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[PB78] Underdogs and undercats: The Mrrshan warlords visit the world of Civ IV

This is the reference thread https://forums.civfanatics.com/threads/w...rs.299483/ .

Look for posts by DanF5771 who did the code diving to answer such questions and in general knows what he is talking about.

Edit: The barb spawn numbers my be higher with Raging Barbs turned on.
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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.
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Thank you all!
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Turn 36

Where there is a whip...




Didn't expect my first whip ever* to be in conditions as exciting as these but Scooter delivers fully on his promise of fun and variance.

Estimated cost of the affair: a settler due on T45 and change.


* Except for tests and a turn I played for Commodore once upon a time.
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You don't whip POP1. (outside of extrem circumstances)
Are dogs cheaper than axemen ? If dogs still cost more than 31, you spend 1 turn with minimal prod and whip the dog soldier the next turn with nearly 30 prod overflow.
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It is done and I even managed to fuck up the micro by 1f that cascades down the line, slowing down the next settler by a turn and losing a bunch of additional yields. Just one of those days.
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(July 16th, 2024, 16:00)xist10 Wrote: Built another settler when you have escorts ready (and enoug workers).

One critical change in CtH: Barbs will not attack a settler with a military escort.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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That would be great with the great wall.

Main lesson from yesterday: do not to micro too tightly. Krill kept saying it in PBEM22, but civ6 is much more predictable and I had experience. Here the lack of it keeps showing up and I don't have the time to run tests or sims as before. Probably even going to time box my playing as it already feels too much of a distraction from RL things. So this game just won't be at the level of the previous ones. (Sorry Shallow Thought smile)
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Two questions. There is a barb next to the capital and a unit that will come out next turn. Which will happen first - will the barb move or will the unit get produced? I thought barbs move before the players so it's safe to leave the capital empty and rely on that unit but testing in WB the barb captures the city without a fight.

Second - why haven't we captured the first ring tiles from the barb city below? I understood that barb cities do not produce culture without buildings and this one doesn't have a monument. So placing any culture on a tile should obtain it and a WB test did gain me the oasis on the turn after the monument was produced. I even repeated the test with founding on T36 while the barb city is there from T0 and waited an extra turn in case it's processed differently and again got them one turn after the monument.




Putting the cursor on the plot also shows we have more influence and is the same as the sim:


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Cultur (in the PB) updates often one turn after the tile should flip.

And barbs are in the PB effective first mover to all players - You play, turn ends (this will process research, production (food !) -> new unit) barbs move. In the SP, barbs move last, so You play, barbs play, turn ends.

There is sometimes the chance that you could move a unit before the barbs are moving.
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