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Questions about barbarians and workers

Discussion in 'Strategy and tips' started by Sn0bb, Apr 21, 2013.

  1. Sn0bb

    Sn0bb Chieftain

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    1. Barbarians
    I have been playing Giant map made by planetgenerator 0.68 with 17 civilizations. My question is where are the barbarians?
    After initial few neanderlandians, i haven't seen any barbarians roaming the country side, even though there is plenty of space. Me and AI players have reached ancient era and closing to next one. I see plenty of animals spawning, but no barbs. Are animals taking their space? Cause if they are that is rather unfortunate cause I would rather see barb cities forming up.
    I haven't chosen "No Barbarians" option, so I was wondering if there is some kind of age limit or something that prevents them from spawning? Or don't they spawn at all until some certain tech? I only saw the options for new and old world settings for barb civs in BUG options, but I doubt that is related in this case.

    2. Workers
    Workers don't seem to build roads on spots that isn't within borders when put on automation. Therefore cities don't get connected without manually ordering to do it.
    Workers used to do this on their own in year back when i last played this great mod. Is something changed in the way they work? They seem to build roads every where within borders though.


    I'm playing under svn 5260 if that matters.
     
  2. Dancing Hoskuld

    Dancing Hoskuld Deity

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    Yes there does seem to be a problem with wandering barbarians spawning but not as bad as you are seeing. Barbarian cities should be appearing at about the time the leader gets tribalism.
     
  3. strategyonly

    strategyonly C2C Supreme Commander

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    I have already brought this up in another thread, i even had Raging Barbs on and i didnt see any Barbs at all and i was over 450 turns in (Marathon).

    But recently at least the cities are spawning better (still alittle slooow on upping the POP rate though:sad:), but again NO roaming Barbs around.

    The other thing is NO and i mean absolutely NO ships caring Barbs around at all.:mad:
    So i know the frustration here.
     
  4. Dancing Hoskuld

    Dancing Hoskuld Deity

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    I think that either we are not getting random barbarian units being spawned. Or that the improvements in the barbarian AI are immediately taking over these random units and making them part of the BIG plan of the barbarians so they are not wandering around by themselves but go to the nearest city and join one of its stacks.
     
  5. strategyonly

    strategyonly C2C Supreme Commander

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    From what i am seeing its the latter of what you just said.
     
  6. Dancing Hoskuld

    Dancing Hoskuld Deity

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    In which case perhaps randomly spawned barbarians should be getting a default AI of attack or pillage and not be considered part of the big picture. Where as those built in a barbarian city should be part of the big picture.
     
  7. DRJ

    DRJ Hedonist

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    Oh no not the annoying pillaging strength 3 neanderthal again, roaming around your first seed camp when you can't defend it with your strength 1 brutes :eek::cry::(:D

    Aside of that: yes, in my last match the Barb AI sent big stacks to me, also they connected their cities and played much like a normal AI Civ just would, exchanging units between cities and such.

    The "random barb to kill" - do I miss him? Not reeeeeaaaaally but I recognized a feature? a few games ago, when every number of turns, 2 rogues would appear on my borders and begin to pillage me suddenly, until, as I found out they were done, finally reaching a certain destination spot 2 tiles next of my 2cnd city (on the path to my capital) and remained there (until I killed them of course^^). So I was forced to establishe a perimeter of line-of-sight-enhanced dogs around my borders (I was Tupi on GEM and the rogues were from the Inca or Aztecs, if it weren't generic spawned barb rogues(even possible with no barb city being near? If not so, should it maybe?)

    So what occasionaly I liked to see is a real barbarian bandit, a spawned barbarian thief, rogue, assasin better 2 (on deity at least), going for pillage or on a worker hunt (and, if successfully with catching some and the Barbciv AI Embassordorselling then selling them to your archenemy civ for little money (ha-ha)


    Yeah... Diplo Barb Ai - can it possibly be implemented that you could pay them tribute so they wouldn't attack you actively for some time with random attacks or big stacks?

    You would essentially still be able to kill barbs, just have no plotting against you going on as long as you pay tribute.
    Over all there would only be very minor diplomacy possible with them,
    one of it being able to negotiate like letting trade pass through or if not "peace" then "neglectence" at last.

    If you don't pay anymore you will face them sooner or later^^ The more money you have the more danegeld they want (always a percentage of your GNP) - also the longer you pay the more they want %-wise. So you couldn't just pay them off forever.
    Once you stopped paying the price they want goes down but they'll send you some greetings^^

    The interesting strategy would be to buy some safety on one front to be able to concentrate forces on the other and maybe capture/pillage there to earn back the investiment for the tribute to the barbs.
     
  8. Dancing Hoskuld

    Dancing Hoskuld Deity

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    Yes it would be nice if you could do such specialized diplomacy with barbarian cities, but would they control their stacks of units or would those stacks also require money to go else where?

    Currently the only barbarian diplomacy I a working on is giving them money, converting them your religion, requesting money or troops and joining your nation. It would be nice if we could extend it to reflect all the different options from history. However that would require each barbarian city to be its own entity. That would probably take much to much work.

    Thinking on it it may be possible to have a relationship property between each player and each barbarian city which may let us start in this direction.

    I am currently working on getting the Indigenous People from WLBO back into C2C. It requires one property which is your relationship between you and all IPs. That value is then used in your diplomatic relations and also events.
     
  9. Snofru1

    Snofru1 Emperor

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    I like it as it is. It is way too risky to have unguarded Workers in the "wild" with all those animals around.
     
  10. Sn0bb

    Sn0bb Chieftain

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    Good to hear that the cities are atleast spawning, even though I have yet to see one while closing to medieval age.
    However now I regret that I didn't choose raging barbarians at start. Specially as I chose too low amount of civilizations to the map. The game is rather easy expansion and explore without barbarians roaming and keeping you on your toes, either by having cities very close to your borders or just random barbarians here and there roaming.

    Also I must say that I hoped to have a lot of small civilizations popping up sooner than later from barbarians. After prehistorical age ofcourse.
    But without barbarians being more of a threat, I doubt the minor civilizations will be popping much either or show to be a threat if they actually manage to form.

    Personally I found the barbarians and them forming new civilizations to be one of the greatest features of this mod. Hopefully they will be given more a kick in their boot though in later versions. Or atleast an option for it.


    Yeah I agree. However I have never seen this happen before, so I was suprised. I have usually let the workers build the roads themselfs automaticly.
    Would be great if they would do it automaticly if you had escort on them or something atleast.
    But yeah, this is rather a minor thing. Glad that this was clarified though.
     
  11. Dancing Hoskuld

    Dancing Hoskuld Deity

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    You can control when a barbarian city will become a new nation in the BUG options screen. It is controlled by the city size and number of existing nations that know of the barbarian city.
     
  12. Sn0bb

    Sn0bb Chieftain

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    Yeah I know. However it isn't the problem the mod currently has.

    Maybe this issue should be added TODO list? I think it is pretty game breaking of not having the danger of barbarians at all. And animals spawning in huge amounts.
    I started a game with Raging Barbarians and only saw one atlatist so far besides standing neanderthalian on goody huts.

    Maybe spawning of animals and barbarians could be balanced somehow?
     

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