I think it is a general combat bonus covering both attack and defence. At least in terms of my recent experience. https://forums.civfanatics.com/threads/how-would-you-upgrade-barbarians.687420/page-2#post-16735745And the bonus against barbarians is named exactly the "Attack bonus...". Does it mean it doesn't regulate the defence against barbarians? I've read somewhere city defenders have an additional bonus against barbarians.
I have boosted my Barbarian Unis a lot. I use the Gallic Swordsman with a +3 for the basic Barbarian, and the Cossack with a +3 for the Advanced Barbarian unit. For the Sea Barbarian unit I use the Privateer. In the Test of Time scenario for Play the World, I use the Pirate Ship with a +3. That really messes up the AI, as it keeps sending out Settler units with no escort, and they get killed quickly. As for the Dinosaur units in Test of Time, they are murderous. Look out for the T-Rex and Triceratops.I'd like to have much more challenging barbarians. For that, I've set "Attack bonus against barbarians" to 0. And also added the "HP bonus" of +2 to Barbarian land units (which are my custom units having the same other characteristics) and the sea Barbarian unit got the "HP bonus" of +1. So Barbarian units are now about the same strength the player and the AI produce.
It seems to work as expected. Just I'll probably make them even tougher. A graphical glitch started to appear though: in the end of a combat with that custom unit, for a moment, the displey either whitens or animations freeze. Is it a fixable thing?
I'm going to similar values exept I don't want sea barbarians to make AI civs even more reluctant to settle overseas. I don't mind if AI instances sometimes get hurt by strong land barbarians though.I have boosted my Barbarian Unis a lot. I use the Gallic Swordsman with a +3 for the basic Barbarian, and the Cossack with a +3 for the Advanced Barbarian unit. For the Sea Barbarian unit I use the Privateer. In the Test of Time scenario for Play the World, I use the Pirate Ship with a +3. That really messes up the AI, as it keeps sending out Settler units with no escort, and they get killed quickly. As for the Dinosaur units in Test of Time, they are murderous. Look out for the T-Rex and Triceratops.
The Culture produced by any 'real' improvement doubles 1000 years after it's built.Any ideas?
I guess that depends on whether raging barbarians (my default) increases the number of barbarian camps, the frequency a barbarian camp spawns a unit, or both. I don't know the answer to that.I'm going to similar values exept I don't want sea barbarians to make AI civs even more reluctant to settle overseas. I don't mind if AI instances sometimes get hurt by strong land barbarians though.
The problem with making strong barbarians in my random map testing worlds was their spawning points were very few and their appearence was quite late. I wonder how to make them spawn earlier and from more points if possible.
As I make my own maps, I have to place the Barbarian Camps myself, as the map generator only generates goody huts. I spread the Barbarians out to get a reasonable distribution on the map, and will put a few camps on one-tile islands to keep causing trouble with ships until you get to Amphibious Warfare and can start to deal with them. The Warhammer Fantasy map is ideal for this.I'm going to similar values exept I don't want sea barbarians to make AI civs even more reluctant to settle overseas. I don't mind if AI instances sometimes get hurt by strong land barbarians though.
The problem with making strong barbarians in my random map testing worlds was their spawning points were very few and their appearence was quite late. I wonder how to make them spawn earlier and from more points if possible.
Do the random barbarian spawns in the inter-turn only happen if it's a random map? Good idea about pre-placing them on islands to work as pirates.As I make my own maps, I have to place the Barbarian Camps myself, as the map generator only generates goody huts. I spread the Barbarians out to get a reasonable distribution on the map, and will put a few camps on one-tile islands to keep causing trouble with ships until you get to Amphibious Warfare and can start to deal with them. The Warhammer Fantasy map is ideal for this.
That is why on my very large maps, 300 X 240 or larger, I preplace the Barbarians.I've tried Huge 3 billion years old worlds with only two players in order for barbarians to have a lot of wilderness to spawn. Ironically, it was very hard to find them there, while in tiny worlds they are much easier to find. It looks the bigger the world the rarere barbarians are.
I see, but for me exploration is the biggest fun in such games.That is why on my very large maps, 300 X 240 or larger, I preplace the Barbarians.
I may place the Barbarians, but I never really pay that much attention to the map, so exploration is fun for me too.I see, but for me exploration is the biggest fun in such games.
The AI players play as regent players when it comes to these factors. It means that on emperor/deity you have only your first citizen born content, while the AI still has two..
Yes, if not paying much attention, it's possible to spare the fun of exploration at least to some degree. Alternatively, it's possible to ask someone else to place camps on your map.I may place the Barbarians, but I never really pay that much attention to the map, so exploration is fun for me too.