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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:23
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Barbarians are idiots. But, then, maybe I'm missing something. I set them at Sedentary so that they don't wander in and surprise me. (I just tried them at Roaming and all of a sudden there were Barbarian Knights when I had barely got spearmen going. I re-started and went back to Sedentary.)
But I'm wondering whether some kind of benefits increase the more violent the setting. Is there an extra benefit somewhere down the road to setting them at Roaming vs. Sedentary?
I tried No Barbarians once and got the impression that my warrior explorer found far fewer goody huts and so stayed with Sedentary.
What do you do? And why?
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planetfall
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Incoming from CO
Jan 2002 time: 22:23
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I think it depends on which is more important to you a) techs or b) military upgrades.
If you are a builder, or mostly builder, I would suggest sendentary. You want the techs, warriors, settlers, but don't care about gold and unit upgrades.
If you are a warlord, you want them most aggressive. You are looking for early conflict opportunities to create 1) more elites, 2) a bit of gold when destroy barbarians, and 3) chance for GL.
Since I prefer builder over warlord, I usually play as sendentary. I tried one game roaming, and annoyance with Barbarians was greater than any advantage of having them moving. I did get a bit more gold and a few more elites, but hatted the hassle of being forced into early higher numbers of military units. I would rather build temples/roads/culture and some empire expansion in early game.
Your mileage may differ.
-- PF
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werdhertz
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Canada
Jan 2002 time: 05:23
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I keep everything on RANDOM except my Civ... so... random!
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:23
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I usually set them at Roaming. Though if I ever play as the Aztecs, I'll be going for Raging (once when I played as them, sending my jag. warriors out to hunt barbarian camps was the most profitable action in that game).
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:23
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You guys are insane!
Aren't the other civs tough enough for you? I don't need a bunch of barbs picking away at me when my Aztec or German neighbours can't wait to do it anyway.
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Minmaster
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So Cal
Nov 2001 time: 21:23
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i like sedentary too over roaming but i think roaming gives u more goody huts than sedentary so i try to stay at roaming.
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Minmaster
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So Cal
Nov 2001 time: 21:23
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i agree with cracker, but on diety, its kinda hard dealing with barbs. its a pain in the ass trying to take out a barb encampment on a mountain!
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cracker
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Colorado, USA
May 2002 time: 22:23
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The one caveat to setting the barbs high is that you have to understand uprisings.
These uprising are triggered by a total idiot programming decision that relates to the 2nd civ on the map entering a new age. (sorry Soren for not pulling punches, but from a gameplay standpoint this programming choice falls in the skinner box category of hidden torment intead of creative challenge).
All the barb camps in the whole world go psycho all on the same turn.
The size of the uprisings is set by the barb intensity level with 8 horsemen per intensity step (8 for roaming, 16 for restless, and 24 for raging).
In general, do not even think about defending against an uprising and learn to:
- Lead them to your enemies cities
- Give away or spend all your gold in your treasury before they attack
- move your military out of the frontier city and just give the city away to your worst enemy. Then the barbs will kill his military unit and sack his treasury and you can just walk back in an take the city back.
The largest number of barb horsemen I have every had to deal with in one turn is 240, and you can easily handle this once you know how the game is played.
Last edited by cracker on 02-11-2002 at 00:09
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One_Brow
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quote: Originally posted by cracker
The one caveat to setting the barbs high is that you have to understand uprisings.
These uprising are triggered by a total idiot programming decision that relates to the 2nd civ on the map entering a new age. (sorry Soren for not pulling punches, but from a gameplay standpoint this programming choice falls in the skinner box category of hidden torment intead of creative challenge).
All the barb camps in the whole world go psycho all on the same turn.
The size of the uprisings is set by the barb intensity level with 8 horsemen per intensity step (8 for roaming, 16 for restless, and 24 for raging). |
I haven't seen an uprising since getting the 1.29 patch, but under 1.17, this was not true. I occasionally had uprisings at different times in the game, especially when startning with a lot of jungle to one side of my civ, since I did not expand quickly in that direction.
I recall reading that an uprising happens if the camp is not destoyed after a certain number of turns.
quote: In general, do not even think about defending against an uprising and learn to:
- Lead them to your enemies cities
- Give away or spend all your gold in your treasury before they attack
- move your military out of the frontier city and just give the city away to your worst enemy. Then the barbs will kill his military unit and sack his treasury and you can just walk back in an take the city back.
The largest number of barb horsemen I have every had to deal with in one turn is 240, and you can easily handle this once you know how the game is played. |
If you can manage it, four or five spearman behind a wall seem to usually suffice. Even two will take out over half the attackers.
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Catt
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California - SF Bay Area
May 2002 time: 21:23
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quote: Originally posted by One_Brow
I haven't seen an uprising since getting the 1.29 patch, but under 1.17, this was not true. I occasionally had uprisings at different times in the game, especially when startning with a lot of jungle to one side of my civ, since I did not expand quickly in that direction.
I recall reading that an uprising happens if the camp is not destoyed after a certain number of turns.
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You can encounter 3 different uprisings during a game -- the 3 turns during which a second civ enters into the Middle, Industrial, and Modern Ages, respectively. But often the map is fully explored and/or settled by entry into the Industrial Age, so most players only experience one barbarian uprising in any given game. Also, if your territory doesn;t border "fog-of-war" (the only place where barbarian camps spawn) the world may experience an uprising but you won't hear hide nor hair of it.
The information that an uprising occurs only on the "2nd civ to advance to a new age" trigger (and not on any other good guesses at what causes an uprising - like a camp allowed to live for XX turns) comes from Soren Johnson, the Civ III AI programmer, in a thread here at Apolyton.
Catt 
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One_Brow
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quote: Originally posted by punkbass2000
Sorry One_Brow, but cracker is right. It was told by Soren a couple months ago. |
Soren is certainly the authority.
Still, it seems odd that in the same thred he mentioned this ("Best of the Best"), another poster appaently saw what I did on the 1.17 patch: multiple uprisings. There were under 20 turns apart for me, a little too close for separate ages.
I wonder if you receive a message only after the barbarians "home in" on one of your cities, so that they are generatede at the same time but you getmessages at different times.
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