Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Horse Barbs are ridiculous
Most of my games are alright, but every once in a while a horse barbarian camp will spawn six+ units and just ♥♥♥♥ ♥♥♥♥ up and ruin the game. Worse, it seems they fixed/changed the thing that kept barbs from attacking your cities, so now I've got barbarian horseman razing my ♥♥♥♥, too.

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Showing 1-9 of 9 comments
just.nuke.em Feb 13, 2017 @ 7:38pm 
Why are your lands undefended?
Linuxyouser Feb 13, 2017 @ 7:48pm 
You could deactivate Barbs in the Advance Game Settings before starting the new Game. And another Tip: Use a Scout to Watch your Borders. The Barb Camps spawn mostly in the War-Fog or unknown areas. If you see them and kill their Barbscouts you can hide your towns for a while from them. Ok the last one just if the map is large enough. I love the Barbs because they gave me every time a Game advantage. You could farm them for Gold, technological Boosts and they can't declare the war. So no bad influence for other Leaders. But you are right, sometimes its tough if you have no iron or horses.. or no streets to translocate your units in a big country.

The Barbs Scouts can not claim a town i think so its ok if you have sometimes no units in the towns. I place scouts insite just for the case that i need two turns for my next unit to arrive.

Maybe its different on different Difficultlevels. Normaly large groups of Barbs got collect there over time. Another solution could be to settle near the city states. Theire Units also hunt the Barbs.
Merlos The Mad Feb 13, 2017 @ 11:51pm 
Originally posted by just.nuke.em:
Why are your lands undefended?
Well they killed my warriors and slingers.

@Linux I'd love it if they'd bring back barbarian difficulty levels. I'm not sure why they did away with that option.
D3bs Feb 14, 2017 @ 12:30am 
Never let a scout escape and if a barb camp pops up near horses know you are in for trouble; unless you take it out before the scout finds your Civ.

They will attack an undefended city without walls which means you have to constantly repair outer defences so maybe build some walls or an encampment as a priority.

Barbs are only a pain in the beginning so stick it out and good luck.
deniter2 Feb 14, 2017 @ 1:45am 
I guess killing the scouts is a no-brainer. There are couple of things, tho.

1. They spawn right away on turn 1 along with the camp, and will be at your borders before you have trained your second unit.
2. Their mobility is ridiculous compared to anything you can train, including your scouts.
3. Even if you manage to catch them, you have to attack them more than twice. Not even slingers can 2 shot them in rough terrain, and most often you don't have a chance to attack them even once.

In addition, it feels like they have totally different rules in terms of movement for being adjacent to enemy unit. In civ5 you could restrict enemy movement with your military units, not so much in civ6.

This wouldn't be a problem if barbs really were what they are called, barbarians. But they have technologies that players will need dozens of turns to develop. Horsemen, horse archers, and quadriremes.

In addition, other civilizations doesn't seem to take care of barbarians near their own borders, and they don't even have to - i found spaniards when i already had 6 cities and there was a barbarian camp near their capital. Half a dozen of horsemen and horse archers had stolen their settler and worker, and now idling near their camp. Did they go for the spanish farms and units pillaging and destroying everything? No, they waited there until my first unit showed up and attacked that in their full force.

Barbarian issue is only a minor annoyance, tho. Still waiting for the next patch, which i hope will come soon so i could finally enjoy this game as much as i did the previous one.
Ace Feb 14, 2017 @ 1:58am 
I've developed my strategy to go after the closet one or two AIs. I build 3 archers and warrior. And never fear, there will be a bunch of barbs at the AI city as soon as I hit it. So I don't only have to take out the AI but also the barbs. It's frustrating. But I'm getting use to it.
suzi740558 Feb 14, 2017 @ 2:10am 
It is a very different game in this aspect. The best part about it IMHO.
no l;onger can you rely on a couple of warriors to hold cities in the beinning but you need a military.
My main complaint is my technology expands so fats I can't build the units needed.
Lady Grey Feb 14, 2017 @ 7:55am 
Barbarian camps can have 3-4 Horsemen by turn 10, and it seems like they spawn an additional unit every turn. How large of a military does the best player have that early?
Merlos The Mad Feb 14, 2017 @ 8:54pm 
Originally posted by Matimus:
Barbarian camps can have 3-4 Horsemen by turn 10, and it seems like they spawn an additional unit every turn. How large of a military does the best player have that early?

The play through that prompted this post as a matter of fact saw me fight, and defeat, four horsemen and one horse archer unit. Then, two turns later, another five showed up, and my battered and beaten army was unable to do anything by that point. I'd wasted dozens of production turns and had nothing to show for it.

Now, I'm NOT saying I want barbarians nerfed into the ground or to be harmless, but a SINGLE camp shouldn't be capable of topling me. Two, or maybe three camps that have been ignored for far too long being able to amass an army over the course of ten turns, rather than just one unit per turn for four turns? I could see that. Sure. But the current state isn't fair, and it isn't fun.
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Date Posted: Feb 13, 2017 @ 7:22pm
Posts: 9