New: Insane Barbarians for BTS (Alpha, playable)
File and Description:
http://forums.civfanatics.com/downloads.php?do=file&id=8536
Direct link for download:
http://forums.civfanatics.com/downloads.php?do=file&id=8536&act=down
Old post follows:
This mod does a few things.
1> Roughly 4x the animals, 2.5x the land barbarians, 2x the barbarian cities, 2x the garrison in barbarian cities, 4x the water barbarians.
2> Player bonus's vs Animals and Barbarians are seriously pared down.
3> It reduces AI bonuses against barbarians to 10% vs animals and 10% vs barbarians. Just enough that they tend to win ties. This means that the AI is just as hampered by the barbarians as you are.
4> It makes barbarians, animals and barbarian cities show up earlier (about twice as early).
5> It lowers the chance that animals attack you significantly. Given the animal density, you do get attacked anyhow.
6> It adds in a whole host of addional animals, and tweaks the existing ones. Some of them are quite nasty.
7> It is intended for Blake's Better AI mod -- the handicap files are balanced assuming you are using it.
8> Scouts can attack, but are bad at attacking non-animals.
The Barbarian boost is in the handicap file.
Here is the mod, version II:
http://forums.civfanatics.com/downloads.php?do=file&id=4325
It is warlords 2.08 compatable. It is probably not vanilla compatable.
Here is the original mod, if you want to see what I did to boost the number of barbarians:
http://forums.civfanatics.com/downloads.php?do=file&id=4226
The original mod is warlords 2.08 compatable. It may be vanilla compatable, but I didn't check.
Here is the link to Blake's Better AI mod: (Feb 12 2007 no assert version included in the link)
http://sourceforge.net/project/showfiles.php?group_id=178407
Tested using the Feb 12th version. Note that if you want AIs to go to war, other than when they will win, set Aggressive to ON.
Nature, Red in Tooth and Claw:
Predatory Animals are ridiculously common. They are good practice to get your units XPed up to 5 XP, which gives you a better chance against the earlier hordes. Scouts have to be careful, but they are better than Warriors at fighting Animals.
This quick mod was inspired by:
http://forums.civfanatics.com/showthread.php?t=208877
and I figured it was quicker/more amusing than doing more than 1 page of searching.
Animal tweaks: (above and beyond the exotic animals mod)
Many animals retreat. Some fast animals ignore terrain costs. Some animals gain terrain defensive bonuses. Cheetahs are really really annoying. Cave Bears eat your units for lunch.
Sample:
I did a of Insane Barbarians (Raging) on Prince, Earth 18 civ map.
Changes from a normal game:
First, being at the edge of civilization wasn't all that good for an empire. Second, explorers died -- you never saw an exploring chinese/indian/mongolian scout in Europe.
Two or Three civilizations got overrun by Barbarians -- the Mongols and Chinese prior to making contact with them (resulting in a huge massive barbarian state on the where they used to be), and the Egyptians at the dawn of Feudalism (all of darkest Africa was pouring barbarians at them).
The remaining "outer" civilizations (Indians, American, Aztec, Mali and Russian) spent most of history engaged in a fight to the death with the barbarians. They where saved by feudalism -- almost all of them had lost cities to the Barbarian advance, then started recovering post-feudalism. The Persians also had minor problems -- they regularly had a barbarian or three wandering in their territory, destroying improvements.
Being an "inner" civilization reduced the impact of the barbarian hordes. It still made it difficult to build parachute colonies.
The Cave Bears and Cave Lions where the longest living animals -- and I suspect the Siberian Tiger.
Japan was relatively isolated, but survived the hordes by staying on islands. Japan dares not set foot in Austrailia, but had colonies up and down polynesia by the discovery of Astronomy.
The 3 largest concentrations of barbarians by the discovery of liberalism are:
Brazil and Eastern South America.
South East Asia
Austrailia
All 3 of the above regions would require a full-scale war to colonize, as all of them contain multiple large barbarian cities. Southern Africa and parts of North America also contain a handful of Barbarian cities, but nowhere near an infestation. North East asia is currently being colonized by both Russia and Persia.
China contains barbarian cities with religion, left over from the conquest of the Chinese. I believe the holy city was burned -- or at least, my suicide explorers never found it, but did find more than one city ruins.
Next goal:
Maybe tweak the XP caps up a bit (it is really really brutal as it stands -- maybe double it). Implement a mini-caravan that you gain when you kill an animal (instant bonus food when consumed in your city). Maybe (gasp) create herds of migrating herbavores! (so you too can nearly wipe out wild species for food)
File and Description:
http://forums.civfanatics.com/downloads.php?do=file&id=8536
Direct link for download:
http://forums.civfanatics.com/downloads.php?do=file&id=8536&act=down
Old post follows:
This mod does a few things.
