Completely re-thought Barbarians

Kobra

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Jan 23, 2004
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In this forum I saw many ideas about Barbarians :
* Barbs could formed independant cities. For example, Barbs could be "sea people" but could also be the Cities of Pergame, Troy or Tyr.
* They could form minor civs like some German peoples in early middle ages or some Vikings peoples. They got more than 1 city but far less than 10.
* They could represent the classic hordes of Barbarians ready to destroy your cities and pillage your country.
* They could represent terrorists, appearing in some civilized regions, unlike classical hordes.
This should rethought entirely the Barb AI. Not always attacking. It should make a difference between each of its components (agressive-peaceful , hordes-cities-civs). Any other idea for barbs ?
 
I agree the Barbarians should be improved. Ancient age barbarians would work well from the CIV III model but the thought of terrorists for modern Barbs is interesting. Maybe unhappiness in your cities could spawn modern era "Barbs/Terrorists" instead of riots and destroyed buildings. Medieval era barbs could be brigands/highwaymen too. Let the barbs advance with the average level of the civs.
 
I think that it would be cool if there will be random chance of massive barbarian horde appearing. In example every 1000th year there will be 15%chance massive barbarian horde appearing to some unsettled spot of map.
Those barbarians would be special and they would be able to capture cities and form their own barbarian nation.
But after certain advancement this won't happen anymore.

About the terrorists:
They should appear to places where have been lot of wars in modern ages.
 
Grohan said:
About the terrorists:
They should appear to places where have been lot of wars in modern ages.

Nah, western Europe has been quite peaceful since ww2, but the number of different terrorist groups is quite astounding. USA, that bastion of domestic war zones, also has a few domestic terror groups I believe.
 
When UN is created, some Barbarian could be UN peace-fighter. Every one could build these units. The more you offer UN fighters, the more you win diplomacy-victory-points ? These units could be managed by Barbarian (or the UN owner) in order separate two opponents so they got a ZOC. It would be forbidden to attack UN fighters. :D
Any opinion ? :)
 
I don't see why the Barbarians should become UN_PEacekeapers. I do like the idea of Barbarians advancing as the game (and the general science level) advances. Having them appear in war-torn nations sounds realisctic too but having them as UN-Peacekeepers?
 
Perhaps it should go like this:

A UN Peacekeeping Opreation (heretofore referred to as a UNPKO) will follow the following rules:
  1. A crisis--such as a civil war--must break out in order for a UNPKO to be established.
  2. The UNPKO must be requested by either of the sides in the civil war or war; they will designate the area where the UNPKO has a mandate (i.e., is allowed to operate).
  3. The proposal will be brought before the UN for a vote. It would require a plurality of nations voting (all nations which did not abstain) to establish the UNPKO.
  4. A vote of the nations which voted in favor of the operation will determine the length of the mandate-how long the operation will continue. It can be five turns, ten turns, twenty turns, or indefinate. At the end of the mandate, another vote is called, to extend the UNPKO.
  5. A leading nation for the operation will be selected by vote of the nations which voted "yes"; eligible nations will be the ones with the best relations with both parties. They will command the UNPKO forces. NOTE: Minor civs get an advantage in seeking this position, since they mostly do not have an ulterior motive (they do not play to win).
  6. Nations designate units as peacekeepers by sending them to their capitals and giving an order (click on a button): designate as Peacekeeper. It then prompts you as to which UNPKO you wish to send this unit (in case there are several). It is whisked off to any square within the zone of the mandate.
  7. During their stint as peacekeepers, they are under the command of the leading nation of the UNPKO, but they must stay within the boundaries of the mandate zone.
  8. Peacekeepers have increased defense, but they cannot attack other units; they do, however, have some kind of ZoC. The ZoC should operate rather as the Civ II and SMAC ZoCs did, as the purpose of the peacekeepers is to preclude fighting. They can also be stationed in cities, where they serve as military police with double effectiveness and regardless of the government.
  9. And while you have no command over your units that are designated as Peacekeepers, you can request that your units be removed, in which case they are whisked back to your capital.
  10. The presence of peacekeepers increases the chance that a peace treaty will be signed (in case of international war) or that some settlement will be reached (in case of a civil war). By settlement, I mean either the rebelling territories agree to rejoin the nation, or that the mother country recognizes the rebels' independence.

Participation in UNPKOs should greatly enhance your reputation; pulling out of UNPKOs or actively opposing them (i.e. consistently not voting for them) should reduce your reputation.

If one of the parties involved is very powerful, then a UNPKO is less likely.
 
Sounds good. To get real you should mae certain that the Peacekeapers loose 2 attack and 2 defense points when they're being set as Peacekeaper. The UN has a habit of underweaponing their forces ;).
 
Hmmm.

The Bangladeshis, Nigerians, Ghanians and Indians actually try to get the best weapons possible on their budgets, and they provide the majority of peacekeepers.
 
And considering that the UN has zero responsibility for arming those soldiers (thats the responsibility of the donating nations), I don't think you can really give UN troops lower stats that the nations that provide those troops.
 
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