View Full Version : Largest Barbarian City?
wiley15
November 5, 2005, 14:42
Exploring a far-flung island in the 1400s I was stunned to find a size 11 barbarian city! Its land was completely developed and it had more structures than most computer cities. Of course, its two archer defense detachment weren't really ready for my cavalry.
What is the larget barbarian cities you guys have come across?
Mace
November 5, 2005, 22:14
I've seen a size 6 barb city. So when you conquer a barb city, do you instantly get a 9-tile cultural area, or is it just the city tile itself? Is there resistance?
Makahlua
November 6, 2005, 05:25
Just the city itself, and resistance as usual when capturing. At least you don't need to worry about it flipping back to the barbs :lol:
Meef
November 6, 2005, 10:23
Originally posted by Makahlua
Just the city itself, and resistance as usual when capturing. At least you don't need to worry about it flipping back to the barbs :lol:
a captured city will never flip back to the former owner, will it?
(default rules of course)
the largest barb cities i saw was size 8 with 3 square cultural range. seems the civ4 barabrians a are pretty civilized!
another point: do barbarian cities spawn randomly? or do they build setlers? i´ve never seen a barbarian settler, but i noticed barbarian cities suddenly appear on the map...
Cabbagemeister
November 6, 2005, 11:15
I captured a size 12 city on the "other continent" of a terra map. It must have had 3000 years to develop up to that size! The funny thing was that it's cultural radius was only the basic 9 tiles. So I guess it was running 4 specialists (and still not generating any culture--do barbs only run Citizens?)
I would guess that barb cities spawn, rather than build settlers, since I saw several barb cities on the "other continent," but they were spread all over the place, not close to each other at all. However, the barbs do build workers, and once I saw two cities about 10 tiles apart actually connected via barb-built roads. They had set up a trade network!
Barnabas
November 6, 2005, 20:56
do the barbs have names in the game?
Kc7mxo
November 6, 2005, 23:01
The cities do, yes. I saw one the other day named Gaul
Byelotsar
November 7, 2005, 01:37
Originally posted by Cabbagemeister
I captured a size 12 city on the "other continent" of a terra map. It must have had 3000 years to develop up to that size! The funny thing was that it's cultural radius was only the basic 9 tiles. So I guess it was running 4 specialists (and still not generating any culture--do barbs only run Citizens?)
Presumably this is due to the fact that it's a scenario, but in the Earth 1000AD scenario there's a Barbarian city in Mexico which has an enormous cultural boundary.
Arrian
November 7, 2005, 09:44
I just played a terra map game and encountered 4 barb towns in the New World: 2 size 7s, 1 size 6 and a size 5. Three of them had expanded borders (the first level of cultural expansion). It took a little effort to capture them.
-Arrian
Mace
November 7, 2005, 11:56
Originally posted by Meef
a captured city will never flip back to the former owner, will it?
It very well could. "flipping" in Civ4 isn't quite the same...you have plenty of warning that it could occur. And I've only seen it happen when the AI civ's cultural boundaries completely envelop (or close to it) your city.
samsmithnz
November 7, 2005, 12:25
I've lost a captured city to its former owner before. It took about 5-10 turns, and I tried my hardest to stop it (even with an artist culture bomb), but it was too close to its capital.
Provost Harrison
November 7, 2005, 17:04
I was playing a game with Snotty last night and was amazed to see a size 15 barbarian city in his game...
evizaer
November 7, 2005, 20:54
They must be too busy having orgies to develo culture. :D
Byelotsar
November 8, 2005, 00:21
Originally posted by evizaer
They must be too busy having orgies to develo culture. :D
Must join Barbarian civ...
baboon
November 8, 2005, 05:22
Yesterday I captured a size 4 barb city and dropped a culture bomb in it.. man my country became twice the size at once :)
caasig
November 12, 2005, 05:10
Found a size 19 barb city on the 'New World'. but it was rather late into the game.
TomVeil
November 15, 2005, 08:54
Originally posted by wiley15
Exploring a far-flung island in the 1400s I was stunned to find a size 11 barbarian city! Its land was completely developed and it had more structures than most computer cities. Of course, its two archer defense detachment weren't really ready for my cavalry.
What is the larget barbarian cities you guys have come across?
For some reason, I feel like you should sign this message, "Yours, Cortez; P.S. We burned the Temples of Sun and Moon and killed all of their birds -- do you think they'll get mad?" ;)
Paddy
November 15, 2005, 18:46
Originally posted by wiley15
Exploring a far-flung island in the 1400s I was stunned to find a size 11 barbarian city! Its land was completely developed and it had more structures than most computer cities. Of course, its two archer defense detachment weren't really ready for my cavalry.
