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guermantes
Warlord
Sweden
Nov 2005
time: 20:00
02-09-2008 14:02
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#1 | report |
Raging barbs do what exactly? Avatar Enlargement: We've got the solution


How is my game affected by turning on raging barbs?

Do they,

1) Spawn more frequently?
2) Spawn earlier?
3) Spawn more powerful units?
4) Tend to focus their attacks on me?
5) All of the above?

Thanks!

snoopy369
PtWDG Vox ControliCivilization III PBEMCivilization III Democracy GameIron CiversApolyton UniversityCivilization IV: MultiplayerC4DG VoxC4DG The HordeC4DG Gathering Storm
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Technical Assistant
Of the Peanuts Gallery
Apr 2004
time: 13:00
02-09-2008 14:28
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I'm not 100% sure (or 99.44% even), but I believe it is 1,2,3 (not 4). I'm not entirely sure about 2. in particular; they definitely spawn more frequently, and I believe they get more powerful units (or rather, get more powerful units earlier; I think they ultimately have the same limitations in that they always get riflemen eventually, but you will see axemen/spearmen/horsemen sooner). I don't think the initial spawn is any sooner, but the initial city-attack wave may be sooner (normally they aren't permitted to go onto your territory for a period of time).

They also are more likely to attack, by the way. Barbarians (particularly animals) have a percentage chance of choosing to attack you when they are able to (hence why sometimes that bear won't eat your scout for lunch seemingly for no reason). With raging barbs, I'm fairly sure that percentage is less, or even zero (not sure there). I think it also has other affects on their wandering algorithm (more likely to target cities, perhaps?). I don't recall if it affects the likelihood of stopping to pillage versus going straight to the city, or not.

They definitely do NOT focus their attacks on you (as opposed to the AIs), however. Most players consider raging barbs to be a player advantage assuming you're not above your comfortable difficulty level; the AI deals worse with them than you do, particularly as you can build the Great Wall which the AI usually ignores.

Theben
Deity
Dance Dance for the Revolution!
Jan 1970
time: 14:00
02-09-2008 14:29
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AFAIK they just spawn more frequently. However it's a LOT more frequent. On average, and depending on how much fog is near you, be prepared to face 2-4 barbs per turn.

Theben
Deity
Dance Dance for the Revolution!
Jan 1970
time: 14:00
02-09-2008 14:34
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quote:
Originally posted by snoopy369
They also are more likely to attack, by the way. Barbarians (particularly animals) have a percentage chance of choosing to attack you when they are able to (hence why sometimes that bear won't eat your scout for lunch seemingly for no reason). With raging barbs, I'm fairly sure that percentage is less, or even zero (not sure there).


Definitely not zero. I've had Dog Soldiers stand next to barb units and had them not attack. I assume it had more to do with % chance of success than anything else, particularly wrt melee units.

snoopy369
PtWDG Vox ControliCivilization III PBEMCivilization III Democracy GameIron CiversApolyton UniversityCivilization IV: MultiplayerC4DG VoxC4DG The HordeC4DG Gathering Storm
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Technical Assistant
Of the Peanuts Gallery
Apr 2004
time: 13:00
02-09-2008 16:49
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There are two separate chance calls, actually. There is a call that decides if it will consider attacking or not (strictly a random chance), and then a separate call if it will attack given the odds.

Diadem
BtS Tri-League
Prince
Netherlands
Nov 2005
time: 20:00
02-09-2008 17:20
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I know those are based on difficulty. On settler they attack you less often than on deity

But does raging barbs also affect them?

And what about the not entering borders thingie? This is something new to BtS right? At least in vanilla and warlords I never noticed barbs doing this (well animals, of course, but not real barbs).

Tattila the Hun
King
Tornio, Suomi Perkele!
Oct 2002
time: 21:00
02-09-2008 17:21
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They RAGE!

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 14:00
02-09-2008 20:16
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Barbs appear more frequently as the number of unseen squares required per barb goes down. They are tougher, as the delay from someone getting a tech to the barbs having it too is shorter. Units will also wait for each other if one unit is not strong enough to attack. Multiple units will rout around defenders to pillage tiles more often than with regular barbs.

In other words, they are "Mad as Hell, and they are not going to take it anymore."

