Community Patch 4-15, Community Balance Patch 4-16, CSD 4-15, E&D 3-30, CDF 4-15
AI is a big noob against barb's
- AI is not protecting his settler's or worker's (he builds a new one, even if it takes longer, as to free it from the barbcamp)
- AI will not capture back his settler's or worker's
--> have freed and given back around 20 of them from barbcamp's... was a great buff to relation's with each owner

- AI did not really attack barbs
- AI did not hunt barbs (there are many barbs around, which have 5-10 hp left)
- AI needs very long to repair plundered improvements
using tweaked barbs
Barb's looting from City's
- Barb's looting to much yields and size/infrastructure/defence of the city will not taken into account
Some example's:
1: Barb's looting 200 Gold (out from 1000) from my capital --> oook, the city has a pop from 10 and some buildings, most of the income will be generated here, have no walls and no units in the city ... i hide my gold under my blanket.
2: Barb's looting 400 Gold (out from 1000) from my new founded city with stationed Spearman --> not realistic (small city, no buildings, will not hide my money there)
3: Barb's destroy 50 Science (i generate ~50 Science/Round in my empire) in my new founded city (0 Science/Round) --> Why? I generate no science there nor will i test new tech there ...
Same with other yields.
- looting should take care of:
generated science/gold/... in the city
Units in City
Buildings which increase defence or have impact on CapturePlunderModifier
Buildings like Walls should eliminate looting or reduce it two a minimum