Fully populated worlds

Tortanick

Chieftain
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Jul 21, 2006
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I was wandering, how hard would it be to make the worlds fill up with barbarian cities around the point players get their second / third cities.

It would make a neet game mode if any real expansion had to be fought for.
 
Tortanick said:
I was wandering, how hard would it be to make the worlds fill up with barbarian cities around the point players get their second / third cities.

It would make a neet game mode if any real expansion had to be fought for.

Yes, but all of those cities contributing research and money to the barbarian empire would make them jump through techs like mad. They would be at t4 units in no time, I fear it would be a short game. You may want to try raging barbarians if you want to make expansion more difficult.
 
Rageing barbarians makes them attack you a lot more, I wanted barbarians that would stay in their territory. Sort of like animals but with cities so you would have to attack rather than sneak a settler through and can't capture them with rangers.
 
Or you could simply play on a small map against the Doviello, the Sheaim, the Clan of Embers, and all their friends, and lo ! the world would be filled with barbarians (even if they do think of themselves as half-civilized). In fact, you can pick each of them more than once ! Any expansion will have to be fought for, as you wished :)
 
I don't think the barbs research in the normal way, do they? I was under the impression their tech level was tied to the players' and affected by the game time. I could be wrong, though.
 
BeefontheBone said:
I don't think the barbs research in the normal way, do they? I was under the impression their tech level was tied to the players' and affected by the game time. I could be wrong, though.

I dont have any proof but I assumed they research stuff like other players (though of course at a reduced rate because their cities are so poor).
 
Kael said:
Yes, but all of those cities contributing research and money to the barbarian empire would make them jump through techs like mad. They would be at t4 units in no time, I fear it would be a short game. You may want to try raging barbarians if you want to make expansion more difficult.

If they have to pay # of City maintainence and Distance maintainence (a fixed a mount I believe since they have no "Capital" per-say) wouldn't their teching grind to a screeching halt?
 
Sareln said:
If they have to pay # of City maintainence and Distance maintainence (a fixed a mount I believe since they have no "Capital" per-say) wouldn't their teching grind to a screeching halt?

Barbs dont pay upkeep, the cheaters.
 
They do, in fact, have a research pool. Would it be possible then to greatly hinder barbarian city research? I wouldn't mind fighting for midgame expansion either.
 
Have you tried a Terra map? By the time you discover it, it will have many cities. If you add in more than the usual number of civs, the land will be quite enticing.
On a related note, playing a terra map as the Clan and scooting Rantine over there quickly is an easy way to cash in on some "free" cities, but watch the upkeep and don't ignore your neighbors back home.
 
Tortanick said:
Rageing barbarians makes them attack you a lot more, I wanted barbarians that would stay in their territory. Sort of like animals but with cities so you would have to attack rather than sneak a settler through and can't capture them with rangers.

We've been discussing the idea of mid-game exploration and "buffer" empires through fantasy role play in this thread. http://forums.civfanatics.com/showthread.php?t=178192&page=4

Not sure it's On topic for the thread, but since im the one who started it, whatever.
-Qes
 
Hmmm, another way to do this is to create an actual civilisation, leader traits could lock them into setteling as a buffer civ:

permement war with everyone
free promotion: can't enter enermy cultrual border.
When a criteria of average tech level is met they get free techs, absolutely no reaserch otherwise.
No maintence and commerce limits to keep their cities form becomeing pillage gold-mines

Give them a defencive AI that favours units on patrol then all you need is a way for them to spawn settelers at the end of the early game in any unclaimed territory.
 
Chandrasekhar said:
I don't think this is quite worth losing one of the 18 Civ slots.

Agreed. And personally i think that the dwarves gaining on the whole is a good thing. But id like to see incentive (strong ones instead of mandates) to keep dwarves in and around hills/peaks. While i dont object to desert, forest or sea dwarves, my sense is that their origions (Hallowed are the Orai), should be in the mountainous regions of the world. How can we motivate our intrepid and stalwart midgits to this end?
-Qes
 
Bad Player said:
Increased chance of discovering resources in hills if it is within dwarven cultural borders? (as in the resources that appear late in the game)

How would this be different from conquering everything in sight? I also want to promote isolationism (in general) while allowing for stereotypical dwarven crusades (money & power, and the love of battle, but not necessarily land).
I wish to cultivate ideas to this end.
-Qes
 
Hey I was just throwing out ideas! :P

I don't understand "How would this be different from conquering everything in sight?". What I mean is that since hills have a chance of gold/etc appearing on them if you put a mine there, could this % chance be increased for dwarven civs? Surely this would reduce the need for conquering since you have more concentrated resources in your cultural borders.
 
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