Difficulty differences?

Thanks again for the usefull info! Do you know which line affects the appearance probabilities? From that list, I would guess it would be "iUnownedTilesPerBarbarianUnit". And then the value for each difficulty would indicate the number of unowned tiles that are required for a Barbarian to spawn? example: Monarch value is 40. So for every 40 'unowned tiles' (fog) there would spawn one barbarian?? Would that be a per turn rate? Meaning that for every turn there will be one Barb per 40 tiles. Then when the max is reached, no barbs are spawned that turn? And then for each Barb killed, a replacement is spawned the following turn? I wonder if Barbs garrisoned within cities effect this generation rate? And then every time a Barb city is conquered 1-3+ Barbs will be generated the next turn??

I wonder if the Barb spawning rate can be modified for map size? Seems like a huge map generates far too many barbs, while a small crowded map would generate far too little. I wonder if theres even a place in the code for such a modification? It might require the much anticipated SDK.

And I read that one of the GOTM moderators had said that game speed was "documented" as having a direct impact on Barbarian appearance. If so, then that would partially explain why Marathon appears to generate such an excess. I do know that build costs are increased; and if the Barb rate was not modified accordingly, then there would be a greater disparity between built units vs spawned units and that would clearly have an impact on the game.

I was gifted two XML tutorial books for Christmas. Soon I will begin learning how it works and then I'll start tweaking the code to figure out which does what. Until then I can only guess. Hopefully at some near point in the future I can help our civcom develope a resource for code definitions. I'm surprised that Firaxis didn't publish them already. I hope they do. If not, then it's up to us to trial and error it.
 
White Elk, your guess is as good as mine. My tweaks are simply based on guesses. I suppose one could test this using the world builder, given patience and time. Not sure I want to do that, though.

But your observation that there will be more in long games if they are tied to the turns is good. My current game is on epic. I did get some, but not unmanageable - but then I tweaked the parameters.
 
Hehe I'm not sure I'll have the time and patience to properly test this either. But I can think of some test scenarios. In the meantime I think I'll see if increasing the value of iUnownedTilesPerBarbarianUnit lessens the barb rate. If it does then I'll just have to set a particular value for each of the different game types I play.

btw heres two more pics of Autumn
 
RobO said:
And for those who are immediately curious or don't have Excel, there's a jpg with the same info.

I noticed that the AIBarbarianBonus is a constant -40%. I have read many times in these forums that the AI gets greater advantages against the barbarians at higher difficulty levels; this seems to imply otherwise. Can anybody confirm this?
 
Well, if the AI gets defensive units at start on higher levels and can make an army faster and maintain it for cheaper, they wouldn't need better odds to beat Barbarians down. I assume they just make more units since they are cheap.
 
RobO said:
And for those who are immediately curious or don't have Excel, there's a jpg with the same info.

:goodjob:

Thanks! I'm not so good at puttering around the innards of programs and the manual and the strategy guide :rolleyes: are both of no real assistance on the matter. This is a real boon, RobO. :clap:
 
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