resource making my population unhappy. It seems that even if my unit is next to the barb on a turn he will always pillage rather than attack my unit, so this got me thinking with units having more HP in G&Ks and their tendency to pillage rather than attack, will barbs cause even more havoc pillaging whilst i slowly knock down their HP?
 
When playing i find that barbs tend to head straight for a resource to pillage. When I see a barb coming I send a unit or two across to kill the barb, sometimes a little late and hes managed to pillage my resource making my population unhappy. It seems that even if my unit is next to the barb on a turn he will always pillage rather than attack my unit, so this got me thinking with units having more HP in G&Ks and their tendency to pillage rather than attack, will barbs cause even more havoc pillaging whilst i slowly knock down their HP?

I've always tried to cover resources with archers during the early game; I'm thinking that tactic won't work now that an archer volley won't take them out in less than 2 turns.
 
On the plus side the extra health for the barbs may mean extra XP :viking:
I think they'll adjust XP accordingly otherwise units will get promos too fast.

Barbs being more threatening would be more challenging for the human player, lets see if the AI would be able to handle it or not.
 
I think they'll adjust XP accordingly otherwise units will get promos too fast.

Barbs being more threatening would be more challenging for the human player, lets see if the AI would be able to handle it or not.

I can remember in one of the patches, they upgraded the Barbarians and how they moved significantly. In the Prince games I was playing the AI wasn't handling them well at all.
 
Always remember to protect your vulnerable resources. Only move up your resource guard when said resource is no longer vulnerable to new vulnerable resource, they'll keep a good eye on it against the barbarians.
 
Talking about Barbs... If barbs manage to take down a Citystate and a melee unit "moves in" - a normal Civ would take over that CSt now; the babarain units just disappear in this case and beside that nothing happens. Does it?

I wish, barbs would do anything in this case. For examle they could change all releations of that CSt back to zero (just like if the [former] barbarans take over the governement of that citystate). Maybe they might change the character of the CS as well ... lets say from friendly to hostile or vice versa. Something like that; everything seems more flavorish then ... hum ... just nothing. ;)
 
I think barbs could easily benefit a complete reshape in an upcoming expansion. Plus, it would constitute an original addition to an expansion for once.

Barbs should remain a major threat to your civ until at least the renaissance and the player should have means to negotiate with them or manipulate them (spies?).
 
If you couldn't take the barb out and he's on an improved tile, you can always put a worker next to him, and he will prioritize capturing the worker before pillaging. And then you just get your worker back.
 
Having to guard your luxuries against barb attacks seems to be something that you should have to do. You have to worry about it a bit at the moment, but if what the OP suggests as a possibility does eventuate, then it'll place an even greater emphasis on this, which I think will be a good thing.
 
Maybe my play is a little risky but early game I always seem to have alternative jobs for my units (mainly killing barbs near city states). This i guess will have to change with G&K's. Anything which makes the game more difficult is a plus!
 
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