I was just looking at barbarian spawning information again, such as in
this post.
If I'm calculating things correctly, with 7 of 7 teams beginning with machinery, the barbs will acquire about 21 beakers towards that tech every turn from the start of the game. So they will get it about turn 34. However, only 6 of 7 teams start with archery, and archery is a very cheap tech, so rounding is in our favor with this one: barbs will get only 1 beaker per turn toward it and will not get the tech itself until turn 59. Due to the rounding, this doesn't actually change if we tech archery ourselves, no matter when we do it.
So in regards to crossbows, turn 59 is our deadline -- we need the ability to build an effective counter by then. Since we can build airships for bombardment, our counters don't need to be all *that* strong.
Other than the crossbows, can anyone think of anything else that Gyathaar might have jump out at us, or how it might be accomplished? Flight gives access to fighters, but I wouldn't think those could spawn without a city to base them in. Ditto airships. Paratroopers need rifling.
The only other thing that gives me pause is something I vaguly remember about barbs getting access to all the techs of an era once all the civs have reached the next one -- well, we're all technically in the modern era, having Superconductor. So does that mean the barbs automatically get all the pre-modern techs? That's what I remember, but it doesn't jibe with what Gyathaar has said and it would seem to render a game like this unplayable if it were true, so ... Am I remembering it wrong?