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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > The barbiaans city in SCN?
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ottok is offline ottok
Prince
tampere,FINLAND
Oct 1999
time: 05:13
Question  Old Post 29-03-2000 13:40 Visit ottok's homepage!
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#1 Report this post to a moderator
The barbiaans city in SCN? Increase the size of your Attachments

are you yes or no?

Cam is offline Cam
King
Australia
Jan 1970
time: 14:43
Post  Old Post 29-03-2000 20:08 Visit Cam's homepage!
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#2 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

And to think - now I have moderator status... mwah ha ha!

Ottok,

Thank you for your message.

One common way to create a barbarian city is to place a barbarian unit through the command 'cheat > create unit > (select unit) > foreign > barbarian' right next to a (normal) undefended city that has no units inside. The following turn the city will almost certainly be captured by the barbarian, and from then on, that city will produce those units until it is captured by a tribe.

The use of barbarian cities has been a point of much debate, however they do perform several useful functions. One such role is to create a de facto no man's land where rival tribes may compete for dominance without fear of damaging reputations, agreements, and treaties. By taking several barbarian cities, a tribe may be rewarded for their assertiveness.

An effective example of the impact of barbarian cities may be seen in the Fantastic Worlds' scenario: Samurai.

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