What is the larget barbarian cities you guys have come across?
hehe :b: I like it. good to see the barbs having some fun. hopefully they will get their warmongerness tweaked a bit in future patches, or mods :D
Meef
November 17, 2005, 07:18
Originally posted by samsmithnz
I've lost a captured city to its former owner before. It took about 5-10 turns, and I tried my hardest to stop it (even with an artist culture bomb), but it was too close to its capital.
hmm. startin a custom game, there is an option "city Flipping after conquest" with the tooltip "cities that have been captured via conquest can convert peacefully back to the previous owner" . so that means to me, that under default rules it wont happen!
Blake
November 17, 2005, 07:39
I've seen a barb city that built a Monolith.
The best I've seen had built the Hanging Gardens, that was a nice gimmie!
It seems the only things barbs will build that give culture (and thus expanded radius) are Monoliths and Wonders. I guess the monoliths go obsolete too soon for them to build many.
Tuberski
November 17, 2005, 23:41
Check this one out:
:p ACK!
Tuberski
November 17, 2005, 23:51
Try this again:
deity13
November 18, 2005, 13:26
Maybe I'll turn on the raging barbarians and c what happnes.
piko
November 24, 2005, 14:07
playing earth 1800 ad, epic, and after quickly snatching western South America from the chinese after our war i started colonising norh america, i found a barb city with a lot of culture and size 16 (or is this a wrong use of the word?)
JoeGator
November 28, 2005, 20:07
I learned the hard way that Barbs are a lot better in 4 than 3. Left Philly with only an archer defending, and lost the damn city to a couple barb axemen.
Then spent the next 5 or 6 turns trying to win it back, weakened the defending archer significantly, and the damn Japanese decided to take Philly for themselves.
I'd have none of it. *****es wouldn't give me the city back fair and square, so I took it.
Pissed Mao Zedong off big time too - he's declared war on me 3 times since . . . looks like him and Tokagawa are buddies.
Aquendwato
November 29, 2005, 21:34
I once saw a size 16 barb city with tons of improvements (including fishing boats) defended by a healthy stack of muskets, longbows, and cavalry.
Wait, that was Mecca, nevermind.
LBaeldeth
December 29, 2005, 04:21
Originally posted by JoeGator
I learned the hard way that Barbs are a lot better in 4 than 3. Left Philly with only an archer defending, and lost the damn city to a couple barb axemen.
That happened to me in my first game (as England). London had only a Warrior defending it, and an actual horde of Barbarians swept down on my lands. They took London and kept up constant pressure on my other three cities for centuries before I finally got it back (down to 3 pop'n from 8).
That little 'incident' dropped me from 2nd place to 7th. :eek:
Biggest Barbarian city I've seen is in the Earth map (Ancient era start). I haven't gotten close enough to see the population, but its cultural borders are huge. It's in Mexico.
The keeper
December 29, 2005, 09:34
I too have seen a huge barb city playing the earth map in mexico.
I wonder if that is put there from the start. Might have to try and open up the world builder and see.
redstar05
February 26, 2006, 12:52
I was playing a terra map and saw somover size 10 cities in the new world. :eek:
Metaliturtle
February 26, 2006, 15:28
I usually turn off barbs on terra maps now
unamablebuiler
February 27, 2006, 08:39
i did see not one but 4 size 17 barb cities in a clump in earth acnient start they had maces and rifles noe one could even land on north america for a long time
CarnalCanaan
March 9, 2006, 01:44
You think size 11's awesome? In one of my terra map games a barbarian city built the Hanging Gardens!
Smellycowsquid
March 11, 2006, 20:42
I saw a fully developed Barb city with just expanded borders, it surprised me, took a few units to get the Barb troops out.
Addled Platypus
March 20, 2006, 06:03
I take it you cant trade with them :mad:
Paddy
March 24, 2006, 08:00
hehe trade with a Barb city would be fun :D
Qwertqwert
March 31, 2006, 21:42
On a Terra map when I went to the new world in 1 game there were 1 size 13, 1 size 12, and 2 size 10s. All the other cities were 9 or less. But that was still a hell of a force to fight off. Though in the end I basically owned the whole new world.
Seraphix
April 1, 2006, 10:03
In Marathon Mode I've seen a 15, but it was in 1914, when I already was building my spaceship.
Before that inn 1560:
I was fighting Napoleon and Paris had 6 Longbowmans
I conquered it, and after that when I saw my first Barabaryan cuty (about 1600) they had fire weapons .
