Maybe you don't have enough resources for it to heal, choppers need aluminium.
 
What triggers barbs suddenly springing up in my lands about 1000 AD, turn 162? Preference "no bards" was checked at start of game.
 
Do you have any enemies? One of the offensive spy missions is to recruit partisans/rebels from your neighborhood district. Other sources of barb-like hostile units include a city that changes to a free city, due to loss of loyalty. Or a city you conquered, but lose your grip on due to loyalty.
 
What triggers barbs suddenly springing up in my lands about 1000 AD, turn 162? Preference "no bards" was checked at start of game.
You shouldn't dismiss bards like that! :lmao: Their tunes:band: give out many bonuses to you party like a charisma aura...which might be useful for converting actual barbs:assimilate:
 
Bards are a pain because they always pillage 3 to 5 tiles. Most of ideas don't apply, but maybe it is just another civ with offensive trouble making. I play continent world and it's always when just discovering the boundaries of the second continent. I usually don't allow capital agents. It's too far away for loyalty flip, as near original capital, and closest previous civ is more than 8 tiles away. It always happens when I'm the only civ left on the continent. I have not tried defensive spy agents, nor putting a defensive governor in city. Is there a way to verify if it was another civ causing trouble just for the fun of it?
 
Love the puns, @Ordnael ! Bards (the singing class from D&D) are a welcome addition to a questing party.

In Civ6, I'm not sure of the rules for when barb(arian)s may spawn. It would make sense that a sparsely settled landmass on a continents map could spawn them.
I don't know which cases are allowed or blocked with a game setup option of "No Barbs". When I checked the Civ Wiki, it seemed to indicate that the "Recruit Partisans" mission is not possible if the setup option for "No Barbarians" was selected. I've never turned it off, so I have no first-hand experience. I consistently refrain from building Neighborhood districts in my own cities, to avoid the risk of partisans.
 
Sometimes it comes up on the chatter saying who did it, especially if you catch the spy.
 
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ty, I'll id the city and put a defensive spy there and see if gossip shows anything. At least it's not a mystery now, just an annoying feature.
 
It's not an annoying feature!;) When I have a spy promoted with the right bonuses for recruiting partisans I send them abroad to cause some mayhem.:ar15: I only lament that the AI does not build enough neighbourhoods for my spies to target.:evil:
 
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Is there any way to reduce or even eliminate forest fires? I'm playing with the Yet Not Another Maps Pack and on a Giant Earth Map, and the number for fires is ridiculous (at least 10 new fire notifications every turn). I've tried mods to mitigate this but they don't seem to work, I'm already playing with natural disasters turned down to zero so I'm not even sure what else I can do.

Any help appreciated.
 
I don't play with mods, so maybe chop everything on sight!:crazyeye: There can't be no forest fires if there are no forests to burn!
 
Likely a consequence of the giant map, I imagine each forrest tile has a certain chance to catch fire every time you hit end turn, that chance goes up as temperature rises as a consequence of global warming.

Once on fire they have a quite high chance of spreading, so on a large map, late game I suspect there is always something on fire, maybe just turn the notifications off ?

Maybe other natural disasters even tone it down idk., does a flood for example, put an ongoing fire out ?

I read somewhere only one vulcano can erupt at a time, maybe there is a set limit to disasterous events each turn and with everything else turned off, only fires remain ?
 
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There should be, but there isn't. Unfortunately there is no way to prevent or even mitigate the damage of fires... which is a questionable design choice.
To be honest, while some societies managed to mitigate fires in cities and towns fairly well, nobody that I know of did very well at mitigating damage from 'wild' (forest) fires, which is what the natural disaster in Civ VI represents. Few people know that at the same time the great Chicago Fire happened in 1871, there was a fire in Wisconsin that swept through rural areas and killed 5 times more people than the urban Chicago fire did.

And, of course, even in the 20th and 21st centuries we aren't doing much better at mitigating the effects of wild fires, even without the effects of a more energetic climate system.

On the other hand and, if the game wanted to show a very common Urban Disaster (and I am NOT advocating this) Urban Fires have been a constant, and occasionally catastrophic, part of city development since Antiquity. Not counting those caused on purpose (sacks, sieges, etc), some examples:

Between 6 and 36 CE Rome had 6 major fires, culminating in the "Great Fire of Rome" that burned for 9 days in 64 CE and destroyed 10 out of 14 districts in the city. The destruction was so widespread that they never got a body count.

Constantinople, London, central Rome all extensively burned between 406 and 847 CE.

Most of London burned down twice in the Medieval period: 1135 and 1212, and the second killed at least 3000 people.

Jamestown, in Virginia, burned down in 1608 - so small size was no defense.

66% of Edo, the largest Japanese city, burned in 1657, then Nagasaki went up in 1663 a bad decade to be in Japan!

Between 1820 and 1845 just in the United States Savannah, Fayetteville (twice), Augusta, Charleston, and New York City (twice also) had major, destructive urban fires.

In my home state of Washington, in 1889 Seattle, Spokane and Ellensburg all had their central business districts wiped out by fire.

Point being that Urban Fire was much more common than the wild fires that are the only thing the game has depicted in the past, but they would be a wretched mechanic to include: while they allow extensive rebuilding of the city, they cause temporary major losses of population, industry, and depending on which buildings go up, culture and religion. And even the best efforts only rarely stop them beore they do appreciable damage. I can't think of anything more calculated to cause Rage Quit behavior.
 
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Is there some way I can negotiate a peace between 2 other civs ? Or include as a condition for my own peace deal perhaps ?

I don't see it anywhere in diplo options ? I seem to remember it was possible in Civ IV...
 
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