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I've done a lot less research into the barbs than you have, but I recall them generally working as intended in my games. The they spawn for me in the fog of war and don't swarm me unless a scout sees me. I position my troops in a ring around my cities, which keeps the scouts from even getting close. It's been at least a few games ago when I had my last barbarian uprising.
I'm not saying that I doubt your experiences; I don't and they sound frustrating. My intention was to just provide a counter point and say for me they do work as intended.
Running any weird mods perhaps?
My experience comes from over 2k Hours of gameplay. All in all Barbs aren't a problem for me in majority of games, but I've had great games ruined by barbs and their unexplained logic. Just random camps spawning repeatedly on the edge of my empire defying the "fog of war" logic among other things.
If you consider all of the mechanics I described, and add to that that they aren't sufficiently explained, how can a new player adjust or how can we even consider these "good mechanics?" A new player finally musters an army to clear a camp and then the camp upgrades to the next tier of unit. This isn't explained to the player nor can they calculate when, why, or if this will even happen at all. This game is littered with bad logic. Ever had a Great Bath City NEVER flood?? I have. It makes no sense. How many times has sea level risen right as you're building flood barriers despite you being 1-2 eras ahead of your opponents in science and contributing no environmental impact? I'm fine with "random" mechanics but don't just throw that at me for no reason especially if I am proactively playing to mitigate these things.
As for mods I only run UI and QOL mods, nothing that drastically affects gameplay.
This is exactly my point. This is never consistent and it is not explained. Entirely random and usually harms the player. AKA "Bad mechanic."
I don't know your experience level with this game but can you explain to me how Barb Galleys work and how and why spawn? What triggers it?
I have over 2k hours and I'm not sure even I know the answer to that, and that's my point.
A barbarian camp adjacent to a coast (or a lake) can generate a galley instead of a scout. I believe it should work in the same manner as a scout, reporting knowledge of cities back to the camp.
This makes a lot of sense with island maps, where barbarians without naval units will be stuck helplessly on whatever little landmass they start out on. It keeps them a threat from the very beginning of the game.
I understand this is how it "should" work however that's not the case. Even when I encounter a barb galley that has never spotted my empire it will still spawn 3-6 units repeatedly. Either the mechanic is consistent or it isn't but having a mechanic exist simply to make it harder for the player with no logic to follow is just bad implementation.
The barbarians will spawn an assault team (a couple of infantry and a ranged unit at normal difficulty) to attack you if they spot you with a scout (or galley). But they will also spawn the assault team if they spot another player. And they will also spawn the assault team if they spot a city-state.
It is far more common for me to stumble upon a barbarian encampment already engaged with another target (and inevitably lure them towards my own units) than to have a scout escape my perimeter and kick off an assault wave directed towards me. Not that that is uncommon (I can't catch all the scouts), but there are lots more city-states out there at the beginning of the game than there are my own cities.
I understand this. I understand barbarian mechanics. What I don't understand is why it is inconsistent and seemingly revolves around RNG. That is the point of my post. Also the in-game tool-tip on barbarians doesn't mention any of what you are saying which is my point, none of the deeper barbarian mechanics are explained in this game nor are they consistent enough for veteran players such as myself to figure out. If you kill a scout before it scouts your empire and you then kill the 2-3 units correlated with that camp, it shouldn't then spawn 4-6 more units beyond that because you did the before process too efficiently.
That's not the mechanic. If you kill the scout while there is just the one barbarian unit garrisoning the camp (and, importantly, you have killed it before it managed to get adjacent to the camp), you've made it in time. But if there are already more than one fighting unit (infantry or ranged) associated with the camp, you're too late; the camp had already been alerted to somebody's presence (yours or someone else's).
Once the camp has been alerted, it will continue to pump out units until it has been conquered.
Note that if you start attacking a camp that has not been alerted, but do not succeed in defeating it, it will eventually begin generating some sort of defense for itself (either more scouts, or possibly more of the garrison unit).
Again I hear you but none of what you're saying is referenceable beyond your experience playing. And the important part I'm trying to make is those mechanics are not consistent. As I've said once killing the scout, and the 1-3 units associated with that camp, sometimes the game will STILL spawn additional units. And if we're really getting into semantics, a camp should not even be spawning units if the scout never makes it back. The mechanic as I understand it is the scout has to return to the camp or adjacent for the additional units to start spawning but again we also can't know that because barbarian mechanics aren't explained in the game. Again, this happens unpredictably even when the scout is killed and I kill the first 2 additional slingers that spawn.
Again: a barbarian camp that has NOT been alerted should have a scout, a garrison unit, and nothing else.
If you see other units associated with the camp, you are too late: it has already been alerted.
As grognardgary noted, a camp will spawn new scouts as it loses old ones. The only way to completely stop an encampment is to destroy it.
If the camp is spawning additional units such as slingers, it has most likely been alerted. (Although the assault team is normally a collection of both infantry and ranged units. It is possible that the other units are moving towards another target or have already been eliminated.) This behavior has not occurred with encampments I've assaulted before any scouts make it back to alert it.