I want to play Civ,but these barbarians keeps kicking my ass!

dodo199699

Chieftain
Joined
Aug 5, 2014
Messages
7
It's my 3rd game on CPP,this time on no 2 difficulty with Chill Barbarians and constantly THIS:

kuPLDJB.png

Seriously, am I doing something wrong? It's 19 turn and raging barbarians drives me crazy and it's not the first time I had problem with them that early in the game.The bottom one spawned just as I aproached the camp.
It's supposed to be like this? Do others have the same problem as me?
 
........aaaaaand again, two turns after I aproached them - SPAWN
 

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you can reduce them with "chill barb" or you can add GG and GA points for fighting them.
as it stands now, I LOVE IT. it slows down expansion, force you to get some units early on. Nice feature
 
you can reduce them with "chill barb" or you can add GG and GA points for fighting them.
as it stands now, I LOVE IT. it slows down expansion, force you to get some units early on. Nice feature
Thing is I already have Chill Barbarians...
 
On that difficulty level, your units have a massive dmg boost against barbarians. Just tank up next to a group and let them hit your warrior. They'll kill themselves, grant you easy exp and leave you free to clear the camp.

But really, you DO have to clear the camp someday.

(I share your hatred for barbarians, though. I'd disable them from the game if it weren't for Authority getting gimped as a consequence.)
 
That's just ridiculous...

No, just annoying, which is precisely what barbarian incursions should be.
They're only ranged units so at worse your improvements will be pillaged and your garrisons will gain XP if they don't die. Your cities will not fall.
 
I've noticed similar things occuring. It makes me wonder if perhaps Chill Barbarians were accidentally coded to increase spawn rate instead of decrease, or something like that. Chill does stop the camps from getting an extra unit on appearance, so you don't see barbs at first, but by turn 20~ it doesn't feel like there are any less barbs.

I really think chill barbs should decrease camp density rather than lower the rate. This would do more to avoid getting swarmed, and currently map scripts such as Middle East or Mediterranean aren't playable unless you just turn barbarians off. If you don't turn on chill barbs, you can can get raided so much so fast you never complete anything (went warrior first and didn't finish it till turn 15 on standard), and even with chill barbs there are so many camps that nothing competes with Authority.
 
Play it without chill nor raged barbarians. You have two ways of facing it.
1. Turtle. So, you explore just the area around capital in look for a good settling location and come back to defend your capital and worker from barbs. When you're ready to send the settler, build another unit to escort it. After that, with some buildings in your capital and the policies going, build a small squad for dealing with barbs and clear the area around you while you settle a little more.
2. Send couples, like cops. A couple of warriors should be enough to deal with the spamming barbs and clear the encampments. A warrior and an archer is better, at least at the begging, go for horseman ASAP. These units can explore quite safely the area.

Scouts are an option, but very risky if left alone. You can avoid combat, cure in rough, get promoted, but sooner or later you'll loose the scouts if you send them farther.
 
Barbarians are supposed to be a thorn in your side. It's part of the game. If anything, I wish barbarians would spawn later in the game. I feel like I rarely see barbarian camps spawn past the medieval era.
 
Barbarians are supposed to be a thorn in your side. It's part of the game. If anything, I wish barbarians would spawn later in the game. I feel like I rarely see barbarian camps spawn past the medieval era.

I think what the OP is suggesting is that with the "Chill Barbarians" option on, they actually shouldn't be. They should be a minor inconvenience. I think we can debate that, but its not an invalid point to me. If someone is intentionally toning down barbs, asking if barbs are still too strong after that toning is a legitimate question to ask.
 
No, just annoying, which is precisely what barbarian incursions should be.
They're only ranged units so at worse your improvements will be pillaged and your garrisons will gain XP if they don't die. Your cities will not fall.

Garrisons don't gain exp.
 
I think what the OP is suggesting is that with the "Chill Barbarians" option on, they actually shouldn't be. They should be a minor inconvenience. I think we can debate that, but its not an invalid point to me. If someone is intentionally toning down barbs, asking if barbs are still too strong after that toning is a legitimate question to ask.

Barbs spawn 25% more slowly, and do not 'double spawn' when a camp is formed, with chill barbs. At a certain point, if you intend to leave barbs on, you must be prepared to deal with them. That's part of the game. It'd be comparable to complaining about a city starving when you choose not to work food tiles.

Also, keep in mind that maps with lots of empty space at start create a LOT more barbs than more crowded maps.
 
Also, keep in mind that maps with lots of empty space at start create a LOT more barbs than more crowded maps.
Would it be possible to cause camps to appear farther apart if using chill barbs, to mediate barb numbers on maps with lots of empty space? On a map like mediteranean, even with chill barbs a region like the Sahara is so barbarian infested that Authority is just way better than tradition or progress.
 
It's my 3rd game on CPP,this time on no 2 difficulty with Chill Barbarians and constantly THIS:

kuPLDJB.png

Seriously, am I doing something wrong? It's 19 turn and raging barbarians drives me crazy and it's not the first time I had problem with them that early in the game.The bottom one spawned just as I aproached the camp.
It's supposed to be like this? Do others have the same problem as me?

From looking at your pictures I have a few tips that might help you out:

- Usually start with a scout, you're missing out on goodie huts, barb camp locations, trading partners, city states, etc by not scouting. From turn 35 to turn 77 you didn't explore any of the map.
- A single cannot take a barb camp. Also make sure to fortify in good defensive positions, barbs will kill themselves attacking you.
- Build more units early. You were complaining about barbarians yet you only have 2 units by turn 77, on of which you're healing outside your borders. Bring you troops closer to you borders to heal faster and defend more effectively.
- With that start you should have researched trapping first. Heavy forest+camp based luxury.
- You don't need roads before you settle a few cities. The gold upkeep will cripple your economy.
 
Looks like a bug with Netherlands in Vox Populi.....same thing happened to me, and horsemen spawned like it was a city state barb invasion quest before writing was researched......
 
I think before criticizing the poor guy too much it's an appropriate reminder that Production gets hammered by Barbs pretty often, and the amount lost is HUGE. As another thread has pointed out, this damage is unreasonably high and something has to be done about it (it is sometimes impossible to build a single warrior because Production gets hammered so much).
 
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I think before criticizing the poor guy too much it's an appropriate reminder that Production gets hammered by Barbs pretty often, and the amount lost is HUGE. As another thread has pointed out, this damage is unreasonably high and something has to be done about it (it is sometimes impossible to build a single warrior because Production gets hammered so much).
Why do you necro a post about an issue that has already been fixed? :D
 
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