[NFP] Possible Barbarian Mode in February?

Duke William of Normandy

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@robal1991 has just recently been posting new tables that have been discovered. From the code here, it seems like the February update is going to bring many changes to Barbarians and Tribes.

Code:
CREATE TABLE "BarbarianTribe_MapConditions" (
        "MapConditionSetType" TEXT NOT NULL,
        "TerrainType" TEXT,
        "FeatureType" TEXT,
        "ResourceType" TEXT,
        "Range" INTEGER NOT NULL DEFAULT 0,
        "Invert" BOOLEAN NOT NULL CHECK (Invert IN (0,1)) DEFAULT 0,
        PRIMARY KEY(MapConditionSetType, TerrainType, FeatureType, ResourceType),
        FOREIGN KEY (FeatureType) REFERENCES Features(FeatureType) ON DELETE CASCADE ON UPDATE CASCADE,
        FOREIGN KEY (TerrainType) REFERENCES Terrains(TerrainType) ON DELETE CASCADE ON UPDATE CASCADE,
        FOREIGN KEY (ResourceType) REFERENCES Resources(ResourceType) ON DELETE CASCADE ON UPDATE CASCADE,
        FOREIGN KEY (MapConditionSetType) REFERENCES BarbarianTribe_MapConditionSets(MapConditionSetType) ON DELETE CASCADE ON UPDATE CASCADE);

CREATE TABLE "BarbarianTribe_MapConditionSets" (
        "MapConditionSetType" TEXT NOT NULL,
        "TribeType" TEXT NOT NULL,
        "Test" TEXT NOT NULL,
        "Priority" INTEGER NOT NULL DEFAULT 1,
        PRIMARY KEY(MapConditionSetType),
        FOREIGN KEY (TribeType) REFERENCES BarbarianTribes(TribeType) ON DELETE CASCADE ON UPDATE CASCADE);

CREATE TABLE "BarbarianTribe_UnitConditions" (
        "TribeType" TEXT NOT NULL,
        "UnitType" TEXT NOT NULL,
        "ReplacesUnitType" TEXT,
        "MaxPerTribe" INTEGER NOT NULL DEFAULT 1,
        PRIMARY KEY(TribeType, UnitType),
        FOREIGN KEY (TribeType) REFERENCES BarbarianTribes(TribeType) ON DELETE CASCADE ON UPDATE CASCADE,
        FOREIGN KEY (UnitType) REFERENCES Units(UnitType) ON DELETE CASCADE ON UPDATE CASCADE,
        FOREIGN KEY (ReplacesUnitType) REFERENCES Units(UnitType) ON DELETE CASCADE ON UPDATE CASCADE);

What are your thoughts?
 
The term BarbarianTribe has been used in the game's code since day 1. It presently refers to the modes of attack: TRIBE_NAVAL, TRIBE_CAVALARY, and TRIBE_MELEE.

Interesting to see what the mode brings.
That is true. There's also the MaxPerTribe. Has there always been a cap on how many Units could be generated from Barbarian Camps?
 
This also relates to the Firaxis employee holding a statue of the Civ Rev barbarian in the most recent announcement video. As far as I remember, Civ Rev was the only Civ in the franchise to feature multiple barbarian factions that were zoned for different climates and tactics.
 
This also relates to the Firaxis employee holding a statue of the Civ Rev barbarian in the most recent announcement video. As far as I remember, Civ Rev was the only Civ in the franchise to feature multiple barbarian factions that were zoned for different climates and tactics.
They even had Leaders! Grey Wolf, Brennos the Mighty, and Norte Chico were the three leaders. Does this signal something, or am I just overthinking this?
 
Do we know for certain that it's part of a game mode though? It could just be that barbarians are getting reworked in the update which wouldn't require a game mode.

Though it would make it to where we would have an even number of game modes if that were the case.
 
Looks like we're getting more dynamic Barbarians, who are Climate based (Terrain, Feature). I wonder what`s the role of Resources with Barbs. Maybe we will finally be able to Trade Resources with Barbs. I guess the "Range" column defines either the border range of the BarbarianTribes (maybe some will get more Territory) or, if they get some kind of Effect (positive or negative), the Regional Range of their Effect(s).

Would be also nice if they would get UU too.
 
I’m pretty excited about a Barbarian Mode. Barbs are already pretty fun, and it seems to me there a million things FXS could do with Barbs, many of which probably wouldn’t even be hard to code or balance, that would be a tonne of fun. Even if the mode just boils down to “yeah, they get a few different unique units now” that would still be pretty good.

I’m really not that hard to please.
 
Looks like we're getting more dynamic Barbarians, who are Climate based (Terrain, Feature). I wonder what`s the role of Resources with Barbs. Maybe we will finally be able to Trade Resources with Barbs. I guess the "Range" column defines either the border range of the BarbarianTribes (maybe some will get more Territory) or, if they get some kind of Effect (positive or negative), the Regional Range of their Effect(s).

Would be also nice if they would get UU too.
Maybe barbarians will only spawn horse archers and horsemen if their camp is on either a grassland or plains tile, in addition to being near horses. Or is that wishful thinking? :mischief:

Maybe special blowgun units for barbarians that spawn in rainforests too.
 
Would be also nice if they would get UU too.
More Unique Units, you mean. They already have two, the Barbarian Horse Archer and the Barbarian Horseman.
 
Maybe barbarians will only spawn horse archers and horsemen if their camp is on either a grassland or plains tile, in addition to being near horses. Or is that wishful thinking? :mischief:

Maybe special blowgun units for barbarians that spawn in rainforests too.
The Barbarians are, Now, kinda the Same wherever they spawn on the Map. And That (your Speculation) would make Barbarian Tribes more Unique. I would welcome that!

More Unique Units, you mean. They already have two, the Barbarian Horse Archer and the Barbarian Horseman.
Oh, Yeah. I forgot about those :cringe:.
 
Looks like we're getting more dynamic Barbarians, who are Climate based (Terrain, Feature).

They already work that way. Camps close to Horses will spawn Horsemen, those on the Coast will spawn naval units. I'm not sure if it's the same thing though.

I guess the "Range" column defines either the border range of the BarbarianTribes

I believe Range is already used to define distance in regards to Difficulty. I think in lower difficulties the minimum distance is higher. But again, I'm not sure if this is the same thing.
 
They already work that way. Camps close to Horses will spawn Horsemen, those on the Coast will spawn naval units. I'm not sure if it's the same thing though.
I meant more dynamic in Terms of Combat, Effects...etc.
I believe Range is already used to define distance in regards to Difficulty. I think in lower difficulties the minimum distance is higher. But again, I'm not sure if this is the same thing.
If all this is already there, then the question that comes to mind is, why repeating those columns if they are already there? I think they fulfill other tasks, and we can only speculate about the what.
 
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