I've been going off in random directions adding things today. One small things is the "Z" key setting zoom to 100%, or 50% if it's already at 100%, which was bantered around a few pages ago. A small quality-of-life improvement. More interesting has been the barbarian work. I made it so that there is a 7% chance of each barbarian camp spawning a new barbarian each turn (7% being chosen because I couldn't decide between 5% or 10% as the best option; I envision this changing with the barbarian aggression setting). I then also made a basic AI, which is now refactored to follow the basic structure Puppeteer outlined in the SimpleGame repo, that moves those barbarians around randomly, while ensuring each camp is always guarded by at least one barbarian. There isn't any combat yet, so they don't really pose any threat. But it got me thinking about a lot of possibilities for how the barbarian AI in particular could behave. I wrote them up in this commit's message. The tl;dr is that it consists of potentially each barbarian camp choosing from one of several barbarian AIs, thus presenting a varied threat (pillaging/looting/preventing expansion/etc.). I also thought some about the possibilities of barbarians evolving (in the not-sticking-purely-to-Civ3-mechanics mode), and the pace of that potentially being tied to their success in pillaging, looting, and defeating player units.