[NFP] Are Barbarian Quadriremes a longstanding bug no-one realizes?

Tomice

Passionate Smart-Ass
Joined
Oct 5, 2009
Messages
2,351
Location
Austria, EU, no kangaroos ;)
The unique "Barbarian Raider" has vanished from the files :eek: It IS the bugfix I proposed!

Please note that they left "Shipbuilding" as a free tech for the Barbarians. This means that they are still able to build Quads on turn 1 (theoretically).
It should now work as intended: Naval barbs scout with Galleys, but if they assemble a larger force, it will contain a certain percentage of Quads.

Removing the free Shipbuilding tech and thus delaying Quads until a majority of Civs research it was seemingly not their design intention.
__________

If any Dev reads this - THANK YOU !!! THANK YOU !!! THANK YOU !!!
 

Uberfrog

Deity
Joined
Jun 26, 2007
Messages
3,004
Location
England
The unique "Barbarian Raider" has vanished from the files :eek: It IS the bugfix I proposed!

Please note that they left "Shipbuilding" as a free tech for the Barbarians. This means that they are still able to build Quads on turn 1 (theoretically).
It should now work as intended: Naval barbs scout with Galleys, but if they assemble a larger force, it will contain a certain percentage of Quads.

Removing the free Shipbuilding tech and thus delaying Quads until a majority of Civs research it was seemingly not their design intention.
__________

If any Dev reads this - THANK YOU !!! THANK YOU !!! THANK YOU !!!


And thank you for your hard work digging up what no-one else had spotted all these years!
 

Unmitigated Gaul

Chieftain
Joined
Feb 22, 2021
Messages
64
Downloaded the patch today and played as Portugal tonight. The large quantity of barb galleys makes for a fun challenge for early game Portuguese trade routes.

Adds a little more challenge than usual. Challenge may not be the right word- maybe adversity?
 

Tomice

Passionate Smart-Ass
Joined
Oct 5, 2009
Messages
2,351
Location
Austria, EU, no kangaroos ;)
Downloaded the patch today and played as Portugal tonight. The large quantity of barb galleys makes for a fun challenge for early game Portuguese trade routes.

Adds a little more challenge than usual. Challenge may not be the right word- maybe adversity?

I played as Portugal too, on a large continents and islands map. One definitively needs a navy to clear a few barb camps here and there. But it is less frustrating because they have a mix of units now, and your galleys can easily reach +12 CS vs barb galleys (7 from promotion, 5 from policy)
 

Datian

Warlord
Joined
Jul 20, 2006
Messages
295
Location
Paris, France
It's great to have galleys, and thus less quads. Barbs no longer rule the seas for so many turns.

However, it appears galleys appear with coastal camps instead of scouts, and make founding a coastal city really difficult.
Either you're very lucky and you can develop for a few turns, then build a galley to defend ; or you're not, a nearby coastal camp pops as soon as turn 10, and you won't have the possibility to trade, nor build fishing boats. And it's... infuriating.

Inland camps can be problematic, but you can always get rid of them with your very first warrior - or intercept the scout with the exclamation point.
For coastal camps, you need a land unit, and a boat, and the technology to build one... And galleys appear immediatly.

I really wish coastal camps pop a scout as first unit, and let you breathe a little before sending the galleys.
I've tried several naval games recently (Portugal, Phoenicia, Maori), but having to spend my first 40 turns building a naval defence and nothing else made me rage quit every single time.
 

Tomice

Passionate Smart-Ass
Joined
Oct 5, 2009
Messages
2,351
Location
Austria, EU, no kangaroos ;)
However, it appears galleys appear with coastal camps instead of scouts, and make founding a coastal city really difficult.

That's the intended behavior as seen in the files.
It was always intended that naval barbs use a ship to scout, which then may trigger a mixed naval invasion force (just like scouts do).
The main difference: As there are only two types of early ships, roles overlap (scout=melee, ranged=siege).

It's a pity that the bug remained undetected for years and was fixed literally a few days before the "final" patch came out.
They surely had no time for detailed testing!

Then again, I also like putting my first city on the coast, and I didn't have as many problems. I do tend to build a pair of galleys rather early as scout replacement, though. Great for earning era score!
 

Datian

Warlord
Joined
Jul 20, 2006
Messages
295
Location
Paris, France
That's the intended behavior as seen in the files.
It was always intended that naval barbs use a ship to scout, which then may trigger a mixed naval invasion force (just like scouts do).
The main difference: As there are only two types of early ships, roles overlap (scout=melee, ranged=siege).

It's a pity that the bug remained undetected for years and was fixed literally a few days before the "final" patch came out.
They surely had no time for detailed testing!

Then again, I also like putting my first city on the coast, and I didn't have as many problems. I do tend to build a pair of galleys rather early as scout replacement, though. Great for earning era score!

What you say about the overlapping roles makes sense, but the situation makes me cringe. There's no comparison between "discover navigation + build two galleys" and "discover something else, build one scout, two slingers, a builder and a warrior"
As for the exploration part of the galley, yes it's great to explore because it's fast, but it can't take barb camps nor huts, can't heal while exploring, can't use terrain to fortify... that's quite limited if you compare it to a scout !
And you'll have to build a second one to defend, and they both cost maintenance. But if you go coastal, you have no choice but to build at least one immedtiately just for defense.
 

aieeegrunt

Emperor
Joined
Jan 8, 2021
Messages
1,190
Either don’t build your first city on a coast, or accept that it’s focus will have to be naval for the first era

I’m not saying that is a good situation, it’s just the situation we are in.

Historically “pirates” were a huge issue for maritime civs, with Rome devoting several major campaigns just at them (most of which were failures)
 

Equilin

King
Joined
May 8, 2017
Messages
664
I guess the April Patch fix is what they stumbled upon trying to fix the naval AI, fantastic.
 

papusone

Chieftain
Joined
Sep 2, 2010
Messages
10
Location
France, Quillan Aude
I hate games that cheat! an Example, with Norway, in the year 3000 BC, the barbarians have quadriremes while we have to wait to have the naval construction to be able to build one, that is to say much later, towards the year 500 AC!
 

frutiemax

Warlord
Joined
Jan 19, 2015
Messages
112
That is how barbarian tribes work. You can remove quadriremes with mods very easily.
 

frutiemax

Warlord
Joined
Jan 19, 2015
Messages
112
Barbarians.xml define the tribes difficulties.

Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<GameInfo>
    <Kinds>
        <Row Kind="KIND_BARBARIAN_TRIBE"/>
    </Kinds>
    <Types>
        <!-- Naval -->
        <Row Type="BARBARIAN_NAVAL_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_7" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_8" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_9" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_NAVAL_10" Kind="KIND_BARBARIAN_TRIBE"/>
        <!-- Cavalry -->
        <Row Type="BARBARIAN_CAVALRY_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_7" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_8" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_9" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CAVALRY_10" Kind="KIND_BARBARIAN_TRIBE"/>
        <!-- Melee -->
        <Row Type="BARBARIAN_MELEE_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_7" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_8" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_9" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_MELEE_10" Kind="KIND_BARBARIAN_TRIBE"/>
    </Types>
    <BarbarianTribes>
        <Row TribeType="TRIBE_NAVAL" IsCoastal="true" PercentRangedUnits="25" TurnsToWarriorSpawn="10" ScoutTag="CLASS_NAVAL_MELEE" MeleeTag="CLASS_NAVAL_MELEE" RangedTag="CLASS_NAVAL_RANGED" SiegeTag="CLASS_NAVAL_RANGED" DefenderTag="CLASS_ANTI_CAVALRY" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" RaidingBoldness="10" CityAttackOperation="Barbarian City Assault" CityAttackBoldness="25"/>
        <Row TribeType="TRIBE_CAVALRY" RequiredResource="RESOURCE_HORSES" ResourceRange="3" PercentRangedUnits="25" TurnsToWarriorSpawn="25" ScoutTag="CLASS_RECON" MeleeTag="CLASS_LIGHT_CAVALRY" RangedTag="CLASS_MOBILE_RANGED" SiegeTag="CLASS_HEAVY_CAVALRY" DefenderTag="CLASS_ANTI_CAVALRY" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" RaidingBoldness="10" CityAttackOperation="Barbarian City Assault" CityAttackBoldness="25"/>
        <Row TribeType="TRIBE_MELEE" PercentRangedUnits="25" TurnsToWarriorSpawn="15" ScoutTag="CLASS_RECON" MeleeTag="CLASS_MELEE" RangedTag="CLASS_RANGED" SiegeTag="CLASS_SIEGE" DefenderTag="CLASS_ANTI_CAVALRY" SupportTag="CLASS_BATTERING_RAM" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" RaidingBoldness="10" CityAttackOperation="Barbarian City Assault" CityAttackBoldness="25"/>
    </BarbarianTribes>
    <BarbarianTribeNames>
        <Row TribeNameType="BARBARIAN_NAVAL_1" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_1"/>
        <Row TribeNameType="BARBARIAN_NAVAL_2" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_2" PercentRangedUnits="100"/>
        <Row TribeNameType="BARBARIAN_NAVAL_3" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_3" RaidingBoldness="100"/>
        <Row TribeNameType="BARBARIAN_NAVAL_4" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_4"/>
        <Row TribeNameType="BARBARIAN_NAVAL_5" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_5"/>
        <Row TribeNameType="BARBARIAN_NAVAL_6" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_6"/>
        <Row TribeNameType="BARBARIAN_NAVAL_7" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_7"/>
        <Row TribeNameType="BARBARIAN_NAVAL_8" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_8"/>
        <Row TribeNameType="BARBARIAN_NAVAL_9" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_9"/>
        <Row TribeNameType="BARBARIAN_NAVAL_10" TribeType="TRIBE_NAVAL" TribeDisplayName="LOC_BARBARIAN_NAVAL_10"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_1" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_1"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_2" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_2"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_3" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_3"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_4" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_4"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_5" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_5"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_6" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_6"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_7" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_7"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_8" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_8"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_9" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_9"/>
        <Row TribeNameType="BARBARIAN_CAVALRY_10" TribeType="TRIBE_CAVALRY" TribeDisplayName="LOC_BARBARIAN_CAVALRY_10"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_1" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_1"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_2" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_2"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_3" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_3"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_4" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_4"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_5" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_5"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_6" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_6"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_7" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_7"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_8" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_8"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_9" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_9"/>
        <Row TribeNameType="LOC_BARBARIAN_MELEE_10" TribeType="TRIBE_MELEE" TribeDisplayName="LOC_BARBARIAN_MELEE_10"/>
    </BarbarianTribeNames>
    <BarbarianAttackForces>
        <Row AttackForceType="LowDifficultyStandardRaid" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_MELEE" NumMeleeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="StandardRaid" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_MELEE" NumMeleeUnits="2" RangeTag="CLASS_RANGED" NumRangeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="HighDifficultyStandardRaid" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_MELEE" NumMeleeUnits="3" RangeTag="CLASS_RANGED" NumRangeUnits="2" RaidingForce="true"/>
        <Row AttackForceType="LowDifficultyStandardAttack" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_MELEE" NumMeleeUnits="2" RangeTag="CLASS_RANGED" NumRangeUnits="1" SiegeTag="CLASS_SIEGE" NumSiegeUnits="1"/>
        <Row AttackForceType="StandardAttack" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_MELEE" NumMeleeUnits="3" RangeTag="CLASS_RANGED" NumRangeUnits="2" SiegeTag="CLASS_SIEGE" NumSiegeUnits="1" SupportTag="CLASS_BATTERING_RAM" NumSupportUnits="1"/>
        <Row AttackForceType="HighDifficultyStandardAttack" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_MELEE" NumMeleeUnits="4" RangeTag="CLASS_RANGED" NumRangeUnits="3" SiegeTag="CLASS_SIEGE" NumSiegeUnits="2" SupportTag="CLASS_BATTERING_RAM" NumSupportUnits="1"/>
        <Row AttackForceType="LowDifficultyCavalryRaid" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="CavalryRaid" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="2" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="HighDifficultyCavalryRaid" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="3" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="2" RaidingForce="true"/>
        <Row AttackForceType="LowDifficultyCavalryAttack" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="2" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="1" SiegeTag="CLASS_HEAVY_CAVALRY" NumSiegeUnits="1"/>
        <Row AttackForceType="CavalryAttack" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="3" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="2" SiegeTag="CLASS_HEAVY_CAVALRY" NumSiegeUnits="1"/>
        <Row AttackForceType="HighDifficultyCavalryAttack" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="4" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="3" SiegeTag="CLASS_HORSE_ARCHER" NumSiegeUnits="2"/>
        <Row AttackForceType="LowDifficultyNavalRaid" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="NavalRaid" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="2" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="HighDifficultyNavalRaid" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="3" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="2" RaidingForce="true"/>
        <Row AttackForceType="LowDifficultyNavalAttack" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="2" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="1" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="1"/>
        <Row AttackForceType="NavalAttack" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="3" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="2" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="1"/>
        <Row AttackForceType="HighDifficultyNavalAttack" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="4" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="3" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="2"/>
    </BarbarianAttackForces>
    <BarbarianTribeForces>
        <Row AttackForceType="LowDifficultyStandardRaid" TribeType="TRIBE_MELEE"/>
        <Row AttackForceType="StandardRaid" TribeType="TRIBE_MELEE"/>
        <Row AttackForceType="HighDifficultyStandardRaid" TribeType="TRIBE_MELEE"/>
        <Row AttackForceType="LowDifficultyStandardAttack" TribeType="TRIBE_MELEE"/>
        <Row AttackForceType="StandardAttack" TribeType="TRIBE_MELEE"/>
        <Row AttackForceType="HighDifficultyStandardAttack" TribeType="TRIBE_MELEE"/>
        <Row AttackForceType="LowDifficultyCavalryRaid" TribeType="TRIBE_CAVALRY"/>
        <Row AttackForceType="CavalryRaid" TribeType="TRIBE_CAVALRY"/>
        <Row AttackForceType="HighDifficultyCavalryRaid" TribeType="TRIBE_CAVALRY"/>
        <Row AttackForceType="LowDifficultyCavalryAttack" TribeType="TRIBE_CAVALRY"/>
        <Row AttackForceType="CavalryAttack" TribeType="TRIBE_CAVALRY"/>
        <Row AttackForceType="HighDifficultyCavalryAttack" TribeType="TRIBE_CAVALRY"/>
        <Row AttackForceType="LowDifficultyNavalRaid" TribeType="TRIBE_NAVAL"/>
        <Row AttackForceType="NavalRaid" TribeType="TRIBE_NAVAL"/>
        <Row AttackForceType="HighDifficultyNavalRaid" TribeType="TRIBE_NAVAL"/>
        <Row AttackForceType="LowDifficultyNavalAttack" TribeType="TRIBE_NAVAL"/>
        <Row AttackForceType="NavalAttack" TribeType="TRIBE_NAVAL"/>
        <Row AttackForceType="HighDifficultyNavalAttack" TribeType="TRIBE_NAVAL"/>
    </BarbarianTribeForces>
</GameInfo>

