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This.
Sometimes you have to prioritize either blocking the scout from getting view of your city or blocking their return to camp.
The problem with this as it is in another game areas is the appearance of barb camps don't seem to depend on the game speed. IMO those camps should spawn a little later in the slower game speed. The OP is right though in that it is often just bad luck when a camp spawns near you and you have to devote many turns at slow speeds to try and kill that barb scout or you will have beaucoup barbs on your doorstep. Either way, you are set back in building improvements, districts, buildings, Wonders, etc. while the AI civs pull away from you.
The plus of all this is you can level up your troops to the max by killing the barbs. Sometimes I think there is some sort of factor against the human player vs the AI that drops things like this on you, but you have to learn how to react and move on...or just start a new game if you are falling too far behind.
Still, it would be great if the spawning of barb camps would come a few turns later in the slower speed games.
LOL..... seriously? I thought the game was "trash" and the devs had ripped us all off. Have a good holiday and quit trolling. You suck at it!
And watch out for Gandhi on your way out.
That's not really possible since barb scouts move at the speed of a scout.
And as stated above if you are playing at Marathon speed on a huge map it's not possible at all cause the amount of landmass is too big for your one starting barb. By the time your first scout is finished you already have a horde on your border.
It's just a really stupid game design choice that never should have been made. Plus I've never seen AIs get swarmed by barbs. Hell the barbs don't even target AI units.
I have seen AIs get swarmed by barbarians. I have also seen AI units targetted instead of mine. I even once saw barbarians take out a city state though that last was a few patches ago.
On higher difficulties, however, the AI is on a stronger footing vs barbarian units than the player is due to the bonuses the AIs get on those difficulty levels which the player doesn't get. Thus, they have a better shotnat combatting a swarm by having more fog busting units sooner.
That said, the barbarian scout turn really needs to be scaled properly with game speed. I've had my capital destroyed by multiple simultaneous barbarian raids on marathon at *prince* difficulty before it was even possible to finish building more than a single slinger. You can't defend against a half dozen barbarian horses with an unwalled city and at most a slinger and a warrior.
It's very possible. I do it all the time. You don't chase, you predict and delay.
And barbs target whatever is close. AI gets locked down by raging barbs too.
Predict with what? Delay with what? I HAVE ONE WARRIOR! Either that barb is sent to explore or that barb sits on a tile and then isn't able to do anything because the barb scout is on the either side and gets to run all the way to the camp ahead of my one warrior.
And no, I watch the barbarians ignore the AI all the fing time.
If a Scout that has already spotted an AI village spots yours as well, the raids will stop invading the AI and start heading towards the player. Another example of this can be seen when the "Recruit Partisans" mission is completed against a neighbouring AI. The Barbs that spawned from THEIR territory will attack YOU instead, DESPITE them being a targeted Covert Op against ANOTHER player.
There are several mechanics in this game that are still wonky, Barbs are supposed to spawn 2 Warriors and a Ranged unit (and only this) if their Scout reports back but it's not uncommon for them to spawn a unit EVERY turn the Scout remains alive. Additionally, there is supposed to be a small time frame before a Camp starts spawning random units that increases when a unit gets attacked, but again, this seems to straight up not be the case, Barb boats tend to be the worst offenders of this bug/oversight.
It's not just Barb spawns that are broken, Droughts are still bugged in that if a drought triggers, it has a HIGHER chance of triggering AGAIN each turn, rather than removing the trigger chance as it should. I don't play Apocalypse mode for this very reason, I once had a 30 turn Drought because another one would trigger every turn.
I like using the Apocalypse mode because as bad as they are at least you can somewhat prepare for most of them in terms of city placement (unless you capture AI cities) or building improvements like dams (guaranteed at least one flood while YOU ARE BUILDING THE DAM!) and flood barriers.