Disgustipated
Deity
it's just a swarm of units preventing development through blockading cities and pillaging.
Probably what Hungary said about the Mongol Horde in their lands in 1241.


it's just a swarm of units preventing development through blockading cities and pillaging.
I really like this, and hope it slows down infrastructure as well, in an average game. Most civilizations struggled with survival, let alone building an organized and stable society. This makes it so that you have to earn your survival, and as a result it may not be as easy to just grow and run through the game unimpeded. Now, some starts will be more isolated, and it will be subsequently easier to develop. But that happened historically, and rather make sense. However, if those civs forget to build a military and focus on that sort of development as well, then you have a chance to overcome them with the military you've refined fighting these barbs.
I'm not sure if this happens to all civs equally, or whether the player civ especially? Anyone know?
They can really cripple an AI. But in my experience different civs in a particular game are affected very unequally.I'm not sure if this happens to all civs equally, or whether the player civ especially? Anyone know?
As I've said elsewhere, a barb intensity slider would be really nice.I really hope they don't nerf Barbs. I love how they are such a massive factor at the start of the game.
i like how they randomly affect the AI's standing from the early game. It's another thing that makes each game different.
England now seems to be quite powerful on maps like Small Continents, where you can actually settle coastal cities without instantly running out of space.
Anyone tried Brazil yet? Seems like rainforest lumbermills would be a buff for them.
It took a while for me to adapt to how barbarians behave after the patch. If you don't hunt down those scouts you'll get problems. In my game right now I have had the barb situation under control. A few more units, both for vision and to hunt down scouts. Before the patch they were not the threat the devs wanted them to be I think.
Note: They changed the structure of the mod today: You can no longer use only some components individually but only the whole mod. That's unfortunate, I do not like the great people screen and some other details. And I could not continue my current game.I use the "DealPanel" from the "ConciseUI" mod: mouseover a resource shows a tooltip "we already have" and so I know if trading the resource makes sense.
Observations on the increase in late-game tech cost: So, I fear the concerns about raising the tech/civic costs in mid- to late-game may be coming to fruition, at least with games in epic/marathon. I believe the change was made originally in order for players to better match the Global Era with where one is on individual era. However, I am noticing with my current games that the AI isn’t adapting to the cost increase well, which affects the Global Era timer greatly.
In my current game, I just hit modern era techs and civics while the Global Era is still in Renaissance. Looking at the AI on the tech/civic trees, there are some really bad stragglers, (i.e. Germany just discovered Metal Casting, while I am just about to hit Flight). Granted, I don’t have many science or culture civs in the mix, but I figured the AI in general would have been tuned to build more science and culture districts to stay competitive with the increased costs. I am a bit disappointed, because I had hoped the new change would have made the late game flow better.
Barbs and their one dimensional desire to trash everything that moves are a bit tedious sometimes. I know the whole “have barbs do more” gets floated all the time, and I’m not going to bore people even more about that. But yeah, they are a bit of a yawn fest sometimes, even if occasionally they can be a source of some excitement.