What about that. A barbaryan cuty more developed then Paris
Bug? Ciao! SeraphiX was here
Waitin' for Civ. V!:tongue:
Generaldoktor
April 7, 2006, 16:55
I seem to like dropping in the barb threads, I guess I'm becoming something of an expert. Maybe because frequently I play "raging" on huge Highlands maps where the mountain chains, forests and associated fog really spawns them. A good way to learn to get on top of barbs is playing this way. Some games I fight barbs for most of the game because, even with up to seven AI opponents, nobody can get to me through the barbs. This sounds boring, but is really a lot like the old Space Invaders; a lot of your research and wonder-building is on hold or skillfully mingled in while you focus on military to hold off hordes every turn. Barbs don't do cease-fire! :viking: They attack AI too, so as long as I play at Noble, which I prefer, I don't get behind in tech. It's actually an incentive to develop a good military tech you can use to intimidate AI later.
Saw most of the comments on this one were from last fall after game release, but somebody did comment about a week ago. So here's my two cents.
1. Barbs appear to use goody huts as "spawn" for cities. This takes awhile. If you roam around you will see barb garrisons just sitting on goody huts. They have generally been there a long time, are sometimes axemen and are not that easy to dislodge. If you "file away" that reconnaissance till later and come back, you might very well find a barb city of some size. No more goodies, but you can sack the cities or keep them; they yield pillage either way. Bring city raiders and cats just like normal or you may be very disappointed. See 4) below. I have never seen barb "settlers." It is possible they have other ways to spawn cities, but I suspect the untouched for millennia goody hut is the primary if not sole spawn tool. Want less barbs? Find those goody huts, all of them!
2. The biggest barb city I have seen was an "8", but this was on a generated map. From the comments here and elsewhere, it is apparent that some large barb cities are programmed into the "realistic" Terra map, possibly from conception and mainly in the New World. Remember, there were other native American civs besides Incas and Aztecs, (Toltecs, Anazazi, etc.) These might be represented by the barb cities and if left alone long enough, do freaky things like develop gunpowder.
3. Barbs get culture, build city walls and mine minerals. No, you cannot trade with them! :nono: Unlike AI, they are programmed to be nihilists and kill or be killed, always and forever. Barbs will sometimes, if left alone enough, build several cities near each other with connecting cultural boundaries, in essence, a barb empire! They do not develop leaderheads and you can't negotiate with them either. Capture the city, take the plunder :evilgrin: ; they are frequently near strategic locations or good resources, but it is a dangerous temptation to take over too many as you can overexpand and bust your budget through the excess maintenance. Their cities do resist for numerous turns, depending on age and size and take a long time to develop, just like any captured city. Take the pillage and raze them if you can't afford them or they don't have anything you need.
4. Some crazy on another thread suggested leaving them up so you can "train" units by getting XP periodically knocking their garrisons partway down. This is dangerous. If you get distracted, they can build back up, pillage your improvements and attack your cities! They generally spawn new units in about ten turns or so, don't know if they build forges/factories or this is arbitrary. They will send all but 2 or 3 to targets either in your empire or AI, but the "garrison" generally accumulates a lot of entrenchment bonus after they are left alone a while and can get promotions too. (I'm pretty sure barbs build "barracks" as I have seen city defender promotions and don't know otherwise where they would come from; they get more if you unsuccessfully attack them.} As stated, they also build city walls and with all this can be a real bear to dislodge without proper forces.
5. Combating the hordes of "raging barbs" is a two-step process in Civ4. First, when still weak, set up switchpoints just outside your cultural boundaries on favorable terrain; I like forested hills, though once I get forts this is a rare case where I might build that largely useless improvement; on a hill with no resources. The barbs are dumb and will attack nearby units usually. I'm not totally sure on their logic, sometimes they will move to bypass. This, plus "heal" time is why you use multiple units at the switchpoints, 2-3 archers and and add at least one axeman when you can. If you're getting a lot of traffic, 3 archers and 2 axe are not unheard of and will allow your civ to then develop unmolested if you put the switchpoints right. This is in addition to city garrisons. Escorting heavily, settlers moving beyond your "green zone" is a given.
If you think this is too much production, consider the effect of having periodic pillage and regular bloodying (beyond XP) of a smaller military. Game maps with open spaces may require less though, due to less "traffic" and also sometimes a dumbly, closely placed AI can act as a "buffer" for you.
