| Design Tips Index Scenario League Apolyton Civ2

The Barbarian Paper by Willliam Keenan | (November 99)

Make better use of barbarians by accounting for the trigger technologies that cause changes in their appearances.

The Goal
| The Barbarian Paper is designed to assist Civilization II scenario builders who wish to use the randomly appearing barbarians in their scenarios. By coordinating story progression with the discovery of the trigger technologies that cause changes to barbarian appearances, a great deal of challenge, depth, and atmosphere can be added to advanced scenario designs.
Updates to this Paper (Vers. 1.1)
| Version 1.0 included only the quick lookup tables and a minimum of explanatory text. The rebellion entries for Mobile Warfare and Guerrilla Warfare had errors and/or omissions in this version. Version 1.1 corrects previous errors. The mode chart from version one has been sub-divided into six tables each with verbose, beginner oriented explanations. Also included is a outline of the Barbarian Activity option. Planned Version 1.11 will include three additional topic areas. Technology templates will be included to assist advanced designers working with modified technology trees to order the appearance barbarians with a minimum of effort. Case studies of several scenarios. Detailed information on how to change the text messages related to barbarian activity. Planned Version 1.2 will incorporate Civilization II: Test of Time scenario building.
Selecting the Level of Barbarian Activity
| The best advice I could give to the fledgling scenario is to know what level of barbarian activity you want to have BEFORE you create the your scenario. The only way the change this setting is to create a new scenario file which means you need to start from scratch placing units and cities on the map. If in doubt I suggest using the Villages Only option, as this is the easiest level of barbarian activity to work with.
Table 1 Barbarian Activity Options
Technology | Villages | Frequency | Rebel Bands | Pirate Crews
Villages Only | Yes | Never | N/A | N/A
Roving Bands | Yes | Half Normal | Small | Small
Restless Tribes | Yes | Normal | Medium | Normal
Raging Hordes | Yes | Normal | Large | Normal
The Villages Only setting produces barbarians units only when one of your non-helicopter units enters a square containing a minor tribe village. Villages (hereafter referred to as goody huts) produce both friendly (mercenaries) and unfriendly units (hordes). Pirates and rebels do not appear when the Villages Only option set. With the Roving Bands setting pirates and rebel bands begin to appear, but with half the frequency of the restless tribes setting and in smaller numbers. The Restless Tribes option is the standard setting for barbarian activity. Raging Hordes produces the largest number of barbarians. Rebel bands of up to 39 barbarian units have been reported at this setting. To eliminate barbarian activity in your scenario choose the Villages Only option when selecting the level of barbarian activity. Then after creating the scenario file toggle the menu option Cheat> Scenario Parameters > Wipe All Goody Boxes.
Controlling the Huts
| Goody huts will produce friendly units (hereafter referred to as mercenaries) that join the player's standing army and unfriendly units (hereafter referred to as hordes) that surround and attack the player's discovering unit. The tables below are listed in order of precedent with technologies at the bottom of the table having precedent over technologies listed above them. Goody huts will always produce units of the highest level of precedence. For example, if Chivalry is discovered after Monotheism then goody huts will continue to produce Crusader mercenary units since crusaders have a higher level of precedence then knights. At any given point in the game goody huts will produce a minimum of two types of units. I have broken these varieties up into two logical groups (A and B). Mercenary units will come from group A about 67% of the time and from group B 33%. Table for Group A is broken up into three columns. Units from Group A may come from any of the three columns. The probability of a unit coming from any of the three columns is equal.
Table 2 Goody Huts - Mercenary Units - Group A
Technology | Unit Slots
None | Horsemen | Chariot | Horsemen
Polytheism (PT) | Horsemen | Chariot | Elephant
Chivalry (Chi) | Knights | Knights | Knights
Monotheism (MT) | Crusaders | Crusaders | Crusaders
Leadership (Ldr) | Dragoons | Dragoons | Dragoons
Conscription (Csc) | Riflemen | Riflemen | Riflemen
Tip: Assigning Conscription (Csc) to one or more civilizations at the beginning of the scenario will minimize the number of units slots used by barbarian units. All the technologies listed on Table 3 are required to produce unit listed to the right of it. For example, if Gunpowder is discovered prior to Iron Working then huts will continue to produce Archers until Iron Working is discovered at which time Musketeers will be produced skipping Legions altogether.
Table 3 Goody Huts - Mercenary Units - Group B
Technologies | Unit Slots
None | Archers
Iron Working (Iro) | Legions
Gunpowder (Gun)¹ | Musketeers
Guerilla Warfare (Gue)¹ | Fanatics
¹Also requires technologies listed prior to it, e.g. musketeer mercenaries are produced only if Iro and Gun are both discovered.
Tip: The removal of Iron Working (Iro) from the technology tree will minimize the number of unit slots used by barbarian units. Hostile barbarian hordes appear in the squares surrounding the goody hut and can number from one unit up to as many as eight units. The types of units appearing depend on the discovery of key technologies and the type of terrain the barbarian unit appears in.
Table 4 Goody Huts - Barbarian Hordes
Technology | Unit Slots
Non-Mountain | Mountain
None | Horsemen | Legions
Metallurgy (Met) | Knights | Musketeers
Guerilla Warfare (Gue) | Partisans | Fanatics

