Sid Meier's Civilization VI

Sid Meier's Civilization VI

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decebal Dec 7, 2016 @ 5:21pm
Barbarians getting highly advanced units way too early
I was playing a Standard game on Prince, and around the year 284 a.d. I see a barbarian Caravel while everyone still has galleys. Now, I'm pretty sure that barbarian units are tied to research progress, so why is the A.I. allowed to forgo all other techs and advance straight on the naval line so early? Maybe the pre-reqs need to be changed to balance this out? (not the first time I've seen this at Prince difficulty either, another time the Germans got early AT while everyone still had Knights and Swordsmen.
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BossNass Dec 7, 2016 @ 5:34pm 
don't they match the highest tech of a player?
katzenkrimis (Banned) Dec 7, 2016 @ 5:37pm 
Barbarian ships are good.

They are sneaky and they use them far better than any Civ in the game.

But they won't bug you if you always rule the seas first.

It actually works out well if you go double-coastal, with 2 harbours in your first two cities.

Because you'll likely get an Ironclad or Battleship well before anyone else does. (Great General)

That will help you take out the first runaway Civ. And offically take over the oceans.

The only challenge I see, as far as Barbarians go, is when they get a fast AT Crew.

They can be a problem. But they're lots of fun to beat on.

For many, many turns.

Until they finally die.
MaGicBush Dec 7, 2016 @ 6:09pm 
I noticed the barbarians getting ahead in tech on my games also. In my current game they have frigates and have had them for 20 years, and I just got frigates about 5 years ago. It is sort of annoying as they blocked my ships in my little gulf this whole time with 3 frigates when I had only caravels. I am also number 1 in science gunning for a science victory.
Cyprus Hillbilly Dec 7, 2016 @ 6:18pm 
But I like AT Crews attacking my warriors.
CivNut123 Dec 7, 2016 @ 6:25pm 
Originally posted by The Hunger:
But I like AT Crews attacking my warriors.

And getting +1 experience for every attack. :((

Oh, and thank the neighbours for producing those units, with unhapiness.
Last edited by CivNut123; Dec 7, 2016 @ 6:50pm
decebal Dec 7, 2016 @ 11:31pm 
Well, again, I've noticed a weird thing. I was playing as Spain, and Mbanza Nkongo arrived to the modern age in 1342 while everyone else was still in the medieval/renessaince. They also had more artists, writers and musicians than they could use in their 3 cities, of which none were above 9 population. It seems that Standard speed is bugged, as the AI either goes too fast, or ends falling behind because all they did was build units, which they never go to war with (the Germans in this particular game).
Trelares Dec 8, 2016 @ 12:44am 
What you shouldn't forget is that another civ can beeline for technologies, meaningn they are like 10 technologies behind but still have some stuff before you.

Otherwise yeah, there are some strange things happening had a game where I was the only one to ever build Theater squares and still for some time other civs where going head to head with me for culture victory despite me having 10 different great works already and maybe 1-2 wonders less than them.
Sentient_Toaster Dec 8, 2016 @ 2:20am 
Originally posted by Supreme Meme:
don't they match the highest tech of a player?

As far as I'm aware, camp-spawned barbarians are based on the highest tech of any faction in the game, with the caveat that a barbarian camp that happens to spawn within (several?) hexes of a horse resource will immediately be able to make certain mounted units regardless of whether any civilization has researched anything at all.

Barbarians that are triggered from an utter lack of amenites might be tied to the victim civ's tech.

Civ 6 tech tree does allow various strange beelining. You can actually build spaceports without metal casting, for instance.
decebal Dec 8, 2016 @ 9:54pm 
Dependencies defineatly have to be fixed, especially you need advanced casting just to build the basic parts of a rocket engine, no even mentioning fuselage, tanks, etc. But there are still other weird issued with calculating science/culture/faith output and I've experienced a bug where if you change a policy that greatly affects the output of any of these as well as gold, game crashes to desktop. This happens especially mid to end game as the resource amounts get large (200 and above).
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Date Posted: Dec 7, 2016 @ 5:21pm
Posts: 9