I just played another game...
I feel your pain.
The barbs were whupping up on everyone. Barbs killed two civs with multiple cities and were threatening the others, from what I could see.
The problem is the strength of the special barb units, like Bandit Vigils and such. Regardless of whether or not they're leashed, the AI seems to loose tons of units to them. Also, there are
too many special units with ranged attacks. (Archers and such) Those ranged attacks are high value dmg as well. Also, there are too many barbs with added defense values, making attacking them a virtual suicide run for a stack of warriors, if you can manage to cough one up.
I didn't care anything about any possible danger presented by any of the other Civs. They could have all been at war with me and I wouldn't have cared one bit. BUT, the barbs, on the other hand, had units that were just too strong for me to handle. They kept me from being able to expand and I could barely do anything else but pump out warriors or hunters. The ONLY reason I lasted until turn 150 (when I quit that game) was that I had picked up a mage with fireballs and an archer by exploring ruins early on..
With the reduction in expansion that the barbs bring, it seriously hampers the player and the AI. Sure, it could be a crap shoot, depending upon how your game starts out. But, it shouldn't be that much of a roll of the dice. Heck, I watched two AI cities get taken down by leashed units when they should have had no problem. (Minotaurs) But, their defenders had been whittled down by ranged units and probably the occasional run after a leashed captain unit.
Standard anti-barb tactics learned in previous releases doesn't help much when there's not a darn thing you can do to put a dent in a barb unit with 10 str + promotions and commanded by captain. Sheesh..