Tip: Assigning Guerilla Warfare (Gue) to one or more civilizations at the beginning of the scenario will minimize the number of units slots used by barbarian units.

The Rebellion

Beginning on game turn sixteen rebels bands begin to appear in wilderness areas on the periphery of settled regions. The owner of the closest city will receive a warning message when they appear.

The first four units of the band will be of the primary unit type. The next four will be of the secondary unit type. Units nine through twelve will be primary; thirteen though sixteen will be secondary, etc.

There is an equal probability of a band being of Group A or Group B with the exception of the Gue category. Fanatics will appear in densely populated areas and Partisans in more remote areas.

Table 5 The Rebels
Technology | Group A | Group B
Primary | Secondary | Primary | Secondary

None

Horsemen

Chariots

Chariots

Horsemen

Gunpowder (Gun)

Elephants

Archers

Elephants

Archers

Industrialization (Ind)¹

Musketeers

Cannon

Musketeers

Cannon

Mobile Warfare (Mob)¹

Riflemen

Artillery

Riflemen

Artillery

Guerilla Warfare (Gue)¹

Partisans

Cavalry

Fanatics

Cavalry

¹Also requires all technologies listed prior, e.g. Mob, Ind, Gun needed to produce Riflemen rebels.

Piracy!

Sea-borne barbarians begin to appear on game turn sixteen. These groups will be comprised of one vessel, a leader, and some number of regular pirate units from Table 6 below. These pirate units will number two plus one for every full one hundred game turns elapsed. The chance of these units being from Group A or Group B is equal.

Pirates appear in a random ocean square and will continue to roam the seas until they find a suitable landing site. What pirates consider suitable is any land square within six squares of any city. The owner of the closest city will receive message warning of their landing.

Table 6 Pirates
Technology | Group A | Group B
None | Archers | Archers
Iron Working (Iro) | Legions | Legions
Chivalry (Chi) | Knights | Crusaders
Tactics (Tac) | Dragoons | Dragoons
Mobile Warfare (Mob)¹ | None | None
¹The discovery of Mobile Warfare ends piracy.

Table 7 Pirate Vessels
Technology | Vessel
None | Trireme
Navigation (Nav) | Caravel
Magnetism (Mag) | Frigate

ToT Warning: Designers should not turn off the timer on piratical units. Pirate vessels often become trapped in a cove or appear in a land locked body of water. If the AI does not disband these groups new groups will be prevented from forming.

Tip: Assigning Mobile Warfare to one or more civilizations at the beginning of the game prevents piratical units from ever appearing.

