Throughout history, wherever there has been established order and society there have been those who have represented chaos and barbarism. Whether they are the roving bands that threatened early Mesopatamian civilizations; the pirates that have terrorized every ocean and sea, from raiding Spanish galleons off the coast of Florida to hijacking oil-tankers near Sumatra; and the rebels and paramilitaries that have proved to be the bane of governments in Latin and South America, Africa and Asia.
The problem with the current system of barbarians is that they disappear relatively quickly - once the entire world is under the cultural influence of the various civilizations. However, I propose a new model for barbarians:
Each city would have a corruption value. This is clearly worked into the game, as that is how maintenance costs are worked out, so it would be a simple matter of slightly tweaking the game mechanics to register this value and use it for this barbarian model. However, each unhappy citizen contributes 1 point to this corruption value. When the number of points exceeds, say 15, then the barbarians would be able to spawn within the cultural borders, but outside of the city limits. They would have access to all the technology that is available in the nearest city as well. Furthermore, the presence of barbarians near a city would also increase the maintenance costs of that city.
For example: Let's say that Baghdad is far away from Mecca, and has a corruption value of 6. 9 of its 16 citizens are unhappy, and as a result a barbarian camp appears not too far from Baghdad. Because Baghdad is in the early Industrial age, gunmen mounted on camels begin attacking improvements and roads near Baghdad.
Pirates would also be an easy implementation. If a barbarian camp were to spawn in ocean or sea, then it would simply appear as a "Pirate hideout" and act like a floating goodie hut, spawning Black Frigates to raid passing ships and even able to sack an undefended city (these ships would also have a land attack value, to represent invading a coastal city)
What do you think?
The problem with the current system of barbarians is that they disappear relatively quickly - once the entire world is under the cultural influence of the various civilizations. However, I propose a new model for barbarians:
Each city would have a corruption value. This is clearly worked into the game, as that is how maintenance costs are worked out, so it would be a simple matter of slightly tweaking the game mechanics to register this value and use it for this barbarian model. However, each unhappy citizen contributes 1 point to this corruption value. When the number of points exceeds, say 15, then the barbarians would be able to spawn within the cultural borders, but outside of the city limits. They would have access to all the technology that is available in the nearest city as well. Furthermore, the presence of barbarians near a city would also increase the maintenance costs of that city.
For example: Let's say that Baghdad is far away from Mecca, and has a corruption value of 6. 9 of its 16 citizens are unhappy, and as a result a barbarian camp appears not too far from Baghdad. Because Baghdad is in the early Industrial age, gunmen mounted on camels begin attacking improvements and roads near Baghdad.
Pirates would also be an easy implementation. If a barbarian camp were to spawn in ocean or sea, then it would simply appear as a "Pirate hideout" and act like a floating goodie hut, spawning Black Frigates to raid passing ships and even able to sack an undefended city (these ships would also have a land attack value, to represent invading a coastal city)
What do you think?