Sureshot said:I've been playing a 3 vs. 3 team game of neutral/goods in automatic constant war with evils, and I've been noticing that the AI's on my team don't know how to deal with the raging barbs or the enemy teams (the enemies were doing pretty well since one had the barb trait and it was on deity which i think handicapps human players teams).
=snipped=
Some excellent points here Sureshot.
I have never tried playing with teams - sounds, like fun. But, I play with raging barbs on (lower setting Prince or Noble) most of the time.
I think you are correct that raging barbs in FFh is more difficult than in the vanilla CIV. This makes it difficult for the human player, BUT also manageable if you persevere.
I mentioned my current game where I was getting smoked. Down to two other AI civs and I and both (Jonas and Charadon) have the BAR trait. They also both declared war on me so I had raging barbs and two civs attacking me. I was able to fend them off and acquire some obscene XP in my units 200+ from battling Jonas and Charadon.
You mentioned one sure fire way to change the balance of the game - the Baron and his werewolves. This has become my goal in every game. I watch as the AI builds up their techs and I go for Animal Mastery and Feral Bond. It takes forever (especially with only 1-2 cities), but it is a gamebreaker IMO.
Now, I have a army of powerful Greater werewolves able to handle anything the barbs or AI civs throw at me. I just wiped out Jonas and Charadon is next.
But, I think the main point to make is that still raging barbs is tough in FFh and this toughness takes its toll on the AI civs more than yours. You can deal with it and overcome, however, for now, I think if you play with FFh with raging barbs, most of the time the AI (without the BAR trait) will get wiped out.
One final point on the raging barbs that I mentioned before:
I think the creation of orcs and lizardmen for barbs in the early game was brilliant. However, later game really needs work. I mean the mounted units like chariots (I still think they come too early yr 250 for me), Royal Guard and Mercenaries are bizarre. I mean you might as well throw in a couple of F-16s and Abrams tanks as well.
The worg riders are good too. Also, the orc macemen don't make much sense, but lizard assassins and rangers are a fine challenge and make sense.I know all of this is being worked on, but that doesn't stop my annoyance when Royal Guards take out my improvements. Barbarians Royal???


Another possibility is that they don't want to settle right there because it's right against the Dovellio borders, which they have been at war with for the last ~100 turns (the war is not even likely to end soon : it will take centuries for the Dovellio to kill the ~12-15 archers in the Malakim capitol, and the Malakim don't look to have the tech and prod required to force their way through the land). I should also mention that I have supplied the Malakim with free sheep and horses almost since the war began since they were small and extremely far away from me while the Dovellio were already large and spreading like crazy. Anyhow, the Malakim STILL don't have a single mounted unit and won't get out of their city to grab whatever land/resources are still available to them.