The Quick Lookup Charts

Table 8 Technology Cross Reference
Technology | Role | Unit | Units Replaced
None | Horde | Legion |
None | Horde | Horsemen |
None | Mercenary | Archer |
None | Mercenary | Horsemen |
None | Mercenary | Chariot |
None | Pirate | Archer |
None | Rebel | Horsemen |
None | Rebel | Chariot |
Chivalry | Mercenary | Knights | Horsemen, Chariots, Elephant
Chivalry | Pirate | Crusaders | Archer, Legion
Chivalry | Pirate | Knights | Archer, Legion
Conscription | Mercenary | Riflemen | Horsemen, Chariot, Elephant, Knight, Crusader, Dragoons
Guerilla Warfare | Horde | Partisans | Horsemen, Calvary
Guerilla Warfare | Horde | Fanatics | Legion, Riflemen
Guerilla Warfare¹ | Mercenary | Fanatics | Musketeer
Guerilla Warfare² | Rebel | Calvary | Artillery
Guerilla Warfare² | Rebel | Fanatics | Riflemen
Guerilla Warfare² | Rebel | Partisans | Riflemen
Gunpowder¹ | Mercenary | Musketeer | Legion
Gunpowder² | Rebel | Archer | Chariots
Gunpowder² | Rebel | Elephant | Horsemen
Industrialization² | Rebel | Cannon | Archers
Industrialization² | Rebel | Musketeer | Horsemen, Chariots, Elephant
Iron Working | Pirate | Legion | Archer
Iron Working | Mercenary | Legion | Archer
Leadership | Mercenary | Dragoon | Horsemen, Chariot, Elephant, Knight, Crusader
Magnetism | Pirate | Frigate | Trireme, Caravel
Metallurgy | Horde | Knights | Horsemen
Metallurgy | Horde | Musketeer | Legion
Mobile Warfare | Pirate |  | All types
Mobile Warfare ² | Rebel | Artillery | Cannon
Mobile Warfare ² | Rebel | Riflemen | Musketeers
Monotheism | Mercenary | Crusaders | Horsemen, Chariot, Knight, Elephant
Navigation | Pirate | Caravel | Trireme
Polytheism | Mercenary | Elephant |
Tactics | Pirate | Dragoon | Archer, Legion, Knight, Crusader
¹ Has additional technology prerequisites. See Table 3 Goody Huts: Mercenary Units Group B ² Has additional technology prerequisites. See Table 5 The Rebels

Table 9 Unit Roles as Barbarians and Trigger Technology
Unit | Rebel | Pirate | Horde | Mercenary
Archer | Gunpowder² | None | N/A | None
Artillery | Mobile Warfare² | N/A | N/A | N/A
Calvary | Guerilla Warfare² | N/A | N/A | N/A
Cannon | Industrialization² | N/A | N/A | N/A
Caravel | N/A | Navigation | N/A | N/A
Chariot | None | N/A | N/A | None
Crusaders | N/A | Chivalry | N/A | Monotheism
Dragoon | N/A | Tactics | N/A | Leadership
Elephant | Gunpowder² | N/A | N/A | Polytheism
Fanatics | Guerilla Warfare² | N/A | Guerilla Warfare | Guerilla Warfare¹
Frigate | N/A | Magnetism | N/A | N/A
Horsemen | None | N/A | None | None
Knights | N/A | Chivalry | Metallurgy | Chivalry
Legion | N/A | Iron Working | None | Iron Working
Musketeer | Industrialization² | N/A | Metallurgy | Gunpowder¹
Partisans | Guerilla Warfare² | N/A | Guerilla Warfare | N/A
Riflemen | Mobile Warfare² | N/A | N/A | Conscription
Trireme | N/A | None | N/A | N/A
¹ Has additional technology prerequisites. See Table 3 Goody Huts: Mercenary Units Group B ² Has additional technology prerequisites. See Table 5 The Rebels

Credits

Written by William Keenan

Email: isys@bellatlantic.net

With technical input from John Possidente

Editing and HTML by Cam Hills

Special thanks to the Scenario League

Table Index

Table 1 : Barbarian Activity Options
Table 2 : Goody Huts - Mercenary Units - Group A
Table 3 : Goody Huts - Mercenary Units - Group B
Table 4 : Goody Huts - Barbarian Hordes
Table 5 : The Rebels
Table 6 : Pirates
Table 7 : Pirate Vessels
Table 8 : Technology Cross Reference
Table 9 : Unit Roles as Barbarians and Trigger Technology
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