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🏕️ Barbarian Site Conversion

4 of 6 levels that convert12 tiles to nearest settlement7 adopting tribes

Barbarian camps are not always barbarian forever. Once a game is past a certain turn, every barbarian settlement rolls each turn to be adopted by a nearby real tribe — the site changes hands, and the barbarians standing on it become that tribe's soldiers. It is rare because the roll is a few percent and the site has to be quiet at that moment. Transcribed from Tile.doTribeTurn and Game.findNearestSettlementTribe; numbers from tribeLevel.xml.

The roll, step by step

  1. Only barbarian sites are eligible. The site's tribe must be one that cannot do diplomacy — Rebels, Anarchy, Raiders, Barbarians. A site already held by a real tribe never re-rolls.
  2. The clock has to have started. Nothing happens until the turn passes the tribe level's start turn (below). Before that, the check is skipped entirely.
  3. Roll the percent, once per site per turn.
  4. Find an adopter. Two different distances are involved. To qualify, a tribe must own a settlement within 12 tiles of this site in straight-line hex distance — terrain-blind, so it counts across mountains and water. Among every tribe that qualifies, the winner is the one whose settlement is closest by actual pathfinding (land or water). No qualifying tribe, no conversion.
  5. The site must be quiet. Scanning every tile within 3 of the site: if any player unit is present, or any barbarian of that site is damaged, the conversion is cancelled for that turn.
  6. The flip. The site becomes the new tribe's, trade networks rebuild, and each barbarian in range is re-created under the new tribe — or, if it has a city to strike from where it stands, converted straight into a raider against that city.

When it can happen, and how likely

Both the start turn and the per-turn chance come from the game's Tribe Level setting. The cumulative columns are the odds that one undisturbed site has flipped after that many eligible turns — 1 − (1 − p)ⁿ.

Tribe level Starts after turn Chance / turn after 10 turnsafter 25 turnsafter 50 turnsafter 100 turns
None never converts
Passive never converts
Weak 60 3% 26.3%by turn 7053.3%by turn 8578.2%by turn 11095.2%by turn 160
Normal 50 4% 33.5%by turn 6064%by turn 7587%by turn 10098.3%by turn 150
Strong 40 5% 40.1%by turn 5072.3%by turn 6592.3%by turn 9099.4%by turn 140
Raging 30 6% 46.1%by turn 4078.7%by turn 5595.5%by turn 8099.8%by turn 130

Higher tribe levels convert earlier and faster — Raging starts 30 turns before Weak does and rolls twice as often. On Passive and with tribes off, sites never convert at all, which is why the mechanic is easy to play hundreds of hours without noticing.

Who can adopt a site

Only the 7 tribes the game lets you negotiate with — the ones with a bDiplomacy flag. Each must already have a settlement of its own within range to reach out from.

GaulsVandalsDanesThraciansScythiansNumidiansHuns

Why the adopter can look far away

The 12 tiles are measured to the tribe's nearest settlement, not to wherever you think that tribe lives. Two things follow, and together they explain conversions that look impossible:

The practical consequence: a barbarian camp near an established tribe is on borrowed time, and when it flips you gain a neighbour you can talk to — trade, truce, alliance — where before there was only a permanent enemy. Keeping a unit parked next to the camp blocks the conversion indefinitely, and so does leaving one of its defenders wounded.

See also Tribes and Camp Unit Spawning.