Dom Pedro II
Modder For Life
I guess I didn't word it very well. What I meant was, can a (barb) tribe be forced to stay in cities, instead of roaming and attacking, while others will continue to roam and attack.
I'm thinking that there is a bit of a miscommunication on how the tribes work. What happens is this: Every tile has a tribe tag that stores a Tribe ID. At the beginning of the game, the program selects random plots equal to the max number of tribes allowed based on map size (moddable in the XML). Then the best tribe is selected for these randomly chosen plots based on the terrain and the ethnicity of the closest player.
So, if for example, the game selects a random plot that is Desert far from the coast, and the closest player is the Koreans, the best tribe will be the Hsung Nu (if they haven't already been placed elsewhere). The game then gives all the plots within a certain number of plots to that tribe. Since this will probably not cause all plots to be associated with a tribe, the game then updates these unassigned plots every turn based on the value of the plot to the tribes bordering it. So by the time the barbs actually start spawning, every tile should be associated with a tribe.
Now, the game spawns Barb units in the following way: It uses a formula of the number of Barbs there should be per X unowned tiles. You can find this in the Handicap infos. The smaller the number of unowned tiles, the more Barbs you're going to get. The game then randomly picks plots to spawn the Barbs on. What's happening now is that when the unit is initiated, it assigns the Unit a Tribe based on the Tribe ID of the plot it's spawned on.
So the Tribes really aren't roaming at all. The units are, but the units are only considered part of the tribe because that's the tile they happened to have been spawned on.
But currently, the way I have it coded, once the a plot has an owner, the plot is considered to have no tribe.
Well, that is essentially what I'm going for. I wanted Barbs to be more flavorful and diverse. I figured this would make them a bit tougher and also more interesting for the player. It also adds extra incentive to explore because instead of encountering the exact same things, you'll find new things including new savages to kill.Well, IMO, tribes should be, basically, diverse Barbarian mini-civs. Maybe that's not what you're going for. So, I would go with the "if it's Olmec land, it's an Olmec city" option.
I don't really see it being realistic though if you build a city in their lands that the city becomes a city of their tribe. I mean, when the American settlers built new settlements, they didn't become settlements populated by the people who originally lived there. Those people were displaced and replaced... as has been the case virtually everywhere else.
Where a captured city builds the UUs of the CAPTURING player? Or the city's original owner? Because if it's the latter, I wasn't aware there was a mod that did this already because that was on my list of things to add.. so that a conquering player would be able to build the UUs of his vanquished opponents in the cities that he's taken from them and none of his own original cities.The function where a city that's been captured gets the unique units of the captured civ (but only in that city) and cannot build its own units there. I think this would work with your tribes idea, but I'm not sure how.