The CLASS_NAVAL_RANGED are the problematic ones. You can either remove the HighDifficultyNavalAttack altogether, or remove the tribe type TRIBE_NAVAL. I once replace all barbs by Giant Death Robots for a troll mod. There is also BarbariansCansMode_GameplayData.xml for reference, i.e. you can make all barbs zulus if you wanted to, that's how they've made the zombies mode.

Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
    <Kinds>
        <Row Kind="KIND_BARBARIAN_TRIBE_TYPE"/>
        <Row Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
    </Kinds>
    <Types>
        <Row Type="CAPABILITY_BARBARIAN_CLANS" Kind="KIND_CAPABILITY" />
        <!--Unit Commands-->
        <Row Type="UNITCOMMAND_TREAT_WITH_CLAN_DISPERSE"    Kind="KIND_UNITCOMMAND"/>
        <Row Type="UNITCOMMAND_TREAT_WITH_CLAN_RAID"        Kind="KIND_UNITCOMMAND"/>
        <!--Tribe Types-->
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Kind="KIND_BARBARIAN_TRIBE_TYPE"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Kind="KIND_BARBARIAN_TRIBE_TYPE"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Kind="KIND_BARBARIAN_TRIBE_TYPE"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Kind="KIND_BARBARIAN_TRIBE_TYPE"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Kind="KIND_BARBARIAN_TRIBE_TYPE"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Kind="KIND_BARBARIAN_TRIBE_TYPE"/>
        <Row Type="TRIBE_CLAN_NAVAL" Kind="KIND_BARBARIAN_TRIBE_TYPE"/>
        <!--Melee Clans-->
        <Row Type="BARBARIAN_CLAN_MELEE_OPEN_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_OPEN_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_OPEN_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_OPEN_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_OPEN_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_OPEN_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_FOREST_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_FOREST_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_FOREST_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_FOREST_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_FOREST_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_FOREST_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_HILLS_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_HILLS_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_HILLS_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_HILLS_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_HILLS_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_MELEE_HILLS_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <!--Cavalry Clans-->
        <Row Type="BARBARIAN_CLAN_CAVALRY_OPEN_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_OPEN_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_OPEN_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_OPEN_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_OPEN_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_OPEN_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_JUNGLE_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_JUNGLE_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_JUNGLE_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_JUNGLE_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_JUNGLE_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_JUNGLE_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_CHARIOT_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_CHARIOT_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_CHARIOT_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_CHARIOT_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_CHARIOT_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_CAVALRY_CHARIOT_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <!-- Naval Clans-->
        <Row Type="BARBARIAN_CLAN_NAVAL_1" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_NAVAL_2" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_NAVAL_3" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_NAVAL_4" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_NAVAL_5" Kind="KIND_BARBARIAN_TRIBE"/>
        <Row Type="BARBARIAN_CLAN_NAVAL_6" Kind="KIND_BARBARIAN_TRIBE"/>
        <!--Settings-->
        <Row Type="TRIBE_CONDITION_SET_MELEE_OPEN_GRASS"  Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_OPEN_PLAINS" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_OPEN_DESERT" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_OPEN_TUNDRA" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_OPEN_SNOW"    Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_FOREST" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_GRASS_HILLS" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_PLAINS_HILLS" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_DESERT_HILLS" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_TUNDRA_HILLS" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_MELEE_SNOW_HILLS" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_CAVALRY_OPEN" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_CAVALRY_JUNGLE" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <Row Type="TRIBE_CONDITION_SET_CAVALRY_CHARIOT" Kind="KIND_TRIBE_MAP_CONDITION_SET"/>
        <!--UI-->
        <Row Type="NOTIFICATION_CLAN_CONVERTED_TO_CITY_STATE"    Kind="KIND_NOTIFICATION"/>
        <Row Type="NOTIFICATION_CLAN_HIRED"                        Kind="KIND_NOTIFICATION"/>
        <Row Type="NOTIFICATION_CLAN_RANSOM_PAID"                Kind="KIND_NOTIFICATION"/>
        <Row Type="NOTIFICATION_CLAN_BRIBED"                    Kind="KIND_NOTIFICATION"/>
        <Row Type="NOTIFICATION_CLAN_BRIBE_EXPIRED"                Kind="KIND_NOTIFICATION"/>
        <Row Type="NOTIFICATION_CLAN_INCITED"                    Kind="KIND_NOTIFICATION"/>
        <Row Type="NOTIFICATION_CLAN_DISPERSED"                    Kind="KIND_NOTIFICATION"/>
    </Types>
    <GameCapabilities>
        <Row GameCapability="CAPABILITY_BARBARIAN_CLANS"/>
    </GameCapabilities>
    <GlobalParameters>
        <Replace Name="BARBARIAN_CLANS_CIV_CONVERSION_POINTS_STANDARD" Value="120" />
        <Replace Name="BARBARIAN_CLANS_CIV_CONVERSION_INCREMENT_CHANCE" Value="50" />
        <Replace Name="BARBARIAN_CLANS_UNIQUE_UNIT_CLAIM_INTERVAL_STANDARD" Value="5" />
        <Replace Name="BARBARIAN_CLANS_UNIQUE_UNIT_STRENGTH_RANGE" Value="10" />
        <Replace Name="BARBARIAN_CLANS_TECH_STEAL_INTERVAL_STANDARD" Value="20" />
        <Replace Name="BARBARIAN_CLANS_TECH_STEAL_VARIANCE_STANDARD" Value="10" />
        <Replace Name="BARBARIAN_CLANS_BRIBE_COST_PER_CITY" Value="50" />
        <Replace Name="BARBARIAN_CLANS_HIRE_COST_SCALAR" Value="0.6" />
        <Replace Name="BARBARIAN_CLANS_RANSOM_COST_SCALAR" Value="0.75" />
