medusa001: Did you patch to 0.23b? The barbarian spawns are toned way down in b. It sounds like you're playing 0.23a to me.
Maybe not so minor request on my part: How do you adjust what the AI prioritizes early on? The 3 food per pop thing is a good idea but the AI for a bunch of civs needs to be adjusted for it. The Bannor, for example, are constantly ending up with one tiny city (pop 3!) 200 turns into the game because they don't know they need to research agriculture and build farms right away. They keep building towns which is great, except the 2 food from the grassland tiles doesn't support pop growth. They even build towns on food resources they don't have the tech for.
For example, in my current game the Bannor got what should be an awesome location. They are on a river at the coast with some deer in their radius. River and grasslands as far as they eye can see with all kinds of juicy resources. Freakin' YGGDRASIL is about 5 hexes away. And it's turn 200 and they have one pop 3 city because they spammed out towns right at the start, including on the deer hex, and never grew their initial city over pop 3 which obviously crippled their research.
Same thing with the Sheim. Built a bunch of towns on their grassland river tiles and didn't have the food to grow their initial city. They built a quarry on their pig resource because they don't have animal husbandry: They actually managed to get up to pop 6, though, because their deer resource wasn't on the river so they didn't build a town on it and managed to research hunting and put a camp down. Yay, a pop 6 city at turn 200!
There must be a way to tell the AI to prioritize food at almost all costs with their first city?
Maybe not so minor request on my part: How do you adjust what the AI prioritizes early on? The 3 food per pop thing is a good idea but the AI for a bunch of civs needs to be adjusted for it. The Bannor, for example, are constantly ending up with one tiny city (pop 3!) 200 turns into the game because they don't know they need to research agriculture and build farms right away. They keep building towns which is great, except the 2 food from the grassland tiles doesn't support pop growth. They even build towns on food resources they don't have the tech for.
For example, in my current game the Bannor got what should be an awesome location. They are on a river at the coast with some deer in their radius. River and grasslands as far as they eye can see with all kinds of juicy resources. Freakin' YGGDRASIL is about 5 hexes away. And it's turn 200 and they have one pop 3 city because they spammed out towns right at the start, including on the deer hex, and never grew their initial city over pop 3 which obviously crippled their research.
Same thing with the Sheim. Built a bunch of towns on their grassland river tiles and didn't have the food to grow their initial city. They built a quarry on their pig resource because they don't have animal husbandry: They actually managed to get up to pop 6, though, because their deer resource wasn't on the river so they didn't build a town on it and managed to research hunting and put a camp down. Yay, a pop 6 city at turn 200!
There must be a way to tell the AI to prioritize food at almost all costs with their first city?