More Advanced Barbarians, please!

Jeff Yu

Prince
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Apr 2, 2002
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537
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An American in Singapore
If another expansion pack gets made, a new gameplay addition I would really like to see would be more advanced barbarians. I mean, in the beginning, they're pretty scary, with their horseman and warrior hordes, but by the time you get Knights and Pikemen, their threat is over. I think that barbarians should advance in tech over time, though at a rate slower than that of other players, so that they can eventually get Swordsman, Knights, Pikemen, Medieval Warriors, etc. but not more advanced than Guerilla. They should always be behind players, but able to produce large numbers. (Some people have discussed that maybe in modern times, barbarians could be terrorists beyond the control of any country, but that's a whole different debate)

This time, when people get attacked by Privateers, they won't know whether it's barbarian privateers, or privateers created by another player :)

Barbarians should be a real threat, not just a nuisance. The Roman, Byzantine, and Chinese empires certainly had enough trouble with barbarians all throughout their histories. Even in 18-19th century America, the US had trouble subjugating the native tribes.

I got the ideas for more advanced barbarians because I was playing Teturkhan's excellent Test of Time mod, which features indiginous tribes placed at their right locations on the world map, barbarian settlers, barbarian workers you could capture, and even barbarian pirate ships roaming the seas.

When playing that mod, the sea wasn't safe for hundreds of years because of those pirate ships, and some of those barbarian leaders, like the Sitting Bull clan chief (6,6,1, +23 hit points), were quite formidable, but being able to capture free workers was a great reward, and sometimes I spent huge amounts of military forces trying to disperse barbarians to capture a stack of 15 barbarian workers. It added a lot to the gameplay. Why not make it a regular feature in the game?

While we're at it, why not let the barbarians have their own cities, too? Barbarian cities that are left alone long enough, say, 500 years, could eventually turn into barbarian cities.

I am NOT advocating turning the barbarians into a new civilization. I'm saying barbarians should have cities. These cities could never gain any culture (and thus would always have only small borders and easily culture flip to players), because barbarians are "uncultured" and never grow beyond size 6 or build improvements, because they have primitive technology, but can produce workers, settlers, and military units. Instead of having a name, it should be called Apache settlement, or Goth village, or something like that, and you could rename it after you captured it.

They would still not be a civilization because:
-You can't negotiate or go into diplomacy with them.
-They have no culture or improvements.
-Anyone can attack them and capture the city, because anyone can attack barbarians.
-When you raze a barbarian city, you would have the choice of getting gold instead, and it would lower your reputation, because you're not razing another civ's city

In my opinion, being able to capture a size 1 to 6 city for dispersing a huge horde of barbarians is a much better reward than the stupid 25 gold you get from dispersing an encampment.
Of course, there's also the risk of having your city captured by barbarians and having improvements and population destroyed, but I say it's part of the fun, having to worry about barbarians.
 
I posted a thread which discussed this topic fully not along ago, take a look at it....uh, cant find link....it will probs be on third or forth page by now

Barbs should "Upgrade"
 
Wait a second, you've got some even better ideas! sratch what I said and lets start a new one! Like the pirateer idea, barbs(terrorist) shopuld take control of your cities in civil disorder, terrorists should appear by civil disorder cities in modern times
 
Maybe Barbarians could upgrade all of their units when all the CIVILIZATIONS have upgraded their units to next step, then there won't be those Barbarian warriors like: "Hey I can see a Mech. Inf. in a city ahead so let's attack..." and then it's all :slay: :tank:

So for example:
U're nr. 1 in tech and u have upgraded your units from warriors to swordsmen and then few ai civs have done that too and few are still using the warriors and when the last ai civ have upgraded, barbs could upgrade their units in few turns.
I think that could make 'em advanced but not too powerful
 
Originally posted by Jeff Yu
If another expansion pack gets made, a new gameplay addition I would really like to see would be more advanced barbarians. I mean, in the beginning, they're pretty scary, with their horseman and warrior hordes, but by the time you get Knights and Pikemen, their threat is over. I think that barbarians should advance in tech over time, though at a rate slower than that of other players, so that they can eventually get Swordsman, Knights, Pikemen, Medieval Warriors, etc. but not more advanced than Guerilla. They should always be behind players, but able to produce large numbers. (Some people have discussed that maybe in modern times, barbarians could be terrorists beyond the control of any country, but that's a whole different debate)

This time, when people get attacked by Privateers, they won't know whether it's barbarian privateers, or privateers created by another player :)

Barbarians should be a real threat, not just a nuisance. The Roman, Byzantine, and Chinese empires certainly had enough trouble with barbarians all throughout their histories. Even in 18-19th century America, the US had trouble subjugating the native tribes.

I got the ideas for more advanced barbarians because I was playing Teturkhan's excellent Test of Time mod, which features indiginous tribes placed at their right locations on the world map, barbarian settlers, barbarian workers you could capture, and even barbarian pirate ships roaming the seas.

When playing that mod, the sea wasn't safe for hundreds of years because of those pirate ships, and some of those barbarian leaders, like the Sitting Bull clan chief (6,6,1, +23 hit points), were quite formidable, but being able to capture free workers was a great reward, and sometimes I spent huge amounts of military forces trying to disperse barbarians to capture a stack of 15 barbarian workers. It added a lot to the gameplay. Why not make it a regular feature in the game?

While we're at it, why not let the barbarians have their own cities, too? Barbarian cities that are left alone long enough, say, 500 years, could eventually turn into barbarian cities.

