Japanese Partisan
Chieftain
- Joined
- Jan 23, 2018
- Messages
- 1
First of all, full credit goes to users Count_Triple and SlowThinker for figuring out the method itself and the mechanics of barbarian combat, respectively. Thank you for your discoveries!
Now then, how to take over for Attila, the Barbarian leader (thanks, Count_Triple):
1. Start a new game using any settings you wish. Note that Barbarian attack strength is modified by the difficulty level (Chieftain = x0.25, Warlord = x0.50, etc., increasing by 0.25 per level up to Deity = x1.50)
2. Toggle Cheat Mode and reveal the entire map
3. Using the Set Human Player menu option, choose No Human Player. The other AI civs will take one turn
4. Now that you can see where the other civs have settled, pick your starting point and select it on the map
5. Reveal the map for the Barbarian player only - this blacks out the map again
6. Create a Settler and click on it
7. Press Enter or click in the Status window to take control of it. You are now controlling the Barbarians.
Here are some idiosyncrasies of Barbarian combat (thanks, SlowThinker):
1. AI units have doubled Defense against Barbarian attacks.
2. Units in a city defending against a Barbarian attack have their Firepower multiplied by 2.5, unless the city has a Palace, in which case Firepower is increased six-fold (x6).
3. Units defending a civ's only city will always win.
4. Certain Barbarian units have nonstandard combat strengths; e.g., Barbarian Archers seem to have 1 Defense rather than 2. There may be more differences; more testing is needed.
Here are more observations from the few games I've played as Attila:
1. The map does not update between moves automatically. Your attacks may not seem to do anything. Right-click or press "c" to recenter the map view to refresh the map.
2. Your cities cannot fall into civil disorder, but do not generate any tax revenue. Capturing cities also grants no Gold.
3. Scientific advances are forgotten as soon as they are received. You may set your Science rate to 0% with no repercussions.
4. Any units you produce will have no home city (i.e., will be NONE units). However, bribed units follow standard Civ 2 rules.
5. Your cities may stop producing shields entirely for no obvious reason. This glitch seems to affect entire islands/continents at a time, and can only be worked around by building new cities on a different island/continent (until that one is affected too) -- more testing is definitely needed to see what triggers this.
And finally, here are some tricks to get you started:
1. You may only ever produce Warriors, Settlers and Barracks. This combined with the no-production glitch (#5 above) makes the game even tougher as it goes on. To tip the scales a bit, consider...If every other civ has discovered, say, Feudalism, is it cheating to disband two Warriors and create a Pikemen for yourself? That's your choice to make.
2. You can always build Barracks and sell them for 40 gold to build up a treasury with which to bribe (see below).
3. Your Barbarian leaders are fully functional Diplomats and may be used to bribe units, incite revolts, and investigate cities. They may also establish embassies, with which you may finagle gold from AI civs in "peace treaty" negotiations (said treaty has no effect since you are, of course, a barbarian).
4. Your units are much stronger on defense than they are on offense, relatively speaking. Try to put your Warriors on good terrain and goad the enemy into a suicide attack, then use your more precious units to finish them off. When you start getting Musketeers, Partisans, and Riflemen, use them the same way.
5. As you are saddled with Despotism, don't bother irrigating grassland -- it'll still produce two food.
Ultimately, the fact that combat is literally unwinnable against a civ's last remaining city limits what you can do as the Barbarian leader, but you are free to set your own win condition or twist the rules a bit. (Destroying the palace and sending a Diplomat in will still work, incidentally...) Hope you enjoy playing as the Barbs!
Now then, how to take over for Attila, the Barbarian leader (thanks, Count_Triple):
1. Start a new game using any settings you wish. Note that Barbarian attack strength is modified by the difficulty level (Chieftain = x0.25, Warlord = x0.50, etc., increasing by 0.25 per level up to Deity = x1.50)
2. Toggle Cheat Mode and reveal the entire map
3. Using the Set Human Player menu option, choose No Human Player. The other AI civs will take one turn
4. Now that you can see where the other civs have settled, pick your starting point and select it on the map
5. Reveal the map for the Barbarian player only - this blacks out the map again
6. Create a Settler and click on it
7. Press Enter or click in the Status window to take control of it. You are now controlling the Barbarians.
Here are some idiosyncrasies of Barbarian combat (thanks, SlowThinker):
1. AI units have doubled Defense against Barbarian attacks.
2. Units in a city defending against a Barbarian attack have their Firepower multiplied by 2.5, unless the city has a Palace, in which case Firepower is increased six-fold (x6).
3. Units defending a civ's only city will always win.
4. Certain Barbarian units have nonstandard combat strengths; e.g., Barbarian Archers seem to have 1 Defense rather than 2. There may be more differences; more testing is needed.
Here are more observations from the few games I've played as Attila:
1. The map does not update between moves automatically. Your attacks may not seem to do anything. Right-click or press "c" to recenter the map view to refresh the map.
2. Your cities cannot fall into civil disorder, but do not generate any tax revenue. Capturing cities also grants no Gold.
3. Scientific advances are forgotten as soon as they are received. You may set your Science rate to 0% with no repercussions.
4. Any units you produce will have no home city (i.e., will be NONE units). However, bribed units follow standard Civ 2 rules.
5. Your cities may stop producing shields entirely for no obvious reason. This glitch seems to affect entire islands/continents at a time, and can only be worked around by building new cities on a different island/continent (until that one is affected too) -- more testing is definitely needed to see what triggers this.
And finally, here are some tricks to get you started:
1. You may only ever produce Warriors, Settlers and Barracks. This combined with the no-production glitch (#5 above) makes the game even tougher as it goes on. To tip the scales a bit, consider...If every other civ has discovered, say, Feudalism, is it cheating to disband two Warriors and create a Pikemen for yourself? That's your choice to make.
2. You can always build Barracks and sell them for 40 gold to build up a treasury with which to bribe (see below).
3. Your Barbarian leaders are fully functional Diplomats and may be used to bribe units, incite revolts, and investigate cities. They may also establish embassies, with which you may finagle gold from AI civs in "peace treaty" negotiations (said treaty has no effect since you are, of course, a barbarian).
4. Your units are much stronger on defense than they are on offense, relatively speaking. Try to put your Warriors on good terrain and goad the enemy into a suicide attack, then use your more precious units to finish them off. When you start getting Musketeers, Partisans, and Riflemen, use them the same way.
5. As you are saddled with Despotism, don't bother irrigating grassland -- it'll still produce two food.
Ultimately, the fact that combat is literally unwinnable against a civ's last remaining city limits what you can do as the Barbarian leader, but you are free to set your own win condition or twist the rules a bit. (Destroying the palace and sending a Diplomat in will still work, incidentally...) Hope you enjoy playing as the Barbs!