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https://steamcommunity.com/sharedfiles/filedetails/?id=2982317727
If, indeed, this is a new Barb camp, the Horseman would not have had time to become damaged. It must have been left over from another camp {perhaps now destroyed}
Barbarian camps can spawn anywhere where you have fog. Barbarian camp can spawn to any tile that is not seen by anybody (including you, AI civs or city states, their culture borders or units) and do not have an terrain improvement (including hidden improvements). It's important that you can always see every tile between your own cities as barbarian camp spawning inside your own area can be bad.
Why two barbarian units? Answer is very simple. In first screenshot you have two trade routes, while in second screenshot you have only one. The barbarian camp spawned to the fogged area on top of your trade route and the horseman in the camp destroyed it immediately (which spawns a new barbarian unit, the archer).
Next time you probably keep an unit to guard your trade routes and do some fog-busting between your cities.
Neither screen shot shows the caravan but I suspect that DerEider has it right. The camp spawned with an archer that moved out and pillaged the trade route. The horseman was likely on the sand hill to the north east (or somewhere in that strip of fog and obscured on turn 397) and was generated previously by a different encampment and it moved in to cover the camp so that the chariot archer couldn't pillage it the next turn. The chariot is greyed and so has been used/moved this turn so the horseman could have been undamaged but was fired upon by the OP but we weren't given this information. The archer is also greyed so it has moved this turn the horseman still has movement left and is not greyed.
In any case the camp shouldn't have spawned where it did since camps aren't supposed to spawn into tiles that are observed. No matter which path the chariot took it would have had that tile under observation the entire time.
That's the answer then. It only takes one turn of not having the tile in view for it to spawn a camp. The time when units spawn is specific. They can't spawn at the beginning of a turn and then in a middle of the turn and they are affected by the 1UPT code same as all other civs so they couldn't have both spawned inside the camp when the camp spawned unless you have a mod conflict.
The first screenshot shows 2/2 for trade routes and second one shows 1/2. The barbarian archer is your caravan captured by barbarians. There is also that red notification that says barbarians destroyed your trade route.
There is no limit on how many barbarians can spawn from captured trade routes at the same turn, it's always one barbarian for each destroyed trade route. Defending trade routes is important. Once when I played with Venice a barbarian ship slip through my defenses to the capital's coastal water and destroyed over 10 trade routes in just couple of turns. My coast was full of barbarians ships (and couple of land units too) after that.
The problem really is that barbarians don't need to use an action to destroy a trade route, they just need to stand in its way to destroy it. Barbarian AI doesn't really even know that trade routes exists, barbarians destroy trade routes purely by accident.
That is some real good play of words I have seen lately
Vanilla barbs aren't a problem. You want ridiculous barbs use this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=485249197