Design Tips Index

Scenario League

Apolyton Civ2


     Fun with Barbarians by Blackclove and Allard Höfelt

(January 99)        

 

Create barbarian cities, and barbarian units that won't vanish during the game. We also discuss creating barbarian air and sea units.


Editor's Introductory Note
 

The original Design Tip is set out in black text, while an update was later provided by Allard Höfelt - set out in purple text.

- Blackclove

 
Fun with Barbarians

Barbarians are a lot of fun. They basically serve as the miscellaneous weaker  civilizations in most games. Conquering them doesn't get anyone angry and it doesn't  affect your reputation. They're just pure enemies. Unfortunately, getting barbarians  to do their thing isn't as easy as you might think. This document covers the ins and outs  of creating barbarians as adversaries for your scenario players.

 

Creating Barbarian Units That Last

The easiest way is to choose Create Unit from the cheat menu. Simply select the unit  you want to create, then click the "foreign" button and select barbarians as the owner.  As a shortcut, once you've created one barbarian unit, you can just keep creating them  without selecting "foreign" again (Civ2 remembers that you were making barbarians).


Unfortunately, not all unit slots can be barbarians. Oh, sure, it will create the unit - but  it will vanish within a single turn. So, what units vanish and what ones stay around?

The units that stay around the longest are the modern units. Of those I tried, the  longest lasting were: ironclads, cruisers, AEGIS cruisers, battleships, partisans,  riflemen, paratroopers, armors, howitzers and cavalry. Other artillery-type units also  lasted a long time. Earlier units tend to vanish more quickly (e.g., phalanx). If you  produce a unit in one of the early ship slots, like caravels, they vanish within the turn -- not even lasting long enough to capture a city.

 

Barbarian Cities

You can't just create a settler and plop down a barbarian city. So how do you do it?  You will need to have some other civilization build the city, and then create a barbarian  unit. End your turn and let the barbarian capture the city. From now on, it flies the  barbarian flag and produces more of the particular unit that captured it. You can  create other barbarian units in the city using the cheat menu, if you would like.

Obviously, if the unit is one that normally vanishes without a trace as a barbarian, or if  it's a nautical unit, you won't be able to capture cities with it. So, make sure you use a  slot that you know will work.

How do you create barbarian units without skipping a turn? There really is no way, but  if you make sure that capturing the barbarian cities happens BEFORE you create units  for the other civilizations it is very easy. If you have already created units, make sure  to pass all of their turns to prevent anyone from moving when the turn advances (just set yourself to be each civilization in turn and hit space through all of their units,  remembering to do this even for fortified units). Once the turn is over, and the  barbarians have captured cities, you can set the turns elapsed from the cheat menu.

 

Can Barbarian Cities Make Airplanes or Ships?

What about creating a city that produces ships or air units? Air and sea units cannot  capture cities, so theoretically barbarians can never generate them.

Actually, there is a way, though! All you need to to is allow a barbarian land unit to  capture a city. Now, edit that unit using the Units Editor and turn it into an air unit (say,  a bomber) or a sea unit. The city will now produce air or sea units forever.

Some of the air and sea units provided with the regular civ2 game cannot be  temporarily converted to barbarian land units, because they vanish immediately when  they try to move -- the trireme, for example. However, more advanced air and sea  units seem to work fine if you want to change them to ground units for a turn, and  then switch them back.

Allard Comments: There is a much easier way. You can change the  productions orders of a Barbarian city (it used to crash the game, but since  FW I haven't noticed it crashing any more). However, they can only build the  most basic units, i.e. units with prerequisite nil, i.e. warriors etc. However,  you can set the prerequisite of any unit to temporarily be nil. If you do this,  the barbarians will be able to build it. And once they are producing it, you can  change the unit's prerequisite back to normal.

 

Creating Barbarians With Events

Yes, you can do it! You must edit the events.txt file directly, though, as the Fantastic  Worlds editor won't let you set the owner of a unit build with the CreateUnit trigger to  be barbarian. However, you can edit the events.txt file directly with notepad and set  the owner of the created unit to be "barbarians".

Remember that if you are using a saved game for your editing instead of saving as  scenario each time (a good policy in general, as you won't have the turn being  constantly advanced on you each time you resume editing), then edits to events.txt  are LOST. That's because the saved games keep their own internal copy of the  events.txt file. So, make sure you make any changes directly to the events.txt file just  before you save as scenario, and keep a backup.

Allard Comments: They are not LOST. They are only lost if you edit the events  and then click OK. Then it will overwrite all of it. However, in the FW-version,  Microprose has included a file called Delevents.exe. If you copy this program  or a shortcut of this program to the directory of the saved file, you can just  drag the saved file to the shortcut, and then what the program basically does  is delete all internal events in the saved game. And if you load the game, it  should work fine.


Also check out 'The Barbarian Paper : Trigger Technologies'

 

 

Have a Civ2 scenario development tip you want to submit? E-mail us!

Return to the Scenario League's main page.

Go to the Apolyton's Civilization II main page.