OK, I tried a raging barb game with the same variables EXCEPT at Normal speed, and you know what? More of the same.
This time I was Luchiurp (randomly assigned) and played with 11 AI civs on a huge fantasy realm map. Still down at Prince, but might go up a level or two next to see what happens.
Anyway, the main barb force appeared on Turn 35. This was only a few turns earlier than in Epic speed in which they came between turns 40 and 50.
The build time for a Warrior at Epic is 37 turns and 25 at Normal. Yes, this can go down as the city grows, resources come on line, you push production, etc. but the point is generally more turns in Epic to build a unit/defender.
Anyway, I used a strategy to get my second city you should try if you haven't already. If you play with Barbarian Lands turned on, you will normally have at least one barb city settled close to your civ. If the orcs are in the game, you can bet they will use their World Spell For the Horde immediately. This leaves barb cities without a defender for a few turns until they can build one. Beeline for the closest barb city and you can take it without a fight. Or, if you don't want it, raze it and get the gold. As an added bonus you can prevent Acheron from setting up shop near your civ by taking out the barb cities close to you.
I had a Scout nearby and took the city with no barb defenders. A quick way to get a city - no need to build a Settler (very helpful in the slower speed games, which this was not). Of course, now you have to defend two cities.
As soon as I saw Warriors and Goblins move about I knew the main barb force had arrived and it was time to recall all my units back to the two cities and to build more units.
Just as in Epic speed, the AI civs went down one by one in short order. Before turn 100 eight had been wiped out (especially surprised in the case of Cassiel who popped two Adventurers). One lizard civ last until about turn 140 and that left 2 civs beside mine:
Charadon and Jonas Endain.
Two civs with the Barbarian trait who the barbs would not attack. This meant ALL the barbs on the map were headed my way. It was OK though as I had built the Pact of Nilhorn and had the Stooges to defend. I killed Orthus (he committed suicide really going up against my city) and had his axe. I had 7-8 defenders in each city, about 12 with 100XP. Even though the barbs came in waves, they were not denting my defenses - bolstered by Palisades and Walls. There was no way I could build and defend any improvements.
So, there I was just hitting Enter and Defending - not very interesting.
I thought about letting Jonas and Charadon pass me in points so the barbs would declare war on them. I reduced my Research to 10%, but still founded two religions and other techs as I stayed ahead of them on points.
Charadon declared war on me and sprung his World Spell that brought bunches of wolves, but he could not dent my defenses with his barb cronies.
I'll probably just give up on this game to start another. I see there is a 'break save' patch out anyway.
Conclusions:
1. The mod just doesn't work with raging barbs. I suppose I could try Quick speed, but expect more of the same. The AI is just unable to cope with the raging barbs and is wiped out too fast.
2. The barbs come just too early in raging barbs. This needs to be scaled back based on game speed. I would recommend turn 200 for Epic and, I guess turn 100-125 for Normal. This would, hopefully, give the AI a chance to build some defenders so they can survive longer. However, I'm guessing they will still expand like crazy and keep one defender per city giving them the same result of being wiped out early.
3. The early game of exploration is completely missing in raging barb games. I was able to pop 3 goody huts, 1 lair (2 more were available, but already had Skeleton guards), and 1 graveyard before I had to head back to my cities. No chance to even get Animal Husbandry and capture animals. I really miss that fun in my raging barb games in FF.
4. I'm wondering if upping the difficulty would make a difference? Would the AI be smarter in building more defenders? Would the bonus against barbs help them? Or would they still expand, expand, expand and have their one-defender cities overrun one by one by the raging barbs. Maybe I will try that next.
For now, I have to still say the modmod is unplayable with the raging barb option selected unless you just want a quick, unsatisfying Conquest Victory. I'm anxious to hear if anyone thinks differently, maybe by using different game variables than I have chosen.