    </GlobalParameters>
    <Improvements>
        <Update>
            <Where ImprovementType="IMPROVEMENT_BARBARIAN_CAMP"/>
            <Set>
                <RemoveOnEntry>false</RemoveOnEntry>
            </Set>
        </Update>
    </Improvements>
    <BarbarianTribes>
        <!--Melee Clans-->
        <Row TribeType="TRIBE_CLAN_MELEE_OPEN"        ScoutTag="CLASS_RECON" MeleeTag="CLASS_MELEE" RangedTag="CLASS_RANGED" SiegeTag="CLASS_SIEGE" DefenderTag="CLASS_ANTI_CAVALRY" SupportTag="CLASS_LIGHT_CAVALRY"    Name="LOC_BARBARIAN_CLAN_TYPE_MELEE_OPEN"    PercentRangedUnits="25" TurnsToWarriorSpawn="10" RaidingBoldness="15" CityAttackBoldness="25" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" CityAttackOperation="Barbarian City Assault"/>
        <Row TribeType="TRIBE_CLAN_MELEE_FOREST"    ScoutTag="CLASS_RECON" MeleeTag="CLASS_MELEE" RangedTag="CLASS_RANGED" SiegeTag="CLASS_SIEGE" DefenderTag="CLASS_RANGED" SupportTag="CLASS_BATTERING_RAM" Name="LOC_BARBARIAN_CLAN_TYPE_MELEE_FOREST"        PercentRangedUnits="50" TurnsToWarriorSpawn="15" RaidingBoldness="15" CityAttackBoldness="20" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" CityAttackOperation="Barbarian City Assault"/>
        <Row TribeType="TRIBE_CLAN_MELEE_HILLS"        ScoutTag="CLASS_RECON" MeleeTag="CLASS_MELEE" RangedTag="CLASS_ANTI_CAVALRY" SiegeTag="CLASS_SIEGE" DefenderTag="CLASS_MELEE" SupportTag="CLASS_RANGED" Name="LOC_BARBARIAN_CLAN_TYPE_MELEE_HILLS"            PercentRangedUnits="15" TurnsToWarriorSpawn="15" RaidingBoldness="20" CityAttackBoldness="30" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" CityAttackOperation="Barbarian City Assault"/>
        <!--Cavalry Clans-->
        <Row TribeType="TRIBE_CLAN_CAVALRY_OPEN"    ScoutTag="CLASS_RECON" MeleeTag="CLASS_LIGHT_CAVALRY" RangedTag="CLASS_MOBILE_RANGED" SiegeTag="CLASS_HEAVY_CAVALRY" DefenderTag="CLASS_ANTI_CAVALRY" SupportTag="CLASS_BATTERING_RAM" Name="LOC_BARBARIAN_CLAN_TYPE_CAVALRY_OPEN"    PercentRangedUnits="25" TurnsToWarriorSpawn="20" RaidingBoldness="20" CityAttackBoldness="25" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" CityAttackOperation="Barbarian City Assault"/>
        <Row TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"    ScoutTag="CLASS_RECON" MeleeTag="CLASS_LIGHT_CAVALRY" RangedTag="CLASS_RANGED"    SiegeTag="CLASS_HEAVY_CAVALRY" DefenderTag="CLASS_MELEE" SupportTag="CLASS_BATTERING_RAM" Name="LOC_BARBARIAN_CLAN_TYPE_CAVALRY_JUNGLE"                PercentRangedUnits="20" TurnsToWarriorSpawn="20" RaidingBoldness="15" CityAttackBoldness="25" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" CityAttackOperation="Barbarian City Assault"/>
        <Row TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"    ScoutTag="CLASS_RECON" MeleeTag="CLASS_LIGHT_CAVALRY" RangedTag="CLASS_HEAVY_CHARIOT" SiegeTag="CLASS_HEAVY_CHARIOT" DefenderTag="CLASS_RANGED" SupportTag="CLASS_BATTERING_RAM" Name="LOC_BARBARIAN_CLAN_TYPE_CAVALRY_CHARIOT"        PercentRangedUnits="35" TurnsToWarriorSpawn="20" RaidingBoldness="15" CityAttackBoldness="25" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" CityAttackOperation="Barbarian City Assault"/>
        <!--Naval Clans-->
        <Row TribeType="TRIBE_CLAN_NAVAL"                ScoutTag="CLASS_NAVAL_MELEE" MeleeTag="CLASS_NAVAL_MELEE" RangedTag="CLASS_NAVAL_RANGED" SiegeTag="CLASS_NAVAL_RANGED" DefenderTag="CLASS_ANTI_CAVALRY" IsCoastal="true" Name="LOC_BARBARIAN_CLAN_TYPE_NAVAL"    PercentRangedUnits="35" TurnsToWarriorSpawn="10" ScoutingBehaviorTree="Barbarian Found City" RaidingBehaviorTree="Barbarian Attack" RaidingBoldness="10" CityAttackOperation="Barbarian City Assault" CityAttackBoldness="25"/>
    </BarbarianTribes>
    <UnitCommands>
        <Row CommandType="UNITCOMMAND_TREAT_WITH_CLAN_DISPERSE" VisibleInUI="true"    HoldCycling="true" CategoryInUI="BUILD" Icon="ICON_UNITCOMMAND_TREAT_WITH_CLAN_DISPERSE" Description="LOC_UNITCOMMAND_TREAT_WITH_CLAN_DISPERSE_DESCRIPTION" Help="LOC_UNITCOMMAND_TREAT_WITH_CLAN_DISPERSE_HELP"/>
        <Row CommandType="UNITCOMMAND_TREAT_WITH_CLAN_RAID"        VisibleInUI="true"    HoldCycling="true" CategoryInUI="BUILD" Icon="ICON_UNITCOMMAND_TREAT_WITH_CLAN_RAID" Description="LOC_UNITCOMMAND_TREAT_WITH_CLAN_RAID_DESCRIPTION" Help="LOC_UNITCOMMAND_TREAT_WITH_CLAN_RAID_HELP"/>
    </UnitCommands>
    <TypeProperties>
        <Row Type="UNITCOMMAND_TREAT_WITH_CLAN_DISPERSE" Name="XP_EARNED" Value="10"/>
        <!--Other operation params are defined per tribe type-->
        <!--Melee Open-->
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="RAID_CONVERSION_POINTS_CHANGE" Value="-10"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="RAID_INTERVAL_STANDARD" Value="10"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="HIRE_CONVERSION_POINTS_CHANGE" Value="5"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="HIRE_INTERVAL_STANDARD" Value="15"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="BRIBE_BASE_COST" Value="50"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="BRIBE_CONVERSION_POINTS_CHANGE" Value="8"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="BRIBE_INTERVAL_STANDARD" Value="20"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="RANSOM_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="INCITE_BASE_COST" Value="160"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="INCITE_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_MELEE_OPEN" Name="INCITE_INTERVAL_STANDARD" Value="15"/>
        <!--Melee Forest-->
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="RAID_CONVERSION_POINTS_CHANGE" Value="-10"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="RAID_INTERVAL_STANDARD" Value="10"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="HIRE_CONVERSION_POINTS_CHANGE" Value="5"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="HIRE_INTERVAL_STANDARD" Value="15"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="BRIBE_BASE_COST" Value="50"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="BRIBE_CONVERSION_POINTS_CHANGE" Value="8"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="BRIBE_INTERVAL_STANDARD" Value="20"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="RANSOM_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="INCITE_BASE_COST" Value="160"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="INCITE_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_MELEE_FOREST" Name="INCITE_INTERVAL_STANDARD" Value="15"/>
        <!--Melee Hills-->
