(April 1st, 2021, 04:03)civac2 Wrote: So this
Quote:A) NumCities > 2*NumPlayersAlive:
Barbs will enter your territory if they can pillage an improvement on their next turn [...]
Barbs will enter your territory if they can attack a city on the same turn [...]
B) NumCities > 3*NumPlayersAlive:
The restrictions for the missions are lifted to
pillage on the 3rd turn
attack city on the second turn
from DanF5771 on civfanatics has been quoted a lot.
Is this information actually correct?
If so do roads count as an improvement for barbs to pillage under A)?
I had a look at your request and this will be a little bit out of line of my usual format. The reason is that Dan provided accurate informations. For reference we are talking about this post by DanF5771:
Dan's post
Like I said for the most part Dan is correct there are only three things where I need to provide additional information:
Dan wrote:
Quote:
- Once they have entered your territory, they will consider the following options for their current turn
- pillage an improvement (50%)
That's partially correct, but for the full picture it should phrased this way:
pillage an improvement (50%) on the same turn
For all 1-movers this means pillaging a tile they are standing on, but of course 2-movers can pillage neighboring tiles. It should also be mentioned that this 50% pillage chance is checked before all the other NumCities checks. So in theory if there would be 2-movers before any of the limits that Dan described, they could enter your border to pillage a neighboring tile. But this almost never happens because by the time the barbs can spawn horse back riders, the NumCities limits are already done.
The second addition is for the tiles considered for pillaging. The game actually checks if the tile that should be pillaged is inside any cities BFC. If it is not in the BFC, the AI won't pillage it.
As for the last addition this is for all types of attacks involving combat, so city attack and attack a unit. Everything is correct what Dan wrote, but in addition the game also checks the odds. If the odds are to low the barb won't attack. There are different thresholds, but they are mostly so low that it won't matter that much. I could investigate those thresholds some more, but here the code gets a lot more complicated with multiple possible scenarios of attacks. You can test this yourself if you give yourself a modern armor for example and put barbarian warriors next to it. They won't attack it.
As for your last question: All kinds of routes (roads and railroads) are always considered for pillaging.
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