Although they are not technically Barbarians and don't belong to an outpost, experience gained from them is still limited. Barbarians come from outposts, which have a chance of appearing randomly in any land tile that is not in a unit's field of vision. This also includes Tundra and Snow terrain, which are rarely inhabited; that's why it is common to find outposts in the far north and south until very late in the game.
As in earlier Civilization games, new Barbarian outposts generally will spawn in the spots most suitable for founding cities within any area outside a civilization's field of view. Each outpost starts with a fortified anti-cavalry unit Spearman , Pikeman , etc. Each Barbarian unit belongs to its own home outpost the one which spawned it , and won't stray too far from it. The Scout unit makes an exception - it will roam around until it reaches the coast, or finds a suitable target for raids.
Outposts are further affected by location and strategic resources. Depending on where they are located, we can say that there are three distinct types of outposts:.
Barbarian naval units will menace your coastline, destroying naval improvements and attacking hapless land units which stray too close to the coast. It's important to maintain a navy to keep them off your back, but the best way to stop these attacks is to destroy the coastal outposts nearby.
If left unchecked, these outposts will produce large numbers of Quadriremes which will not only harry your coastal lands, but may also overwhelm any lone ships you send to deal with them in the early game. A civilization will earn a Gold reward for dispersing a Barbarian outpost, in addition to the benefit of stopping it from spawning more Barbarian units.
The method for this is simple: any land unit must enter the tile of the outpost, or a naval raider unit must perform a Coastal Raid. You'll have to defeat the guardian unit first, of course or force it off the tile with a Winged Hussar. There may also be a chance that the guard will move away from the outpost to attack a nearby unit especially ranged ones , leaving the tile exposed for a capture.
Importantly, the unit that takes over the city center must be a melee unit. However, one of the main differences in invading and taking over a city in Civilization 6 as opposed to its predecessors is the impact that walls have on combat. In previous versions, it was relatively straight forward to get past a wall with brute force. That is no longer the case. Regular melee units do less than a quarter of their original damage to walls, and ranged units only do half.
In Civilization 6 , players need siege units to be able to get past walls or the enemy will be able to huddle up and pick off troops using the built-in ranged defenses that cities have. However, while this is a significant advantage for walls this time around, there are some other important factors players should be aware of that play to their strengths as an attacker. This idea suggests an alternative direction.
If the barbarian city mechanics work acceptably in terms of gameplay, I could read in the CITYs from the SAV - which is already working, at least in the limited testing I've done so far - and convert them into BIQ CITYs, which are much simpler and already fully supported, both reading and writing.
Thus it could potentially be written with the code I already have, and likely wouldn't have to wait for full SAV reading and writing support. This is definitely an interesting new discovery, and if the mechanics in Debug Mode look good, it's a good candidate for something I could work on adding support for this summer!
Quintillus , May 31, Oh wow! I didn't know about your editor Quintillus! That looks really good and looks perfect tool for greater customization of a playable Barbarian scenario.
Also if you're the man around here ensuring the preservation of great Civ3 fan content at civfanatics then there's a few things I wouldn't mind chatting to you about over PM! Blake00 , May 31, It's been one of my main side projects for 10 years now. I'm not the man around here ensuring preservation of content, but merely someone helping in one area - namely, preserving Stories and Tales.
That forum has seen a lot of lost content due to external image-hosting sites going down over the years, so last year I started archiving and in some cases, restoring various stories. The King of Kings of archiving Civ3 content is Ozymandias. You can read about the destruction of his Library of Alexandria here , and also is restoration which I'd somehow missed here.
Quintillus , Jun 1, Kyriakos , Blake00 and Civinator like this. Quintillus, thank you very much for your explanations about the current possibilities of your great editor and one more time thank you very much for all your work you are doing for Civ 3.
Here is the listing of those functions in the CCM2 civilopedia so everybody can do his own experiments with the save file I have attached to this post:. Debug Mode. Barb Cities Era 3, one with preplaced walls. Last edited: Jun 2, Civinator , Jun 2, Last edited: Jun 6, I'm saddened to hear about Oz.
He is an awesome human being. I wish him a speedy recovery. This forum is diminished by his absence. This is an interesting thread!
Quintillus and Kyriakos like this. Kyriakos , Jun 6, Yeah that's a real shame, poor guy, if he's too unwell to be on here then I guess there's not much point in me PM'ing him about my preservation stuff. I'm also guessing from his posts that his amazing archive of all Civ3 fan content is on a personal hard drive and not an accessible location for us.
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