Question:
Is there a way using the config files to upgrade Barbarians? So spearman->pikeman, archer->composite, etc? There's a lot of customization about quantity of units, but not their strength. In the meantime I turned up the healing rate to 75, but flanking pretty much allows one-shots anyway.
Why:
Right now I like that the barbarian threat is real. But since it is just masses of weak units, military civs get MASSIVE amounts of science and culture and other bonuses from raging barbarians (and if you get Bribe upgrade or Orders building etc you are unstoppable). For example, my culture in my current game is +21 per turn, but I average 140 bonus culture per turn from clearing camps. Barbarians should be a threat and a nuisance, not a "Oh good! A Barb camp! I needed a bunch of culture!" I think the dynamic should be more that military civs can expand and explore first, but other civs should be able to catch up with fewer cities and more defensive play.
And not to mention the tedium of dealing with all the barbarians each turn. So I would prefer FEWER units that are individually much STRONGER so the challenge remains without the culture/science balloons floating around everywhere.
Perhaps it would be better to increase the camp bonus to +300% defense or higher, so that more units are required to clear. In particular, there are more ranged units, since it is doubtful that the AI will dare to melee attack against such a large bonus.
Tradition and Progress will simply be able to hold back the roaming bands of barbarians, exterminating them on their territory and not moving far from the cities..
The authorities will have to allocate larger detachments to travel to the camps.
from the city-state to not be modified by any multiplier, and treating both food and growth bonuses to apply before consumption.