Posts: 881
Threads: 8
Joined: Mar 2022
1) No ? I'm really sure that barbs are blocking the spwaning of barbs. This should be applied to the city too.
2) Yes
3) Weighted random, I think. If the win chance is higher, that barb has a higher chance to attack. And if the movemen is "blocked", the chance for pillaging is higher too.
I read a few times, that barbs can "see" 4 tiles away and priorise empty cities and civile units. So you could (theorectly) let a barb wander between 2 cities and you could save a city by offering a worker.
4) I think Raging barbs could have changed this number ?
5) The cap is a maximum, not a minimum. SO no, the barbs have a (for me unknown) spawn rate till the maximum is reached.
6) They should spawn nearly anywhere. I think a island has to be 10 tiles big to be a legit spawn point ?
7) I think barb units wander towards the nearest city (with a land connection). This should include barbcities.
8) There 3(4) thresholds that I'm aware of. 2 cities per player for barbs to enter culture without a fight. I think this threshold is ignored with Raging Barbarians.
And there are 3 turn thresholds. Animals appear at T5 or later. Barbs at T10 (?) and animal units disappear at T15 (?).
9) Like I said, I would play more or less normal. Built another settler when you have escorts ready (and enoug workers). Otherwise, Granary and units (axemen). I think with dogs, you should invest a bit more in chariots, because barbarian spearmen are not that often.
Fogbusters have 2 effects. 1) YOu have a longer reaction time and 2) the chance, that the nearest city is not yours is higher.