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="RAID_CONVERSION_POINTS_CHANGE" Value="-10"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="RAID_INTERVAL_STANDARD" Value="10"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="HIRE_CONVERSION_POINTS_CHANGE" Value="5"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="HIRE_INTERVAL_STANDARD" Value="15"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="BRIBE_BASE_COST" Value="50"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="BRIBE_CONVERSION_POINTS_CHANGE" Value="8"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="BRIBE_INTERVAL_STANDARD" Value="20"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="RANSOM_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="INCITE_BASE_COST" Value="160"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="INCITE_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_MELEE_HILLS" Name="INCITE_INTERVAL_STANDARD" Value="15"/>
        <!--Cavalry Open-->
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="RAID_CONVERSION_POINTS_CHANGE" Value="-10"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="RAID_INTERVAL_STANDARD" Value="10"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="HIRE_CONVERSION_POINTS_CHANGE" Value="5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="HIRE_INTERVAL_STANDARD" Value="15"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="BRIBE_BASE_COST" Value="50"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="BRIBE_CONVERSION_POINTS_CHANGE" Value="8"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="BRIBE_INTERVAL_STANDARD" Value="20"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="RANSOM_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="INCITE_BASE_COST" Value="200"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="INCITE_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_OPEN" Name="INCITE_INTERVAL_STANDARD" Value="15"/>
        <!--Cavalry Open-->
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="RAID_CONVERSION_POINTS_CHANGE" Value="-10"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="RAID_INTERVAL_STANDARD" Value="10"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="HIRE_CONVERSION_POINTS_CHANGE" Value="5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="HIRE_INTERVAL_STANDARD" Value="15"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="BRIBE_BASE_COST" Value="50"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="BRIBE_CONVERSION_POINTS_CHANGE" Value="8"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="BRIBE_INTERVAL_STANDARD" Value="20"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="RANSOM_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="INCITE_BASE_COST" Value="200"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="INCITE_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_JUNGLE" Name="INCITE_INTERVAL_STANDARD" Value="15"/>
        <!--Cavalry Open-->
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="RAID_CONVERSION_POINTS_CHANGE" Value="-10"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="RAID_INTERVAL_STANDARD" Value="10"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="HIRE_CONVERSION_POINTS_CHANGE" Value="5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="HIRE_INTERVAL_STANDARD" Value="15"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="BRIBE_BASE_COST" Value="50"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="BRIBE_CONVERSION_POINTS_CHANGE" Value="8"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="BRIBE_INTERVAL_STANDARD" Value="20"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="RANSOM_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="INCITE_BASE_COST" Value="200"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="INCITE_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_CAVALRY_CHARIOT" Name="INCITE_INTERVAL_STANDARD" Value="15"/>
        <!--Naval-->
        <Row Type="TRIBE_CLAN_NAVAL" Name="RAID_CONVERSION_POINTS_CHANGE" Value="-10"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="RAID_INTERVAL_STANDARD" Value="10"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="HIRE_CONVERSION_POINTS_CHANGE" Value="5"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="HIRE_INTERVAL_STANDARD" Value="20"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="BRIBE_BASE_COST" Value="30"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="BRIBE_CONVERSION_POINTS_CHANGE" Value="8"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="BRIBE_INTERVAL_STANDARD" Value="20"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="RANSOM_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="INCITE_BASE_COST" Value="120"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="INCITE_CONVERSION_POINTS_CHANGE" Value="-5"/>
        <Row Type="TRIBE_CLAN_NAVAL" Name="INCITE_INTERVAL_STANDARD" Value="15"/>
    </TypeProperties>
    <!--====================================================-->
    <!--CLANS DATA                                            -->
    <!--====================================================-->
    <BarbarianTribe_MapConditionSets>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_OPEN"            TribeType="TRIBE_CLAN_CAVALRY_OPEN" Test="ALL" Priority="5"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_JUNGLE"        TribeType="TRIBE_CLAN_CAVALRY_JUNGLE" Test="ALL" Priority="5"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_CHARIOT"        TribeType="TRIBE_CLAN_CAVALRY_CHARIOT" Test="ALL" Priority="5"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_FOREST"            TribeType="TRIBE_CLAN_MELEE_FOREST" Test="ALL" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_GRASS_HILLS"    TribeType="TRIBE_CLAN_MELEE_HILLS" Test="ANY" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_PLAINS_HILLS"    TribeType="TRIBE_CLAN_MELEE_HILLS" Test="ANY" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_DESERT_HILLS"    TribeType="TRIBE_CLAN_MELEE_HILLS" Test="ANY" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_TUNDRA_HILLS"    TribeType="TRIBE_CLAN_MELEE_HILLS" Test="ANY" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_SNOW_HILLS"        TribeType="TRIBE_CLAN_MELEE_HILLS" Test="ANY" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_GRASS"        TribeType="TRIBE_CLAN_MELEE_OPEN" Test="ALL" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_PLAINS"    TribeType="TRIBE_CLAN_MELEE_OPEN" Test="ALL" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_DESERT"    TribeType="TRIBE_CLAN_MELEE_OPEN" Test="ALL" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_TUNDRA"    TribeType="TRIBE_CLAN_MELEE_OPEN" Test="ALL" Priority="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_SNOW"        TribeType="TRIBE_CLAN_MELEE_OPEN" Test="ALL" Priority="1"/>
    </BarbarianTribe_MapConditionSets>
    <BarbarianTribe_MapConditions>
        <!--Melee-->
