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Old April 13, 2002, 20:16   #1
Tis I
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Massive Barbarian Uprising
I just encoutered the closest thing civ 3 has to a random encouter. I'm cruising along as the persians and on the powergraph i'm the strongest since i was lucky enough to get a city with 2 wheat and one cattle churning out settlers and a freaking vast swath of mostly tundra, hills, and mountains to colonize by myself.

Around 630 B.C. and i have 13 citys mostly at size 2 or 3. Suddenly my military advisor pops up and says there's been a massive barbarian uprising around Gula( i'm playing as the persians.) I had one immortal two tiles away from the barbarian camp which previously had one warrior defending it. Now it has one warrior and 20 horsemen. Also 3 more barbarian camps spawned(actually i know 2 spawned since my immortals had cleared a camp near there not and the area had been clear 4 turns ago.) Each of the camps releases 20 horsemen. I have 12 immortals to fight 60 horsemen over my entire civ. I'm thankful barbarian units dissapear after they pillage a city...
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Old April 13, 2002, 20:51   #2
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Thats really annoying when they pop up next to an undefended city and take all of your money...grr...
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Old April 13, 2002, 20:52   #3
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Ah yes...a word to the wise, when you discover a barbarian village, DESTROY it. If you let it sit there for a certain length of time (I'm not sure what the timeframe actually is), a barbarain uprising will occur. If you continue to ignore and not destroy the village(s), the next "uprising" will be far, far worse....believe me, been there, done that.
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Old April 13, 2002, 21:12   #4
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Civ2 was like that too though, I once had an uprising comprising of 300 fanatics. I couldn't finish the game because of "Too many units" errors.
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Old April 13, 2002, 21:27   #5
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If barbarians are so annoying to you (and they are) just turn them off totally in Editor - make Basic and Advanced Barbarian units "none". End of problem.
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Old April 13, 2002, 21:53   #6
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Well, when you first start the game, just choose the barbarian threat confinded to huts (the lowest setting). This too will aleviate you having to play with a barbarian threat (and you don't have to use the editor)
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Old April 15, 2002, 08:26   #7
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You could always give the city to another civ, so that the barbs empty the other civīs treasury instead.
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Old April 15, 2002, 09:55   #8
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Dont turn them off, they're a good source of early money. Scout them out and destroy them as they pop up. I actually miss them once my civ has become coherent (and there are no more spots for them to appear).
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Old April 15, 2002, 09:57   #9
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Quote:
Originally posted by Hurricane
You could always give the city to another civ, so that the barbs empty the other civīs treasury instead.
I like that idea Sometimes, you can get caught out , even with scouting for them.
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Old April 15, 2002, 10:11   #10
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Quote:
Originally posted by ixnay37
Thats really annoying when they pop up next to an undefended city and take all of your money...grr...
Isn't it ALWAYS next to an undefended city?!

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Old April 15, 2002, 13:01   #11
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I've noticed the same trend that there never seems to be just one uprising. One game popped up 4 stacks of barbarians. Based on their distances from their villages, it looked like they all spawned within a turn of each other. Being the nice guy that I am, I lead 3 of the stacks right into the Indians. The 4th stack slaughtered my garrison and promptly took 500+ of my 700ish gold. I dont mind losing some gold but this really needs to be fixed. I would think that gold lost should be based on the population of the sacked town compared to the entire civ population. It makes no sense to me that a town that is only 3 turns old can lose almost the entire civs treasury. i say towns <1 get destroyed after the first barbarian. Also more realistic since I doubt barbarians simply disappeared after sacking one town. This way the hordes could be shrank from 20+ to a dozen or so.
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