1> Roughly 4x the animals, 2.5x the land barbarians, 2x the barbarian cities, 2x the garrison in barbarian cities, 4x the water barbarians.
2> Player bonus's vs Animals and Barbarians are seriously pared down.
3> It reduces AI bonuses against barbarians to 10% vs animals and 10% vs barbarians. Just enough that they tend to win ties. This means that the AI is just as hampered by the barbarians as you are.
4> It makes barbarians, animals and barbarian cities show up earlier (about twice as early).
5> It lowers the chance that animals attack you significantly. Given the animal density, you do get attacked anyhow.
6> It adds in a whole host of addional animals, and tweaks the existing ones. Some of them are quite nasty.
7> It is intended for Blake's Better AI mod -- the handicap files are balanced assuming you are using it.
8> Scouts can attack, but are bad at attacking non-animals.
The Barbarian boost is in the handicap file.
Here is the mod, version II:
http://forums.civfanatics.com/downloads.php?do=file&id=4325
It is warlords 2.08 compatable. It is probably not vanilla compatable.
Here is the original mod, if you want to see what I did to boost the number of barbarians:
http://forums.civfanatics.com/downloads.php?do=file&id=4226
The original mod is warlords 2.08 compatable. It may be vanilla compatable, but I didn't check.
Here is the link to Blake's Better AI mod: (Feb 12 2007 no assert version included in the link)
http://sourceforge.net/project/showfiles.php?group_id=178407
Tested using the Feb 12th version. Note that if you want AIs to go to war, other than when they will win, set Aggressive to ON.
Nature, Red in Tooth and Claw:
Predatory Animals are ridiculously common. They are good practice to get your units XPed up to 5 XP, which gives you a better chance against the earlier hordes. Scouts have to be careful, but they are better than Warriors at fighting Animals.
This quick mod was inspired by:
http://forums.civfanatics.com/showthread.php?t=208877
and I figured it was quicker/more amusing than doing more than 1 page of searching.

Animal tweaks: (above and beyond the exotic animals mod)
Many animals retreat. Some fast animals ignore terrain costs. Some animals gain terrain defensive bonuses. Cheetahs are really really annoying. Cave Bears eat your units for lunch.
Sample:
I did a of Insane Barbarians (Raging) on Prince, Earth 18 civ map.
Changes from a normal game:
First, being at the edge of civilization wasn't all that good for an empire. Second, explorers died -- you never saw an exploring chinese/indian/mongolian scout in Europe.
Two or Three civilizations got overrun by Barbarians -- the Mongols and Chinese prior to making contact with them (resulting in a huge massive barbarian state on the where they used to be), and the Egyptians at the dawn of Feudalism (all of darkest Africa was pouring barbarians at them).
The remaining "outer" civilizations (Indians, American, Aztec, Mali and Russian) spent most of history engaged in a fight to the death with the barbarians. They where saved by feudalism -- almost all of them had lost cities to the Barbarian advance, then started recovering post-feudalism. The Persians also had minor problems -- they regularly had a barbarian or three wandering in their territory, destroying improvements.
Being an "inner" civilization reduced the impact of the barbarian hordes. It still made it difficult to build parachute colonies.
The Cave Bears and Cave Lions where the longest living animals -- and I suspect the Siberian Tiger.
Japan was relatively isolated, but survived the hordes by staying on islands. Japan dares not set foot in Austrailia, but had colonies up and down polynesia by the discovery of Astronomy.
The 3 largest concentrations of barbarians by the discovery of liberalism are:
Brazil and Eastern South America.
South East Asia
Austrailia
All 3 of the above regions would require a full-scale war to colonize, as all of them contain multiple large barbarian cities. Southern Africa and parts of North America also contain a handful of Barbarian cities, but nowhere near an infestation. North East asia is currently being colonized by both Russia and Persia.
China contains barbarian cities with religion, left over from the conquest of the Chinese. I believe the holy city was burned -- or at least, my suicide explorers never found it, but did find more than one city ruins.
Next goal:
Maybe tweak the XP caps up a bit (it is really really brutal as it stands -- maybe double it). Implement a mini-caravan that you gain when you kill an animal (instant bonus food when consumed in your city). Maybe (gasp) create herds of migrating herbavores! (so you too can nearly wipe out wild species for food)