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_GRASS" TerrainType="TERRAIN_GRASS_HILLS" Range="1" Invert="true"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_PLAINS" TerrainType="TERRAIN_PLAINS_HILLS" Range="1" Invert="true"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_DESERT" TerrainType="TERRAIN_DESERT_HILLS" Range="1" Invert="true"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_TUNDRA" TerrainType="TERRAIN_TUNDRA_HILLS" Range="1" Invert="true"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_OPEN_SNOW" TerrainType="TERRAIN_SNOW_HILLS" Range="1" Invert="true"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_FOREST" FeatureType="FEATURE_FOREST" Range="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_GRASS_HILLS" TerrainType="TERRAIN_GRASS_HILLS" Range="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_PLAINS_HILLS" TerrainType="TERRAIN_PLAINS_HILLS" Range="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_DESERT_HILLS" TerrainType="TERRAIN_DESERT_HILLS" Range="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_TUNDRA_HILLS" TerrainType="TERRAIN_TUNDRA_HILLS" Range="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_MELEE_SNOW_HILLS" TerrainType="TERRAIN_SNOW_HILLS" Range="1"/>
        <!--Cavalry-->
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_OPEN" ResourceType="RESOURCE_HORSES" Range="3"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_OPEN" FeatureType="FEATURE_FOREST" Range="0" Invert="true"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_OPEN" FeatureType="FEATURE_JUNGLE" Range="1" Invert="true"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_JUNGLE" ResourceType="RESOURCE_IVORY" Range="3"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_JUNGLE" FeatureType="FEATURE_JUNGLE" Range="1"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_CHARIOT" ResourceType="RESOURCE_HORSES" Range="3"/>
        <Row MapConditionSetType="TRIBE_CONDITION_SET_CAVALRY_CHARIOT" TerrainType="TERRAIN_DESERT" Range="1"/>
    </BarbarianTribe_MapConditions>
    <!--====================================================-->
    <!--END CLANS MODE DATA                                    -->
    <!--====================================================-->
    <BarbarianTribeNames>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_OPEN_1"        TribeType="TRIBE_CLAN_MELEE_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_OPEN_1"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_OPEN_2"        TribeType="TRIBE_CLAN_MELEE_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_OPEN_2"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_OPEN_3"        TribeType="TRIBE_CLAN_MELEE_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_OPEN_3"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_OPEN_4"        TribeType="TRIBE_CLAN_MELEE_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_OPEN_4"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_OPEN_5"        TribeType="TRIBE_CLAN_MELEE_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_OPEN_5"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_OPEN_6"        TribeType="TRIBE_CLAN_MELEE_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_OPEN_6"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_FOREST_1"        TribeType="TRIBE_CLAN_MELEE_FOREST"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_FOREST_1"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_FOREST_2"        TribeType="TRIBE_CLAN_MELEE_FOREST"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_FOREST_2"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_FOREST_3"        TribeType="TRIBE_CLAN_MELEE_FOREST"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_FOREST_3"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_FOREST_4"        TribeType="TRIBE_CLAN_MELEE_FOREST"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_FOREST_4"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_FOREST_5"        TribeType="TRIBE_CLAN_MELEE_FOREST"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_FOREST_5"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_FOREST_6"        TribeType="TRIBE_CLAN_MELEE_FOREST"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_FOREST_6"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_HILLS_1"        TribeType="TRIBE_CLAN_MELEE_HILLS"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_HILLS_1"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_HILLS_2"        TribeType="TRIBE_CLAN_MELEE_HILLS"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_HILLS_2"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_HILLS_3"        TribeType="TRIBE_CLAN_MELEE_HILLS"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_HILLS_3"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_HILLS_4"        TribeType="TRIBE_CLAN_MELEE_HILLS"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_HILLS_4"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_HILLS_5"        TribeType="TRIBE_CLAN_MELEE_HILLS"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_HILLS_5"/>
        <Row TribeNameType="BARBARIAN_CLAN_MELEE_HILLS_6"        TribeType="TRIBE_CLAN_MELEE_HILLS"        TribeDisplayName="LOC_BARBARIAN_CLAN_MELEE_HILLS_6"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_OPEN_1"        TribeType="TRIBE_CLAN_CAVALRY_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_OPEN_1"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_OPEN_2"        TribeType="TRIBE_CLAN_CAVALRY_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_OPEN_2"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_OPEN_3"        TribeType="TRIBE_CLAN_CAVALRY_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_OPEN_3"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_OPEN_4"        TribeType="TRIBE_CLAN_CAVALRY_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_OPEN_4"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_OPEN_5"        TribeType="TRIBE_CLAN_CAVALRY_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_OPEN_5"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_OPEN_6"        TribeType="TRIBE_CLAN_CAVALRY_OPEN"        TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_OPEN_6"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_JUNGLE_1"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_JUNGLE_1"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_JUNGLE_2"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_JUNGLE_2"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_JUNGLE_3"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_JUNGLE_3"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_JUNGLE_4"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_JUNGLE_4"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_JUNGLE_5"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_JUNGLE_5"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_JUNGLE_6"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_JUNGLE_6"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_CHARIOT_1"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_CHARIOT_1"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_CHARIOT_2"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_CHARIOT_2"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_CHARIOT_3"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_CHARIOT_3"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_CHARIOT_4"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_CHARIOT_4"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_CHARIOT_5"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_CHARIOT_5"/>
