I'm mostly playing with raging barbs (I like barbs), so take this observation with that grain of salt.
It seems from my "whack-a-mole" barb camp experience that spawning new barbarian camps is controlled much more by camps in existence. So the variable
BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING
would determine the odds of spawning a camp when favorable conditions exist for a camp. Having this close to 100% and setting the total number of camps on the map to constant would lead to perfect whack-a-mole camps. Whenever one is killed another spawns somewhere the next turn.
The limiting of barbarian camps in existence could come in a number of ways. Maybe there's # of camps per "uncivilized" terrain, no spawning another camp closer than D tiles from an existing camp, camps per total terrain, or some such. I'd hunt for a variable like this to control barbarians.
The view is further supported by camp spawning apparently not being sensitive to BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING. It doesn't matter wheter we spawn a new camp with 50% or 100% probability each turn, it anyway happens almost immediately when favorable conditions for a camp exist. The key is when favorable conditions for a camp exist, and what variable controls it.
EDIT:
Found here:
http://forums.civfanatics.com/showthread.php?t=432029
there are a few things in global defines relating to barb camps:
"BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING","2"
"BARBARIAN_CAMP_MINIMUM_DISTANCE_CAPITAL","4"
"BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP","7"
"BARBARIAN_CAMP_COASTAL_SPAWN_ROLL","6"
"BARBARIAN_EXTRA_RAGING_UNIT_SPAWN_CHANCE","10"
"BARBARIAN_NAVAL_UNIT_START_TURN_SPAWN","30"
"MAX_BARBARIANS_FROM_CAMP_NEARBY","2"
"MAX_BARBARIANS_FROM_CAMP_NEARBY_RANGE","4"
And based on his explanation in that thread BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING is the odds of spawning one camp this turn if a valid spawn location is available, and in vanilla this was about 50%. Based on my (limited) gaming with Communitas, I see no reason to assume this has drastically changed. Increasing BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING should have little effect, but decreasing the spawn probability to something very small should practically remove barb camp spawning.
To really change the number of camps, BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP needs to be decreased.
This also suggests that any small fog-of-war area should rather quickly spawn one barbarian camp. But two camps need a rather large fog area. It also suggests that no global limit of camps exist, camps are essentially being limited by how many separate "uncivilized corners of the world" there are. And on Communitas maps, the ample islands off continents are usual suspects.