nzcamel
Nahtanoj the Magnificent
Tags are for search terms, not for debate.
C'mon folks, we're better than this.
That is a cop out Gorbles. "Not for chicks" is a very strong indicator of how the OP feels; and shows that she feels the whole female gender is on the same page.
Maybe moving forward with expansion packs, there might be different ways to interact with barbarians. Maybe for some cost to the player, you could develop different levels of interaction with a barbarian camp. Something like the following:
STEP 1: MERCY AND BEFRIENDING: If you attack and reduce a barbarian inside an encampment into red health, you have the option of befriending instead of taking the encampment and money. You pay the barb encampment X gold, and then the unit inside disappears (it's off healing at your nearest city.) It's then your responsibility to defend that encampment from other barbarians and civs for X turns. After X turns have passed, the barbarian that was healing in your city has to make it back to the encampment without being captured (it functions as a civilian at this point.) If it makes it back and the encampment is still there, you move on to step 2. (If it fails or you fail to defend, you lose the gold investment.)
STEP 2: PEACE, DEVELOPMENT, AND MERCENARY: During this stage, the barbarians will not attack you. You can pay them to send a scout in a direction and attack whatever they find there (that isn't your property.) You can pay them more to send a scout in a direction and only attack a certain target civ or city state or barbarians. You can also purchase units at the barb encampment under their control (to protect your investment and increase the mercenary output.) You can also send trade routes (for no personal yield gains) to the encampment. Once you have invested X amount of gold into the barb encampment and have sent X amount of food and hammers to the encampment via trade routes, you move to step 3.
STEP 3: MERCENARY OUTPOST: the barb encampment appears as just that to other players, but to you it's under a (insert color that isn't already in use) banner. You can continue to pay the encampment to send raids at reduced costs. Anything that they pillage is theirs (except if you're playing as a new civ, maybe Alexander, who receives pillage yields and can steal great works via mercenary raids.) You can also pay for walls and other fortifications at the barb camp, and once you do so, your units can heal at the camp as if within one of your cities. Once you have invested X gold into mercenary projects and have sent X food and hammers via trade route, you have the option of paying X gold to move on to step 4.
STEP 4: CAPITULATION: The barb camp becomes one of your cities.
BTW, let's try to keep this thread more creative and less judgemental and finger-pointing.
I like your ideas re barbs; but I suspect that allowing them may give leading players or civs in a game another leg up over the competition. Barbarians exist to maintain pressure, where there otherwise wouldn't be any.
I also miss the passive-aggressive, "war without being at war" element that had been in previous civ games, I think it was Civ3 that had a pirate naval unit you could build that flew under a pirate flag and you could mess with people that you were at peace with. Sure, spies can do that to a degree, but it's too little to late, I want to be able to mess with someone without being at war with them and it seems that alternate barb interactions would be a good way to go.
I haven't used them, because my games haven't played out this way; but do Privateers give you any flexibility along these lines?