        <Row TribeNameType="BARBARIAN_CLAN_CAVALRY_CHARIOT_6"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"    TribeDisplayName="LOC_BARBARIAN_CLAN_CAVALRY_CHARIOT_6"/>
        <Row TribeNameType="BARBARIAN_CLAN_NAVAL_1"                TribeType="TRIBE_CLAN_NAVAL"            TribeDisplayName="LOC_BARBARIAN_CLAN_NAVAL_1"/>
        <Row TribeNameType="BARBARIAN_CLAN_NAVAL_2"                TribeType="TRIBE_CLAN_NAVAL"            TribeDisplayName="LOC_BARBARIAN_CLAN_NAVAL_2"/>
        <Row TribeNameType="BARBARIAN_CLAN_NAVAL_3"                TribeType="TRIBE_CLAN_NAVAL"            TribeDisplayName="LOC_BARBARIAN_CLAN_NAVAL_3"/>
        <Row TribeNameType="BARBARIAN_CLAN_NAVAL_4"                TribeType="TRIBE_CLAN_NAVAL"            TribeDisplayName="LOC_BARBARIAN_CLAN_NAVAL_4"/>
        <Row TribeNameType="BARBARIAN_CLAN_NAVAL_5"                TribeType="TRIBE_CLAN_NAVAL"            TribeDisplayName="LOC_BARBARIAN_CLAN_NAVAL_5"/>
        <Row TribeNameType="BARBARIAN_CLAN_NAVAL_6"                TribeType="TRIBE_CLAN_NAVAL"            TribeDisplayName="LOC_BARBARIAN_CLAN_NAVAL_6"/>
    </BarbarianTribeNames>
    <BarbarianAttackForces>
        <Row AttackForceType="LowDifficultyStandardRaid" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_MELEE" NumMeleeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="StandardRaid" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_MELEE" NumMeleeUnits="2" RangeTag="CLASS_RANGED" NumRangeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="HighDifficultyStandardRaid" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_MELEE" NumMeleeUnits="3" RangeTag="CLASS_RANGED" NumRangeUnits="2" RaidingForce="true"/>
        <Row AttackForceType="LowDifficultyStandardAttack" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_MELEE" NumMeleeUnits="2" RangeTag="CLASS_RANGED" NumRangeUnits="1" SiegeTag="CLASS_SIEGE" NumSiegeUnits="1"/>
        <Row AttackForceType="StandardAttack" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_MELEE" NumMeleeUnits="3" RangeTag="CLASS_RANGED" NumRangeUnits="2" SiegeTag="CLASS_SIEGE" NumSiegeUnits="1" SupportTag="CLASS_BATTERING_RAM" NumSupportUnits="1"/>
        <Row AttackForceType="HighDifficultyStandardAttack" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_MELEE" NumMeleeUnits="4" RangeTag="CLASS_RANGED" NumRangeUnits="3" SiegeTag="CLASS_SIEGE" NumSiegeUnits="2" SupportTag="CLASS_BATTERING_RAM" NumSupportUnits="1"/>
        <Row AttackForceType="LowDifficultyCavalryRaid" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="CavalryRaid" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="2" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="HighDifficultyCavalryRaid" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="3" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="2" RaidingForce="true"/>
        <Row AttackForceType="LowDifficultyCavalryAttack" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="2" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="1" SiegeTag="CLASS_HEAVY_CAVALRY" NumSiegeUnits="1"/>
        <Row AttackForceType="CavalryAttack" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="3" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="2" SiegeTag="CLASS_HEAVY_CAVALRY" NumSiegeUnits="1"/>
        <Row AttackForceType="HighDifficultyCavalryAttack" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_LIGHT_CAVALRY" NumMeleeUnits="4" RangeTag="CLASS_MOBILE_RANGED" NumRangeUnits="3" SiegeTag="CLASS_HORSE_ARCHER" NumSiegeUnits="2"/>
        <Row AttackForceType="LowDifficultyNavalRaid" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="NavalRaid" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="2" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="1" RaidingForce="true"/>
        <Row AttackForceType="HighDifficultyNavalRaid" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="3" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="2" RaidingForce="true"/>
        <Row AttackForceType="LowDifficultyNavalAttack" MaxTargetDifficulty="DIFFICULTY_CHIEFTAIN" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="2" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="1" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="1"/>
        <Row AttackForceType="NavalAttack" MinTargetDifficulty="DIFFICULTY_WARLORD" MaxTargetDifficulty="DIFFICULTY_EMPEROR" SpawnRate="2" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="3" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="2" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="1"/>
        <Row AttackForceType="HighDifficultyNavalAttack" MinTargetDifficulty="DIFFICULTY_IMMORTAL" SpawnRate="1" MeleeTag="CLASS_NAVAL_MELEE" NumMeleeUnits="4" RangeTag="CLASS_NAVAL_RANGED" NumRangeUnits="3" SiegeTag="CLASS_NAVAL_RANGED" NumSiegeUnits="2"/>
    </BarbarianAttackForces>
    <BarbarianTribeForces>
        <Row AttackForceType="LowDifficultyStandardRaid"    TribeType="TRIBE_CLAN_MELEE_OPEN"/>
        <Row AttackForceType="StandardRaid"                    TribeType="TRIBE_CLAN_MELEE_OPEN"/>
        <Row AttackForceType="HighDifficultyStandardRaid"    TribeType="TRIBE_CLAN_MELEE_OPEN"/>
        <Row AttackForceType="LowDifficultyStandardAttack"    TribeType="TRIBE_CLAN_MELEE_OPEN"/>
        <Row AttackForceType="StandardAttack"                TribeType="TRIBE_CLAN_MELEE_OPEN"/>
        <Row AttackForceType="HighDifficultyStandardAttack" TribeType="TRIBE_CLAN_MELEE_OPEN"/>
        <Row AttackForceType="LowDifficultyStandardRaid"    TribeType="TRIBE_CLAN_MELEE_FOREST"/>
        <Row AttackForceType="StandardRaid"                    TribeType="TRIBE_CLAN_MELEE_FOREST"/>
        <Row AttackForceType="HighDifficultyStandardRaid"    TribeType="TRIBE_CLAN_MELEE_FOREST"/>
        <Row AttackForceType="LowDifficultyStandardAttack"    TribeType="TRIBE_CLAN_MELEE_FOREST"/>
        <Row AttackForceType="StandardAttack"                TribeType="TRIBE_CLAN_MELEE_FOREST"/>