Saurus
Prince
Finland
Oct 2001
time: 21:00
14-09-2008 09:47
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They appear MUCH more frequently. If you play on a map with a big landmass, then you will have to concentrate fending of barbs all the time coming in from all directions.

If you are in a pocket (blocked of by another civ from one direction, the sea from another for instance) then you might on the other hand not see any increased barbarian activity at all.


My experience is that the "raging barbarians"-setting can be a lot of fun - or disasterous for the game depending on if a given civ have the required resources nearby in order to build units (axemen) witch are able to combat the onslaugt.

In my current game, raging barbarians destroyed 2 civs before year 0, witch was not a good thing for the game.

Willem
Emperor
Canada
Dec 2001
time: 11:00
14-09-2008 16:11
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quote:
Originally posted by snoopy369
I'm not entirely sure about 2.


I doubt it. That's pretty much set in the HandicapsInfo.xml. I'm pretty sure the Raging Barbs setting only affects the frequency and numbers.

quote:
They also are more likely to attack, by the way. Barbarians (particularly animals) have a percentage chance of choosing to attack you when they are able to (hence why sometimes that bear won't eat your scout for lunch seemingly for no reason). With raging barbs, I'm fairly sure that percentage is less, or even zero (not sure there).


Normal Barbs will always attack. Only the animals have a setting to determine the odds, not the regular ones.

Willem
Emperor
Canada
Dec 2001
time: 11:00
14-09-2008 16:17
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quote:
Originally posted by Diadem
And what about the not entering borders thingie? This is something new to BtS right? At least in vanilla and warlords I never noticed barbs doing this (well animals, of course, but not real barbs).


The only time that happens is when a civ builds the Great Wall. Barbs can't enter into the cultural boundaries of any civ that has that Wonder. For all other civs though it's business as usual.

Grim Legacy
Prince
Aug 2001
time: 20:00
14-09-2008 18:15
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quote:
Originally posted by Willem


The only time that happens is when a civ builds the Great Wall. Barbs can't enter into the cultural boundaries of any civ that has that Wonder. For all other civs though it's business as usual.


I think he meant the delay that seems to exist between the first sighting of barbarian units and them actually moving into your cultural boundaries. They don't seem to wander into them at first, as far as I've seen.

In fact, it seems like they wait to enter until they mount some sort of attack on your nearby city, but I am not sure about this.

This is just gameplay observations, I have not looked at any code that might reveal it.

ColdPhoenix
BtS Tri-League
Prince
Londinium
Mar 2006
time: 19:00
24-09-2008 10:23
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#13 | report |
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Barbarian animals appear earliest and don't enter your territory.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 14:00
24-09-2008 15:15
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Early human barbarians do seem to "explore" a bit. But once one of them finds your city, the others within sight seem to make a beeline to your site. Animals never consciously enter your borders, but new border expansions do NOT push them out automatically, so be careful with that unguarded worker or badly damaged unit. They will wander out and not attack the city, but they are not "safe." If you have the Great Wall, border expansions will push all barbarians, human and animal, out of newly marked territorial expansions.

Addled Platypus

Alpha Centauri PBEMCall to Power PBEMCivilization IV PBEMBtS Tri-League
Emperor
comming at ya, with banana breath
Sep 2002
time: 11:00
27-09-2008 01:13 | www
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thay hardly attack the AI

Jaybe
Mac
Emperor
Henderson, NV USA
Sep 2001
time: 11:00
27-09-2008 07:23
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quote:
Originally posted by Addled Platypus
thay hardly attack the AI

Well OF COURSE they don't. Why should they, when you are a much easier target?

You have a 10% combat advantage against barb units at Noble difficulty, but the AI has a whoppin' 25% advantage at all levels. Except at Monarch, where yours has gone down to zero and the AI advantage goes up to 40 for some strange reason (it goes back down to 25 at higher levels).

Look at the CIV4HandicapInfo.xml in the GamInfo folder. It's really unjust and (as I have stated elsewhere a few times) I have reduced ALL the combat advantages vs. animals & barbs to zero. EQUAL OPPORTUNITY I say!

joncnunn
Civilization III Democracy GameC3C IDG: Apolyton TeamCivilization III PBEMApolyton UniversityC3CDG Team BabylonApolyton Storywriters' GuildCiv4 SP Democracy GameC4DG SarantiumC4BtSDG Templars
Emperor
Maryland Heights, MO
Sep 2002
time: 13:00
27-09-2008 14:29 | www
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That is similar to changes I made in my own handicap, but mine is a milder version in that regard.

