they should make barbarians less powerful

Leathaface

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More like the strength of Barbs from Civ IV. The way things are now, Barb camps are almost like armies on their own.

It is not uncommon for me to see a camp with a warrior, 2 archers roaming around the camp. Then if you kill 1 of the archers a warrior would appear. How is a scout supposed to stand a chance against this?
 
Don't go near them and be more careful when scouting. Scouts aren't supposed to fight.

Isn't there an option to turn barbarians off if they are too hard for you?
 
If you want to strengthen your Scout...extra sight, etc., you can take potshots at the Barbs ...even in camps, but you have to be careful and use the terrain to your advantage as best as you can and try not to get boxed in. You want to be able to get away to heal if necessary....

And don't let your Scout get too weak or the Barbarians will start chasing it all over the map.....On occasion I've had to run all the way back to one of my cities to get away....kind of a waste of movement points I would say.....

Oh, and sometimes I let a Scout die a "noble death" for the empire... instead of "insta-heal" I'll go for "extra sight" and open up some more country...maybe even a final lunge forward for a bit more...and then let the Barbs finish him off to save a gpt... :)
 
How is a scout supposed to stand a chance against this?

This actually made me lol. No joke.

C'mon man, SCOUTs are for SCOUTing, warriors and archers are for the fighting. However scouts can be used as the cleanup guy after your archers do the peppering. Also, you should consider opening the honor tree if barbs are giving you trouble.
 
Barbarians in CIV5 is much less annoying than which in CIV4, for they are usually unable to kill your units, and ZOC can prevent them from entering into your border directly.

In CIV4, I need to build a lot units just to defense against the Barbarian Archers, while in CIV5, 1 warrior+1 archer are enough in most time.
 
Sometimes I think they should go in the opposite direction and make them more of a threat. As they are now, they're a mild annoyance. In the early game, before I have workers out, I don't even bother with them.
 
I'm in the minority opinion on this, but I like taking survivability for my scouts. Most people seem to take scouting, but I've found upgrading survivability better prevents any unexpected barbarian attacks from killing off my explorers, and allows them to heal faster so they can spend more time exploring, and less time healing. Also, once they get back to your empire, survivability scouts can give you an additional turn in fending off some huge early armies from other players, and can be somewhat helpful in clearing out nearby barbarian camps. If they become composite bowmen, survivability is also the better upgrade for them to have.

You don't send scouts to clear out barbarian camps on their own unless it's already been weakened, but if you're careful, scouts can survive pretty easily while exploring.
 
I'm actually looking to increase the rate of barbarian unit spawning..therefore it's clear the game should have more options in the advanced setup - now, the issue will be that we really need to have the standard set of settings so that people get to play a 'standard' game (or the 'same' game as everybody else); i know mods take care of that but it would be easier to have it in anyways - more options for barbarians, resources, for each map type (land % for example)...
 
I'm in the minority opinion on this, but I like taking survivability for my scouts. Most people seem to take scouting, but I've found upgrading survivability better prevents any unexpected barbarian attacks from killing off my explorers, and allows them to heal faster so they can spend more time exploring, and less time healing. Also, once they get back to your empire, survivability scouts can give you an additional turn in fending off some huge early armies from other players, and can be somewhat helpful in clearing out nearby barbarian camps. If they become composite bowmen, survivability is also the better upgrade for them to have.

You don't send scouts to clear out barbarian camps on their own unless it's already been weakened, but if you're careful, scouts can survive pretty easily while exploring.

In one of my BNW beta patch games I found myself using a scout heavily for defense.

Was sticking to my normal "no early wars" routine and got DOW'd early. Things got so desperate I had to rush my scout back to help with capital defense. Had two survivalism promos from barbs, he managed to get the 3rd survivalism promo and turned into a critical part of the defense. With the 3 promos, they're the hardiest unit on the board in the ancient era.

I'm about 50/50 with scout promos. If there is not a lot of land exploring to be done I'll go survivalism and pull him back to the capital for barb defense until I get Astronomy, if I rolled a terra map I'll usually stick with scouting.
 
I think barbarians are just fine in Civ 5, annoying as they should be, nothing more (they're also fun, when they accidentally capture one of your civilians and lead its escorting unit on a merry chase to rescue them) . I hated barbarians completely in Civ 4 where I removed them from the game very often, but the Civ 5 ones are well balanced at this point.
 
I'm actually looking to increase the rate of barbarian unit spawning..therefore it's clear the game should have more options in the advanced setup - now, the issue will be that we really need to have the standard set of settings so that people get to play a 'standard' game (or the 'same' game as everybody else); i know mods take care of that but it would be easier to have it in anyways - more options for barbarians, resources, for each map type (land % for example)...

Raging barbarians doesn't do it for you ? I've had 3 archers, 2 brutes, and 2 axeman knocking on my door with raging barbarians set. Only thing that saved me were lack of a cohesive plan on their part and barb combat bonus.
 
I never thought I'd see a thread like this acting like barbarians is powerful scourge.
They're super weak and nerfed and helpless lambs.

I miss tough barbarians from Civ 4.

Only time I have been threaten by barbarians is when I'm playing Fall of Rome Scenario.

Barbarians in CIv 5 = Free GOld, exp, culture points.

And since the OP made a rather bad error in using Scouts against barbarians, Scouts can win but it's very unlikely. You need more units to blitz the encampment down fast than they can respawn.
 
Yea they really should buff those barbs. Most often I find that by the Renaissance era barbs have all but disappeared of the map, and this is with Raging Barbs.

Oh what? You want to make them less powerful?
 
I'm in the minority opinion on this, but I like taking survivability for my scouts. Most people seem to take scouting, but I've found upgrading survivability better prevents any unexpected barbarian attacks from killing off my explorers, and allows them to heal faster so they can spend more time exploring, and less time healing.

If you move your scouts one tile at a time and always aim to land on a hill or forest you should hardly ever get attacked. Adding +1 sight makes it that much easier to avoid the barbarians. About the only time I've ever taken unexpected damage to a scout is when I've gotten lazy and set a long path for it.
 
Playing on huge or giant maps, I sometimes run into dense thickets of barbarians in the wastelands. They don't accumulate until the game has progressed for quite some time, but it does raise the question as to whether to send a scout into the snow fields early. Ancient ruins do not appear on snow (although sometimes a patch of tundra will appear with a ruin.)

I agree with the consensus opinion: scouts shouldn't be used to fight barbarians. If your scout has nothing better to do, chances are you don't need him anymore.
 
More like the strength of Barbs from Civ IV. The way things are now, Barb camps are almost like armies on their own.

It is not uncommon for me to see a camp with a warrior, 2 archers roaming around the camp. Then if you kill 1 of the archers a warrior would appear. How is a scout supposed to stand a chance against this?

Suck it up buttercup.

In other news you do know you can adjust barbarians in setting when you start the game. You can go from raging to very few if any barbarians. I think I always run random barbs.

I take it you've never had to fight a gang of Gauls in real life, if you had you'd realize that a tribe of barbaric Gauls showing up on your border is indeed something to be feared.
 
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