View Full Version : Barbarian Tribes (Playable Barbarian Civ)


rf900
Nov 12, 2010, 02:27 AM
Barbarian Tribes

Description:

This mod will try to alter normal gameplay by giving the player control of a special civ. This civ has been changed to represent a barbarian civilization, forget about :c5culture: culture, you will never go to space, diplomacy only to delay the conquer... A lot of roleplay is involved to make it work, you should act merciless, pillage everything, :c5razing: raze cities and try to rule the world :c5occupied: as soon as possible before the civilizations grow in power and technology.


Changes:


4 Civs playable: Aztec, Iroquois, Songhai and Mongol (AI will not pick them).
Removed techs from barbarian civ, it shares original path but with locked techs creating an alternative one. Removed techs:

TECH_ACOUSTICS
TECH_ARCHAEOLOGY
TECH_BANKING
TECH_BIOLOGY
TECH_CALENDAR
TECH_ECOLOGY
TECH_ECONOMICS
TECH_EDUCATION
TECH_FERTILIZER
TECH_GLOBALIZATION
TECH_MASS_MEDIA
TECH_NANOTECHNOLOGY
TECH_PARTICLE_PHYSICS
TECH_PENICILIN
TECH_PHILOSOPHY
TECH_PLASTIC
TECH_PRINTING_PRESS
TECH_REFRIGERATION
TECH_SCIENTIFIC_THEORY
TECH_TELEGRAPH
TECH_THEOLOGY
TECH_WRITING

Removed buildings mostly not related to war :c5war: from barbarian civ. Buildings left for barbarians:

BUILDING_ARMORY
BUILDING_ARSENAL
BUILDING_BARRACKS
BUILDING_CASTLE
BUILDING_CIRCUS
BUILDING_COLOSSEUM
BUILDING_FACTORY
BUILDING_FORGE
BUILDING_HARBOR
BUILDING_IRONWORKS
BUILDING_KREPOST
BUILDING_MILITARY_BASE
BUILDING_MONUMENT
BUILDING_MUGHAL_FORT
BUILDING_SEAPORT
BUILDING_STABLE
BUILDING_WALLS
BUILDING_WORKSHOP

Barbarian civ starts with 3 settlers for early expansion

Barbarian civ can create with low cost the building Barbarian Hut increasing military :c5production: production by 50% (the cost is reduced to 2/3)

Worker for barbarians works at a decreased rate (half), "slave your opponents workers..."

City states :c5influence: influence is harder to get by money

City states :c5influence: influence gain from missions increased. Frequency of missions also increased.

Added traits for barbarian civs:

TRAIT_AMPHIB_WARLORD
TRAIT_CONVERTS_LAND_BARBARIANS
TRAIT_CONVERTS_SEA_BARBARIANS
TRAIT_CULTURE_FROM_KILLS
TRAIT_FIGHT_WELL_DAMAGED


Included with modifications the Specialized Barbarian (http://forums.civfanatics.com/showthread.php?t=388127) units by Lord Shadow. Barbarian civs will create these units, plus their unique and some common ones.

Had to add a new building for civilized civs to restrict barbarian construction. Manor that gives +1:c5science:science and +1:c5culture: culture to distinguish even more between the two types of civs.




To do:


Get some more real barbaric civs and apply the changes to them, Mongols, Vikings, Huns... (will probably take some already done)
Restrict policies that can be selected
Add a complete alternative tech path (maybe)
Place the settlers in random positions at start
Other civs should be less friendly




Things I don't know or cannot do:


Have option to raze all cities (Not anymore see my signature, I should retake this mod...)


Download:

rf900
Nov 12, 2010, 11:44 AM
Updated the file with better changes, will edit the first post later. DONE

rf900
Nov 17, 2010, 02:16 AM
Previous versions had some bugs, this one is more stable. Hoped I get more comments, I will play more games with it to keep balancing things, but it is good for fast games, small maps and try to end with all civs before they start to overcome you.

Silvis
Nov 17, 2010, 11:21 AM
Sounds awesome! I will check it out when I get home. Thank you for the MOD!

rf900
Nov 18, 2010, 08:48 AM
updated the version the previous one allow barbarians to produce all buildings

MindXX
Nov 22, 2010, 06:39 AM
Great idea! Can't wait to try ot out!

MX

rf900
Nov 26, 2010, 04:22 AM
Next update v7:

-AZTEC and SONGHAI will get 4 settlers instead of 3 as they have one less trait.
-Manor will give +5 science to broaden the initial difference in tech for civilized techs as they start with less cities
-Cities will start with less defense, but will get more bonuses for population and tech. To make a difference for defense in cities from civilized vs barbarian civs.
-Added instructions to mod in the loading screen and full list of traits that you get
-Barbarian units stats tweaked, usually weaker but move more. Want to give some specialties as I don't need to teach the AI, only the player will use them.
-Missions from city states should start sooner, as game is meant to be ended before a normal one.


-Maybe all civs should always be at war with you?
-Need to find a way to increase happiness for barbarian, maybe with combat itself. Also there seems to be few benefit for barbarians to produce buildings instead of units?

strhopper
Dec 14, 2010, 04:56 PM
Yeah all civs should be in permeant war with barbs

Aljo161
Apr 18, 2013, 08:03 PM
Great Mod ... but it's fairly easy... all you need is to find other civs and move in groups with your brutes and bandits ...

d3athbyn1ght
Sep 16, 2013, 09:13 PM
it would be better if there was no unhappiness... this ruins it, cause you have to worry about rebels spawning