I didn't realize that the Barbarians will fail if another civ is nearby. I might just make one that, at the very least, lets the Germans walk through Barbarian lands. I'm particularly curious to see what would happen if I gifted one of the special Germanic Barbarians to the Barbarians. That said, as they say, "Happy wife, happy life." Did the crash end up being the Faith thing?
Yes it was the faith thing.
I don't think my wife is super happy with me right now...
I've been keeping a lid on it on the Workshop but I'll spill the beans here: an upcoming release will feature a PLAYABLE Barbarian major civilization. The major plays alongside what I call the "minor" Barbarian civilization (id 63), is on the same team as them - so they shares techs, map, territory, etc. no need for a peace treaty. When a AI Barbarian drops a settler or worker into a camp, the Barbarian major civ gets the resulting city, which is now founded at the Encampment linearly furthest away from all capitals combined (generally undiscovered/unexplored places). On earth style maps this would be somewhere in Australia, usually. On Tilted Axis... you can imagine. When the AI Barbarian faux "captures" a city, the major takes ownership. The Barbarian major is locked into permanent war with all civilizations and all city states.
You (as a human) HAVE to add the Barbarian major civilization to the game, either as yourself or add them in an AI game slot. If the Barbarian major isn't in the game the AI Barbarians have nobody to hand their cities/captives to, so they don't capture cities and just kill all captives. In essence, they become a nastier version of what they already are.
But if the Barbarian major civ is in the game it solves dozens of problems at once. They have a city list. The leader screen started working immediately. They can found a religion (but won't), research properly (but won't), accumulate culture (though many policies are useless, as they have no capital city - I really should zero culture too). They can't lose to domination. In my first test I didn't restrict their science so they snowballed like hell on earth - i've since fixed that. But I've seen Barbarian Great Generals and Great Admirals (the latter from that Exploration policy). But the most unexpected part has to be the beginning of the game.
The Barbarian major civ - which again, is playable - doesn't start with *any* units. Both the Settler and Warrior are overriden in delivered game files. So, the load screen opens to white clouds. You're an observer, watching the AI Barbarians do their thing. Camps appear. Brutes go all over. Eventually they cap a worker or settler, and you get your first city, and THEN you join the game.
It's awesome.
I have to code a few additional mechanics in such as what to do if someone decides to 1v1 the Barbarians. Normally they capture workers and stuff but if there's just a human in the game, its obviously going to be near impossible. Also, human players can pull some evil tricks in advanced setup like turn off Barbarians and effectively play against nobody. I also think I need to give the Barbarian civ some approach biases.
A playable Barbarian civ is like an entirely new game mode. 1v1 duel map vs Deity Barbarians on Tilted Axis.