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duke o' york

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Land barbarians will never appear on squares that have been "civilised". Obviously they can't show up on the same square as one of your units, but equally they can't spawn on a tile that has been improved in some way. So if there is a road, railroad, irrigation, etc. on a square then the land barbs cannot spawn there. They can spawn a few squares away and then move onto improved squares (or more likely into fortresses), but they cannot begin in a "civilised" square. This has absolutely no effect whatsoever on pirates, and barbs can still come out of huts because settlers can't fly, but cover your island in roads, ensure that enemy civs don't pillage them and no land barbs will ever appear there.
Some people think it's a waste of time to road all the squares, and most often it is, but if you want to forget about barbs and concentrate on building a massive score then get the army of settlers to civilise the entire planet and barbs will be history.
PS - When I said that settlers can't fly, I meant that you can't road a hut square without popping the hut first. Just in case people don't understand what I was on about there 
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:27
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quote: Originally posted by SlowThinker
I have tested the defense bonus against barbs in cities:
The firepower (maybe hitpoints, but i think it is firepower) of the defender in capital (=a city with a Palace) is multiplied by 6 and in a normal city by 2.5 .
(It means that fortified warrior on a river in normal city is about equal to an attacking barb archer)
Edit: this is valid only if you have at least 2 cities.
And it looks that AI defenders have even better bonus. |
Test result:
Defense of AI units against barbs (barbs may be human or AI) is doubled (or attack of barbs is halved, I didn't test so thoroughly). This applies to any AI deferender, not only in a city.
I tested when barbs were led by human but I think it applies also when barbs are AI. It didn't depend on difficulty (same results with King and Deity).
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:27
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Yes.
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Elephant
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Phila PA
Aug 2002 time: 00:27
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I've seen AI Phalanx defend against multiple Legion attackers with little strength loss, so I would believe it.
RE Roading Everywhere (above): Figuring out the "optimal" RD/RR routes for trade bonuses is a pain, so if you've got spare time for Set/Eng just R everything. You'll see TR values pop up between domestic cities.
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Wharf Rat
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In a recent game while playing a Republic, the Senate overruled me when I attacked a barb. Can anyone tell me why?
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Wharf Rat
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It happened. Two conditions worth noting: There was a barbarian city which I was using as a 'farm' for NONE units. Also, I had spied on the city to see if there were any improvements. I am wondering if one of these factors gave the barbs the standing of a real civilization.
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Wharf Rat
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No and yes, respectively. I was still in Monarchy when I investigated the city.
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Wharf Rat
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Duke, you misunderstand.... I was stopped from attacking barbarian Units 40 squares away from the barb city and not produced by it. I eventually did buy the city, but only after slaking my thirst on tastey NONE units.
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Wharf Rat
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It was not the orange civ. The message actually came up "DO YOU WISH TO DECLARE WAR ON THE BARBARIANS?"
I went ahead and then got, "YOU ARE OVERRULED BY THE SENATE, ACTION CANCELLED."
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Wharf Rat
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I did bribe the city (later). I was not attacking the city. I was attacking random barbs on a different part of the map when I heard from the Senate. Also, I have a PC, not a Mac.
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Elephant
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Phila PA
Aug 2002 time: 00:27
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Yes, when the Barbs have at least one city they are treated as a "cvilization". You can try to establish an embassy (the Dip disappears, nothing on F3), and they can do research. You can even get a tech from taking their city, if they have anything you dont have (hah!). In Rep/Dem there can be Senate interference with attacking Barb units, but if you let them attack you several times it will eventually disappear. It's the "down side" of keeping a Barb city as a NONE farm.
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Wharf Rat
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That's wierd, wild stuff, 'Phant. Given my preferred strategy of minimal military and focusing on trade and science early, that makes a barb city a very questionable enterprise. I depend on being able to use a couple of attackers to cover wide swaths of space...
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