By default the AI with regards to Barbs & Animals plays on Chieftain at all levels; I promoted them to Noble on all levels.

I also promote the AI with Inflation from Warlord to Noble and bump their WW Weariness from easier than Chieftain to full 100%.

Finally I give them full unit supply and unit upgrade cost.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 14:00
29-09-2008 16:20
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quote:
Originally posted by Addled Platypus
thay hardly attack the AI


Barbs attack everyone. At least half a dozen people have noted recently that barbs had wiped out one or two civs in their game. The barbs do that by attacking those civs. If you have a unit exploring inside the borders of AI civs during the time when barbs are most active, you can actually witness them falling on your rival's cities.

Targonis
Civilization IV: Multiplayer
Warlord
Oct 2005
time: 14:00
30-09-2008 16:34
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One thing about Raging Barbarians is that they will build cities sooner(due to the increased numbers), and those cities will develop a trade network and all the things that make it harder to attack a city, such as walls and such. If you end up with a small island continent that has barbarians on it but no other civs, it will be a bit harder to take it over by the time you can get to it.

If you turn this feature on, you can expect some civilizations to be wiped out by barbarians before you even get a chance to trade with them as well(depending on difficulty level). I have gone from having 5 other civs on my continent down to having 2 other civs on the continent as a result of this. Great Wall makes this option a bit easier to deal with in the early to mid game just because you don't need to take over your neighbors.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 14:00
17-10-2008 15:42
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Actually, they won't build cities sooner due to raging barbs but they will build more of them. The when is built into the level, but the odds of one in any group of tiles go up once the turn has passed. The sooner they get in place, the more likely they are to build the improvements mentioned by Targonis.

Turning on raging barbarians and then building the Great Wall in SP is a bit of an exploit. The AI coding provides no method for the AIs to know the storm is coming. So essentially, you set an ambush for all, then steal the only tool to deal with it. You should not be surprised if this gives you a big leg up on your rivals, but it does reduce the challenge. Just my thoughts.

joncnunn
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Emperor
Maryland Heights, MO
Sep 2002
time: 13:00
17-10-2008 21:44 | www
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I was a bit surpized on my current game with mere normal barbs when the poor Protugese AI had it's capital captured by Barbs. I had previously built the Great Wall so it looks like all the barbs went after them.

This was after they had built a few other cities so they weren't outright eliminated from the game. But they were so far behind the voluntary made themselves a vassal of the other AI on this landmass. After I built some Caravels, it turned out to be my far the most sparsely populated landmass.

As to what happened to that city: The barbs used it to build a lot more barb units against the Protugese; evenually the barbs took a second Protugese city but the Proguese were able to recapture it a few turns later. Finally the AI master (Rossevelt) sent a relief force to take over Lisbon but he kept it for himself.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 14:00
11-11-2008 18:41
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I my current game my nearest neighbor, the French under DeGaulle, built a city in the open next to horses as his first city post Paris. While I built troops, then sent out settlers with the troops to build my first three cities, the French kept losing that city which the barbs razed each time. After he did this for the third time, I sent over some troops to break the wave. In the name of "protecting" the French, I sent troops to the capitol too, right thru the closed border. Aren't I an nice guy? Now there is no more France -- almost as good as if the barbs finished him off. Cost me an axeman and two swordsman, way cheaper than two settlers.

Theben
Deity
Dance Dance for the Revolution!
Jan 1970
time: 14:00
12-11-2008 04:46
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Ragnar lost his poor capital and was eliminated from the game early on by barbs. I finally found his ex-capital some 4000 years later in an island chain and it was size 18 with 4 tile radius culture You'd think it would have become it's own empire by then.

Blaupanzer

King
Fairfax, VA
Oct 2000
time: 14:00
02-12-2008 18:43
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Barb cities never convert to traditional empires no matter how big the cities become or how many there are. If you play an "Old World" start, the other continents will have several good-sized barb cities, but no new empires.

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