This is only a stopgap, particularly in games with "raging barbs." Eventually, you want to form "hunter-killer" groups, primarily sword-axe and horse, if you have 'em; but an archer thrown in for defense, especially while "healing" is a good thing too. Go after the barbs, especially their cities, whether you want to keep them, or not. They will spawn anyway, spontaneously, anywhere its "fog of war," but spawn faster and with more sophisticated units out of their cities. Burn, baby, Burn! :mad:
ElConejo
August 12, 2006, 21:20
Thanks a million Generaldoktor, that is helpful. One thing I *love* about barbs is that they DO go up the tech tree as the rest of the nations. I like this because in the latter games they can act as 'rebels' and military city-states in far off places. Its a good move as far as the barbs go and I am even more glad they now have cities! :doitnow!: For the taking with no political or diplomatic consequences!
Generaldoktor
August 13, 2006, 16:33
There have been some changes since I wrote that in April. Both Patch v.161 and the "Warlords" expansion has tended to make Barbs smarter. They now routinely bypass strongpoints outside the culture boundary and head for cities or related improvements.
My new solution is to form concentric rings of archers and dig them in; barracks are desirable before production, to give the archers relevant promotions. Hunter-killer packs now start operations within the actual cultural boundary, once constructed. I start with one, then two archers in the city. When I get another, for that city "district," I put him on the most key resource. Workers then come and develop the resource. Developing resources before you can defend them is a waste of time, especially on "raging," the barbs will just make you do it again, over and over, because you have to cover the cities as a priority and until you have a half dozen archers or more, preferably with promotions, you can't cover it all. Archers will get hit and have to "heal" too. Remember, even without barracks, healing is quicker in the city. Edit: Don't worry about roads, barbs either use them or ignore them, just cover the resources (and the cities, of course; barbs are now more prone to razing; you probably won't get a city back you lose to them.)
Once the critical early game resources are covered, defensively; (barbs are primarily an early game problem, they disappear as "fog of war" is unveiled and settled, by all players; ) it is time to make the hunter-killer packs. As stated, these must now start closer to home, because the barbs no longer automatically gravitate to them if they are sitting on a remote hill. Lots of axemen are best. (Even though chariots are now the enemy's antidote to axemen, I've never seen barb chariots, for some reason.) An archer to defend, if the stack gets too far from the city and needs to "heal," isn't bad. Include multiple axemen for the same reason; you can start with two, I like three, when available. If you are seeing mounted units, include at least one spearman.
With the new barb mentality, you must attack them, instead of waiting. Try to wait some to get them on open ground though, some guys actually clear the ground around their cities early on for stuff like this, (including AI attacks.) One axe fights while the other heals. If you've got horses, use them for scouting and the occasional pickoff of archers.
As I said in the other post, if you think this is too much defensive production, try having your improvements constantly sacked and your workers slaughtered in the early game, even if you can cover your cities with the customary two archers and walls.
The new "Great Wall" feature in Warlords is well worth the price of the whole box, especially if you play on "Raging." You don't get the barbs, as they are disallowed to enter your cultural boundaries. (Don't be fooled by a first edition glitch that doesn't extend the wall graphic all the way; your whole cultural boundary is covered.) Eveybody else does get the barbs. Nice, early game present for your rivals and it costs nothing diplomatically. :evilgrin: I'd forgo Parthenon for this Wonder! :b:
Metaliturtle
August 31, 2006, 11:22
On raging I will reload to get a coastal spot, on Emperor with raging barbs you can get slaughtered without the devensive buffer of the sea.
Guild3Master
April 27, 2009, 00:15
Well, if you think about it, the term barbarian really just means foreign, like the Romans though of everyone else outside their sphere of control.
wodan11
April 27, 2009, 07:07
Thread necromancy. ;)
Metaliturtle
April 27, 2009, 17:15
+1! for Guild3Master!
And I do agree with the statement about Roman view of barbariananas...
Blaupanzer
September 16, 2009, 14:40
Leaving barb cities up for unit training purposes most often means some other civ will end up with a multi-citizen pre-made city right on top of you. Take it or kill it as soon as you can.
In one game with an Old World start, large map, I found 4 barb cities had melded together in the new world. One was 15, 2 @ 12, and 1 @ 10. While each had its typical 3 soldier garrison, these and a few wandering barbs were willing to gang up at one city for defense. I had musketeers and cuirassiers and they had knights and macemen. Not easy to get enough of mine across the water to deal with that overblown set before my old world brethren showed up trying to get in on the action. Too bad such a linked set of barb cities couldn't have precipitated a random event tha allowed it to become a new civ in this game. Ah, well. ;)
Theben
September 16, 2009, 19:16
Thread necromancy-mancy-mancy. :eek:
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