Re: [[Freeciv-Dev] Babarians]
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>My idea:
>
>Since barbarians are mostly interested in pillaging and such, I think
>it would be cool if when they take a city, they don't keep it.
>Instead production gets set to 0 (they steal it), food gets set to 0
>(they steal it), and population gets reduced severly. The barbarians
>would get a whole bunch of new units (as the plunder) and would move
>on to try to attack another city. They wouldn't attack this one again
>for 10 or more turns.
>
>Think of Viking raids on England and Europe. They weren't interested
>in conquest, they just wanted to rape and pillage.
What about this:
- Allow barbarians to transform all workers to taxmen no matter how big the
city is.
- Sell 1 building every turn.
- Buy aggressive unit as often as possible
- attack the closest thing in sight
I don't think barbarians should spare explorers.
I got the feeling when i played original CIV that there wasn't many/any
barbarians in goodie huts
the first many turns.
And late in the game i found barbarians at a very high probability rate, and
almost/never any tech?
Maybe the probability of the barbarians/tech varies over time?
I never seen this documented anywhere though..
/Claus Leth Gregersen
- Re: [[Freeciv-Dev] Babarians], (continued)
Re: [[Freeciv-Dev] Babarians], Greg Wooledge, 1999/03/15
Re: [[Freeciv-Dev] Babarians], Samuel Porter, 1999/03/16
Re: [[Freeciv-Dev] Babarians], Falk Hueffner, 1999/03/17
Re: [[Freeciv-Dev] Babarians],
Claus Leth Gregersen <=
RE: [[Freeciv-Dev] Babarians], Stig Haugdahl, 1999/03/16
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