Thanks for the responses guys.
Aeon221 said:
I assume you got that impression from further reading elsewhere; all I got was a brief blip that seemed to do more to confirm the colonial method. I mean, the tortise fragments were all coming from the same place haha.
Regardless, this looks cool so I am going to dig up some time to read about it! Please share anything else you have on it!
Actually I read the entire article at work this summer. They have the issue that the article appears in--July 2003. But yes, the blip on the picture tells a little about their findings, of multiple cultural centers in the Shang region, all with different leadership and similar styles of creating bronzes (some of which are the largest pre-Renaissance bronzes ever found, very advanced for the time).
I have to say that the term barbaroi is rather passe in this day and age. Wouldnt it be more apropos to call them something else? Or even just not include them? I am curious as to how you intend to include playable civilizations and still fill the earth with the barbarians AND still meet the 8 civ limit!
Good point! I like Endiku_Warrior's idea of calling them Indigenous or Native people. As to the number, I had in mind making 4 indigenous civs (one for each culture group), leaving space for 4 regular civs. This is rather limiting on the playable civ side, and I would prefer EW's idea of 1 indigenous civ and 7 playable civs. If only I could get a way for the indigenous civ to not share culture with any of the playable ones, it would solve the balancing problem of having some players sharing the culture group while others do not.
Putting Never Build orders in the editor rather than a special resource is a great fix. Thanks guys. I like the idea of putting this on the Aqueduct and Hospital as well. I also like the -1F resource. Great ideas.
I wouldn't want to completely bar them from research, since you would need them to be able to defend themselves later on with Guerrillas and such. But I think if they have no (or next to no) access to workers (since slaves are their only labor source), then you would find them using large numbers of no-resource units, rather than only Ancient Era units throughout the game. But initially they could be limited to some flavor units that are very crippled, and I could set some hidden "stone age" techs between them and the regular tech tree that have a very high cost.
The preplacement of cities I would want to be somewhat historical. Here is an example of what I had in mind:
This is from El Justo's scenario, "The Cold War Deluxe; 1960-1989, located
here. The map is 130x130, Rhye's. It appears that he has adhered to RoC rules about settling on Jungles and Deserts; you'll notice that these regions are very sparsely populated. In fact, I'm considering borrowing his map entirely, deleting units, importing Rhye's rules, and reassigning cities to the indigenous civ(s). It all depends on whether it would be more work to place RoC landmark terrain on his map, or place his cities on the RoC map.
I'm still working on how to cripple them with a special government, and getting them to choose it over despotism. Any ideas?
EDIT: fixed an html tag.