![]() The number of turns that Bribe, Hire, and Incite can each be used and remain in effect are dependent on game speed. ![]() To interact with a Clan, you simply need to discover their home outpost and click on its banner - this will bring up a menu with interaction options, which are described below. Maybe the most interesting part of the mode is the new interaction possibilities. You can then easily become their Suzerain and gain special bonuses without competition. When the Barbarians found new city-states, these will automatically appear in your list (and you may even gain the free Envoy for being the first to meet them). A wise player can take advantage of this by exploring as many remote areas as possible to discover remote Barbarian outposts which remain hidden from other players. This is because some Barbarian outposts always spawn in faraway areas where players and city-states tend to leave them in peace, allowing them to progress towards civilizing while the big guys are occupied with more important matters. City placement rules still apply, which means that a Barbarian outpost within 3 hexes of another city will not turn into a city-state.Ĭonsequently, with Barbarian Clans mode enabled there will always be more city-states than there are in a normal game. Should a given Clan make full progress towards civilization, the Barbarian outpost will disappear, and in its place will be a brand new city-state (which, of course, will be selected from those not presently in the game). A civilization's interactions with a given Clan can also hasten or slow its progress. Each turn the Clan gains a certain number of points as the most enlightened Barbarian thinkers begin to realize that endless war is not the way. This is accomplished by accumulating progression points for each separate Clan. Maybe the coolest feature in the Barbarian Clans mode is the new civilizing mechanic, through which a Barbarian Clan can turn into a full-fledged city-state. There is one major difference, however: Barbarians now strive to become civilized! That is to say, they will produce scouts and explore the land, then produce units to raid nearby civilizations. Other than that, each type of Clan prefers different types of units - see below for more details.īarbarians' basic behavior is still the same as before, as long as they don't interact with the major civilizations. These units will appear only when the world reaches the era to which the unit belongs. All units belonging to this clan also bear its name, to facilitate their distinction not only from other clans, but also from rebels and Free Cities' units.Īpart from the standard units Barbarians have access to, each Clan can now claim and produce a unique unit from a major civilization that was not selected during game setup. Each Clan has its own name, and belongs to one of 7 possible types. You will notice that each outpost now has a banner, similar to those of cities. What's more, Barbarians now realize that there is a path forward other than total war.Įvery Barbarian outpost is now considered a separate Clan - a minor political entity with its own command structure and progress. You can now interact with Barbarian outposts diplomatically and enlist their help instead of just fighting them. This mode makes Barbarians even more interesting! Instead of being just an annoyance and a major disruptive force in the first turns of the game, Barbarians can now be used strategically, both to aid a player and to hinder the player's enemies.
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