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Meldor
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Houston, Texas
Dec 2001 time: 23:20
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IIRC, I had a game in which there were two different barb uprisings, but I think it was on the 1.16 patch. They both occured within a short period of each other. I have seen barb camps very late in a coquest game, but don't remember any uprisings past the 500 AD time frame. Could be the second civ to reach a certain level of culture. Or the second civ to reach Fuedalism or some other trigger tech.
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Soren Johnson Firaxis
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Hunt Valley, MD
May 2001 time: 00:20
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ok, enough with the suspense!
barbarian uprisings are triggered the second time a civ enters a new age. (once for the middle ages, once for the industrial age, once for the modern age...) The intention was to basically simulate the barbarian hordes that knocked out Rome and (to a lesser degree) the Mongols. This made a little more sense back when barbarians were more destructive, but having half your civ knocked out for seemingly random reasons was deemed not much fun. Instead, we flipped the concept around and gave a temporal bonus (the Golden Age) instead of a temporal penalty.
I think DeepO gets the award for being the first to mention it...
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kring
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Wichita,KS,USA
Dec 2001 time: 23:20
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quote: Originally posted by Theseus
I'm a little confused...
The second time any civ enters a second age? Meaning, I as the human do it, and then an AI civ does it?
Or the second time, period, that one of the civs in the game, human included, does it?
I like the principle. |
This is not what he said.
quote: barbarian uprisings are triggered the second time a civ enters a new age. (once for the middle ages, once for the industrial age, once for the modern age...) |
This is what Soren said. The major difference is only one use of the word second.
By this, it would indicate any time a civ meets the condition, any civ since he didn't limit it to players, an uprising occurs. Also, there could be one again at industrial, and again at modern, if there are still camps around.
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Catt
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California - SF Bay Area
May 2002 time: 21:20
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quote: Originally posted by Sir Ralph
I think, without being sure, that every existing barbarian camp spawns horseman stacks. Depending on barb level, either 8 (roaming), or 16 (restless), or 24 (raging). If there's no camp, there's no uprising. This is most likely be the case, when the 2nd civ strike the industrial age. I only once have seen such a late uprising, IIRC it was in the CFC GOTM6, after I razed the whole China to avoid domination and the barb camps returned. |
A poster named cracker (at another forum site) lives up to his name - he has methodically and intelligently "cracked" various aspects of the game and reported some of his findings to the community at large (always very accurate and intelligent posts).
As a tangential thought to another point he was making (I forget the main point) he indicated that, just as Sir Ralph says, every exisitng barbarian camp worldwide rises up on the same turn.
BTW, in minitourney III, I got the "uprising" notice which referenced an uprising near my northeastern-most city. However, I could see a barbarian camp near my southeastern-most city, near my broder with the very few (respawned) Japanese cities. I evacuated a few workers and units from the open fields in the southeast to a nearby city behind a river and withstood the barbarian stack with only a few units lost and the rest promoted to elite. I never saw any barbarians in the northeast, and can only assume that Cleo took the brunt of that uprising. So I know for certain that at least multiple camps (if not all) rise up at the same time.
Catt 
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player1
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Belgrade, YU
Sep 2001 time: 06:20
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quote: Originally posted by Soren Johnson Firaxis
ok, enough with the suspense!
barbarian uprisings are triggered the second time a civ enters a new age. (once for the middle ages, once for the industrial age, once for the modern age...) The intention was to basically simulate the barbarian hordes that knocked out Rome and (to a lesser degree) the Mongols. This made a little more sense back when barbarians were more destructive, but having half your civ knocked out for seemingly random reasons was deemed not much fun. Instead, we flipped the concept around and gave a temporal bonus (the Golden Age) instead of a temporal penalty.
I think DeepO gets the award for being the first to mention it... |
Soren,
One idea for patch (or maybe for PTW if it's too much).
What about more variety in barbarian uprisings.
Warriors and Horsemen are fine in ancient and middle ages, but having them later is a little bit ridiculs.
Also, later ages "barbarian hordes" never happen since all territory is already sttled.
So maybe making them assault from ships (like in Civ2) for entering in industrial era (PIRATES!)
And for modern era, just make them assualt near your weaker cities (REBELLION, GERRILA, REVOLUTION!).
These effect should not be too much powerfull, but still siginificat to promote better defense of your cities.
As you said, having super horde appering random is not too much fun.
And you can make it as an option in starting game screen too (if somebody preferes more tamed World).
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star mouse
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of the Barbarians
Aug 2001 time: 16:20
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quote: Originally posted by player1
Soren,
One idea for patch (or maybe for PTW if it's too much).
What about more variety in barbarian uprisings.
Warriors and Horsemen are fine in ancient and middle ages, but having them later is a little bit ridiculs.
Also, later ages "barbarian hordes" never happen since all territory is already sttled.
So maybe making them assault from ships (like in Civ2) for entering in industrial era (PIRATES!)
And for modern era, just make them assualt near your weaker cities (REBELLION, GERRILA, REVOLUTION!).
These effect should not be too much powerfull, but still siginificat to promote better defense of your cities.
As you said, having super horde appering random is not too much fun.
And you can make it as an option in starting game screen too (if somebody preferes more tamed World). |
Yes! I've also suggested stuff like this in another thread.
How about "small uprisings" from encampments that are spawned randomly. This is where the encampment produces a few units at the same time instead of just one. The number of units would be about 2 to 5, depending on the Barbarian setting, and would happen about every 4th time the encampment spawns units.
You could also have "large uprisings" with a number of units equal to half the number for "massive uprisings", and these would be spawned if the encampment has remained for a while, say 30 or 40 turns.
As for barbarians in late ages, it's not usual to get land-based encampments after the middle ages, but these can be spawned from time to time if a civ has gone on a raze-fest and there's suddenly a large contiguous area of the map that's free of cities. For these to spawn Horsemen in the Infantry age is silly - give the barbs teeth!
My idea for controlling the units that Barbarians can produce is to make more extensive use of the Build options for barbarians instead of having just three units in the general settings. Barbarian encampments would produce the most advanced unit on the list that any civ can produce. Goodie huts would also work a little differently. They would only pop a unit on the list that any civ can already produce. For example, they would only pop a Swordsmen if any civ has Iron Working and Swordsmen are in the list. The list would work by tech and not units, so if the Persians are the only civ with Iron Working, the huts can still pop Swordsmen.
Finally, barbs should spawn at sea in the Fog of War like they did in CIV2. It would make Privateers more interesting if the Barbs could spawn them at sea at any time.
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