White Elk said:
Wodan, on a huge map barbs will spawn in those fog regions. I count over twelve in your screenshot.
About every other game I play is on a huge map and, while occasionally a single Barb will pop up in those spots, I haven't noticed swarms as you say. And yes, I do Marathon on many of those games.
It would be easy enough to avoid
all fog, if that's what's necessary. It might take an extra couple of units, but that's do-able.
For example, in the screenshot I posted, I had 2 extra units just sitting there (one in Turfan, and one just outside of it). In addition, I was building Barracks, not because I needed it against the Barbs, but because I figured I had the Barbs covered and decided to go ahead and prepare for Isabella. Instead, I could easily have popped out a couple more units.
Seems to me that what you describe is not what I've been experiencing. Or else, you aren't putting out a ring of sentries as I do.
I suppose it's
possible our game versions are different, or something.
As for part two, that's easy enough to verify, with a point-blank question.
Have you tried this tactic which I have suggested? If not, please do so. I'd be curious to hear your experience.
White Elk said:
And I've noticed that barbs are just as likely to avoid my sentries as they are to engage them if there are terrain improvements nearby.
The only time I've seen Barbs avoid a sentry is when the sentry is waaay overkill. e.g., a fortified Rifleman.
I've even had Barbs sitting outside an
ungarrisoned city, with my unit getting there just too late, or so I thought, as I ended the turn adjacent to the Barb. Rather than walk in unopposed and take the city, the Barb turned around and attacked my unit.
White Elk said:
Scouts help very little with these settings. If I encounter one barb animal then chances are that I will encounter two or three. If I survive the pack attack then I will be attacked by another pack before being healed and will not survive the second wave.
That happens to me all the time. If there's another animal nearby, I simply have the Scout execute a tactical retreat ("run away!"), and then I come back with several warriors to wipe them out. If only one animal can reach the scout in a given turn, I go ahead and let the scout fight. Only a Bear should be able to take a Scout fortified in forested hills. After the fight, the wounded scout can run away to heal.
Anyway, it's not like the animals are any danger. They won't enter your cultural borders, ever.
White Elk said:
Sentries help to push back the fog and limit the barb spawns a little. But the time comes when they approach in such numbers as to cause me to pull back my sentries to defend the city improvements. So right off the bat I have to build a small army just so I can protect my infrastructure. In higher difficulties this quickly gets expensive. On marathon speed it takes alot of time. On a huge map the barbs spawn quickly and in great numbers. Barb spawn rate is unaffected by game speed. But the human and AI civs are drastically affected by gamespeed. Combine all this and you get raging barbs for the price of the default barb setting.
I haven't observed this kind of rate.
Perhaps it's a difference of terminology. For example, you say, "a small army". Please clarify. Is that 3 units? 5? 10? 15?
You mention Axes. On Marathon speed, I would assume you have 3-4 cities and it's around 0AD, perhaps. Is that about right?
White Elk said:
Now I've never been seriously threatened by these barbs. I've lost a few improvements but my cities have never been in danger of falling. But they force me to play the opening game in such a way as to limit my options. To defend against them and be able to have any sort of city improvements I have to forgoe all alternate research and build paths. I am stuck in one mode and that has grown quite boring.
That's a valid criticism.
I suppose at this point I would repeat my question, have you tried using sentries as I have described? I don't think this tactic limits a player's options. Yes, you need to build a certain number of warriors. And, while there's plenty of time to get religious or financial techs, at some point you need to go for mounted archers, axes, or swords. All true. However, I don't think that's unreasonable. Perhaps I'm misunderstanding the extent to which your gameplay is constrained.
White Elk said:
I think there needs to be a modifier for barb appearance ratios based on map size. And perhaps a modifier based on game speed. Otherwise you get raging barbs at the default setting and the game starts off the same way every time.
I can't imagine anyone would have a problem with these suggestions. They seem very reasonable.
Wodan