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techumseh
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of the frozen North.
Apr 1999 time: 22:29
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You need to make a little matrix. Decide which unit slots you want to appear as barbs, give the appropriate techs for that at the beginning, and make sure that techs for later barbarians are unavailable.
For example, in the scn I'm working on now, I want the Rebels to appear in the musketeer and cannon slots, so I give Gun. and Ind. at the start, and make Mob. a no/no advance.
I want pirates to be in the Legion slot, so I give Iro, but make Chi., Tac., and Mob. unresearchable. And I want them to use the Caravel sot for their ships, so I give Nav., and make Mag. unavailable.
I'm not using goody huts, so things are a lot simpler. What is real tricky is to find a way to produce Mercenary units which are different from any Hordes or Rebels.
The techs which produce barbs don't actually have to be their pre-reqs in the scenario, so you can have barbarian units appearing which no civ can build, if you just change the pre-reqs for them.
The unit stats can of course be entirely changed; they can even be turned into air units, for example. It's the slot that counts. The only qualification I'd make is that pirate ships ought to have the correct carrying capacity, ie: 3 for the caravel slot and 4 for the frigate.
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