I am NOT advocating turning the barbarians into a new civilization. I'm saying barbarians should have cities. These cities could never gain any culture (and thus would always have only small borders and easily culture flip to players), because barbarians are "uncultured" and never grow beyond size 6 or build improvements, because they have primitive technology, but can produce workers, settlers, and military units. Instead of having a name, it should be called Apache settlement, or Goth village, or something like that, and you could rename it after you captured it.

They would still not be a civilization because:
-You can't negotiate or go into diplomacy with them.
-They have no culture or improvements.
-Anyone can attack them and capture the city, because anyone can attack barbarians.
-When you raze a barbarian city, you would have the choice of getting gold instead, and it would lower your reputation, because you're not razing another civ's city

In my opinion, being able to capture a size 1 to 6 city for dispersing a huge horde of barbarians is a much better reward than the stupid 25 gold you get from dispersing an encampment.
Of course, there's also the risk of having your city captured by barbarians and having improvements and population destroyed, but I say it's part of the fun, having to worry about barbarians.

You are getting knights, and babarians are not all dead on your world?
 
By the time you get knights, all the land is usually claimed (at least in my games...16 civs on Huge Pangaea) and so barbarians cannot spawn. Personally, I feel that barbarians SHOULD be no threat after the Ancient Age, so I feel that they are fine the way they are.
 
Well, you could always leave 1 or 2 spot(s) where barbs could live in peace.:D The spot would be surrounded with defensive units: That would be useful cos you will get unlimited amount of elites.:goodjob:
 
You are getting knights, and babarians are not all dead on your world?

I usually play on huge maps, so it takes a while to get to all the barbarians. Plus, sometimes barbarian villages are really remote, and are off in the middle of a big forest, which takes a long time to get to (and isn't worth it for just 25 gold). Also, Barbarian camps respawn all the time in places covered with the fog of war.
 
Yeah, in my current game, huge map, continents, 60% water, most of the civs are in the middle ages, and theres still some jungle/mountain regions of our continent that haven't been colonized. My warriors are still wandering around there, just purging the areas of barbarian camps. and yeah, it's just too easy... and not really worth the reward, either. I think you can mess around with the editor a lil and allow barbarians to get settlers/workers/other units... i think. I'm gonna mess around with it a lil.
 
Jeff Yu,

Your ideas are not without merit, and I think many of them could add flavor to the game. However as others have already said, especially for those of us that play with the max number of civs (like me), unsettled territory is generally gone soon after the end of the Ancient Age, making barbarian camps a thing of the past (unless a civ is defeated by razing lots of cities).

So while having "upgradable" barbarians would not be a bad idea, for some players having such a feature would get little use. The more powerful sea-going barbarians would be a nice feature though that could prove interesting for most if not all players if true pirate ships could spawn from "nowhere" to create havoc.
 
Originally posted by Ville
Well, you could always leave 1 or 2 spot(s) where barbs could live in peace.:D The spot would be surrounded with defensive units: That would be useful cos you will get unlimited amount of elites.:goodjob:

Sort of a Barbarian Reservation? It is also a good bait for othe civs to settle.
 
You could try the Double your Pleasure mod also.
In that your Warriors are 1/1/1 with a 1hp penalty and the barbs are 2/2/1. It takes until Swordsmen to be really sure you can kill the suckers. They also get 4/3/2 riders. Goodie huts are forbidden zones unless you want your civ flattened.
 
Your ideas are not without merit, and I think many of them could add flavor to the game. However as others have already said, especially for those of us that play with the max number of civs (like me), unsettled territory is generally gone soon after the end of the Ancient Age, making barbarian camps a thing of the past (unless a civ is defeated by razing lots of cities).

On maps like Marla's World Map, or Teturkhan's world map, the sizes of the continents are HUGE, and even with the max number of civs (24 and 31, respectively) places like Siberia and South America never get completely colonized even at the game's end. Places like Australia, where no civ starts at, don't get discovered for a while, so when you find it, they are infested with barbarians. While barbarians may be gone from regular maps pretty soon, on larger maps where Barbarians aren't as easily wiped out, I think allowing for more advanced barbarian development and units will add a lot of gameplay.
 
thats why in barbs should upgrade thread we discussed how barbs could appear in different ways
 
I'm very much in favour of Barbarian Privateers making the seas insecure during an appropriate period of time (maybe from when the first civ discover Magnetism till the last one enters the Modern Age).

I'm also irked by the fact that when a civ gets razed in the Industrial or Modern Ages, you get Barbarian Warriors storming out of the ruins. Perhaps Warriors could be replaced with Medieval Infantry when the majority of civs has discovered the prerequisite tech, and then again by Guerrilla when that comes around.
 
Originally posted by Jeff Yu
On maps like Marla's World Map, or Teturkhan's world map, the sizes of the continents are HUGE, and even with the max number of civs (24 and 31, respectively) places like Siberia and South America never get completely colonized even at the game's end. Places like Australia, where no civ starts at, don't get discovered for a while, so when you find it, they are infested with barbarians. While barbarians may be gone from regular maps pretty soon, on larger maps where Barbarians aren't as easily wiped out, I think allowing for more advanced barbarian development and units will add a lot of gameplay.

Like I said, I think you're ideas about advanced barbarians are good, however I always play on huge maps (with max civs), albeit random (not Earth maps), but inevitably ALL territory, including crappy tundra and vast deserts, is eventually settled, and typically long before the Middle Ages is too far along.

Some games vary naturally, but in the games that I've played, typically the rush for territory is down to a dull roar before the middle of the Middle Ages.
 
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