        <Row AttackForceType="HighDifficultyStandardAttack" TribeType="TRIBE_CLAN_MELEE_FOREST"/>
        <Row AttackForceType="LowDifficultyStandardRaid"    TribeType="TRIBE_CLAN_MELEE_HILLS"/>
        <Row AttackForceType="StandardRaid"                    TribeType="TRIBE_CLAN_MELEE_HILLS"/>
        <Row AttackForceType="HighDifficultyStandardRaid"    TribeType="TRIBE_CLAN_MELEE_HILLS"/>
        <Row AttackForceType="LowDifficultyStandardAttack"    TribeType="TRIBE_CLAN_MELEE_HILLS"/>
        <Row AttackForceType="StandardAttack"                TribeType="TRIBE_CLAN_MELEE_HILLS"/>
        <Row AttackForceType="HighDifficultyStandardAttack" TribeType="TRIBE_CLAN_MELEE_HILLS"/>
        <Row AttackForceType="LowDifficultyCavalryRaid"        TribeType="TRIBE_CLAN_CAVALRY_OPEN"/>
        <Row AttackForceType="CavalryRaid"                    TribeType="TRIBE_CLAN_CAVALRY_OPEN"/>
        <Row AttackForceType="HighDifficultyCavalryRaid"    TribeType="TRIBE_CLAN_CAVALRY_OPEN"/>
        <Row AttackForceType="LowDifficultyCavalryAttack"    TribeType="TRIBE_CLAN_CAVALRY_OPEN"/>
        <Row AttackForceType="CavalryAttack"                TribeType="TRIBE_CLAN_CAVALRY_OPEN"/>
        <Row AttackForceType="HighDifficultyCavalryAttack"    TribeType="TRIBE_CLAN_CAVALRY_OPEN"/>
        <Row AttackForceType="LowDifficultyCavalryRaid"        TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"/>
        <Row AttackForceType="CavalryRaid"                    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"/>
        <Row AttackForceType="HighDifficultyCavalryRaid"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"/>
        <Row AttackForceType="LowDifficultyCavalryAttack"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"/>
        <Row AttackForceType="CavalryAttack"                TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"/>
        <Row AttackForceType="HighDifficultyCavalryAttack"    TribeType="TRIBE_CLAN_CAVALRY_JUNGLE"/>
        <Row AttackForceType="LowDifficultyCavalryRaid"        TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"/>
        <Row AttackForceType="CavalryRaid"                    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"/>
        <Row AttackForceType="HighDifficultyCavalryRaid"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"/>
        <Row AttackForceType="LowDifficultyCavalryAttack"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"/>
        <Row AttackForceType="CavalryAttack"                TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"/>
        <Row AttackForceType="HighDifficultyCavalryAttack"    TribeType="TRIBE_CLAN_CAVALRY_CHARIOT"/>
        <Row AttackForceType="LowDifficultyNavalRaid"        TribeType="TRIBE_CLAN_NAVAL"/>
        <Row AttackForceType="NavalRaid"                    TribeType="TRIBE_CLAN_NAVAL"/>
        <Row AttackForceType="HighDifficultyNavalRaid"        TribeType="TRIBE_CLAN_NAVAL"/>
        <Row AttackForceType="LowDifficultyNavalAttack"        TribeType="TRIBE_CLAN_NAVAL"/>
        <Row AttackForceType="NavalAttack"                    TribeType="TRIBE_CLAN_NAVAL"/>
        <Row AttackForceType="HighDifficultyNavalAttack"    TribeType="TRIBE_CLAN_NAVAL"/>
    </BarbarianTribeForces>
    <!--Traits-->
    <Traits>
        <Update>
            <Where TraitType="TRAIT_CIVILIZATION_FIRST_CIVILIZATION"/>
            <Set>
                <Description>LOC_TRAIT_CIVILIZATION_FIRST_CIVILIZATION_CLANS_MODE_DESCRIPTION</Description>
            </Set>
        </Update>
    </Traits>
    <!--UI-->
    <Notifications>
        <Row NotificationType="NOTIFICATION_CLAN_CONVERTED_TO_CITY_STATE" SeverityType="HIGH" ExpiresEndOfTurn="True" AutoNotify="False"/>
        <Row NotificationType="NOTIFICATION_CLAN_HIRED" SeverityType="MID" ExpiresEndOfTurn="True" AutoNotify="False"/>
        <Row NotificationType="NOTIFICATION_CLAN_RANSOM_PAID" SeverityType="MID" ExpiresEndOfTurn="True" AutoNotify="False"/>
        <Row NotificationType="NOTIFICATION_CLAN_BRIBED" SeverityType="MID" ExpiresEndOfTurn="True" AutoNotify="False"/>
        <Row NotificationType="NOTIFICATION_CLAN_BRIBE_EXPIRED" SeverityType="MID" ExpiresEndOfTurn="True" AutoNotify="False"/>
        <Row NotificationType="NOTIFICATION_CLAN_INCITED" SeverityType="MID" ExpiresEndOfTurn="True" AutoNotify="False"/>
        <Row NotificationType="NOTIFICATION_CLAN_DISPERSED" SeverityType="HIGH" ExpiresEndOfTurn="True" AutoNotify="False"/>
    </Notifications>
    <!--CIVILOPEDIA-->
    <CivilopediaPageLayouts>
        <Row PageLayoutId="BarbarianClans" ScriptTemplate="Simple" />
        <Row PageLayoutId="BarbarianClanType" ScriptTemplate="Simple" />
    </CivilopediaPageLayouts>
    <CivilopediaPages>
        <Row SectionId="CONCEPTS" PageId="CLANS" PageGroupId="GAME_MODES" PageLayoutId="BarbarianClans" Name="LOC_PEDIA_CONCEPTS_PAGE_CLANS_CHAPTER_CONTENT_TITLE" Tooltip="" SortIndex="100"/>
        <Row SectionId="CONCEPTS" PageId="CLANTYPE_MELEE_OPEN" PageGroupId="GAME_MODES" PageLayoutId="BarbarianClanType" Name="LOC_BARBARIAN_CLAN_TYPE_MELEE_OPEN" Tooltip="" SortIndex="101"/>
        <Row SectionId="CONCEPTS" PageId="CLANTYPE_MELEE_FOREST" PageGroupId="GAME_MODES" PageLayoutId="BarbarianClanType" Name="LOC_BARBARIAN_CLAN_TYPE_MELEE_FOREST" Tooltip="" SortIndex="102"/>
        <Row SectionId="CONCEPTS" PageId="CLANTYPE_MELEE_HILLS" PageGroupId="GAME_MODES" PageLayoutId="BarbarianClanType" Name="LOC_BARBARIAN_CLAN_TYPE_MELEE_HILLS" Tooltip="" SortIndex="103"/>
        <Row SectionId="CONCEPTS" PageId="CLANTYPE_CAVALRY_OPEN" PageGroupId="GAME_MODES" PageLayoutId="BarbarianClanType" Name="LOC_BARBARIAN_CLAN_TYPE_CAVALRY_OPEN" Tooltip="" SortIndex="104"/>
        <Row SectionId="CONCEPTS" PageId="CLANTYPE_CAVALRY_JUNGLE" PageGroupId="GAME_MODES" PageLayoutId="BarbarianClanType" Name="LOC_BARBARIAN_CLAN_TYPE_CAVALRY_JUNGLE" Tooltip="" SortIndex="105"/>
        <Row SectionId="CONCEPTS" PageId="CLANTYPE_CAVALRY_CHARIOT" PageGroupId="GAME_MODES" PageLayoutId="BarbarianClanType" Name="LOC_BARBARIAN_CLAN_TYPE_CAVALRY_CHARIOT" Tooltip="" SortIndex="106"/>
        <Row SectionId="CONCEPTS" PageId="CLANTYPE_NAVAL" PageGroupId="GAME_MODES" PageLayoutId="BarbarianClanType" Name="LOC_BARBARIAN_CLAN_TYPE_NAVAL" Tooltip="" SortIndex="107"/>
    </CivilopediaPages>
    <CivilopediaPageLayoutChapters>
        <Row PageLayoutId="BarbarianClans" ChapterId="WELCOME" SortIndex="10"/>
        <Row PageLayoutId="BarbarianClans" ChapterId="TYPES" SortIndex="20"/>
        <Row PageLayoutId="BarbarianClans" ChapterId="UNITS" SortIndex="30"/>
        <Row PageLayoutId="BarbarianClans" ChapterId="CITYCONVERSION" SortIndex="40"/>
        <Row PageLayoutId="BarbarianClans" ChapterId="UNITCOMMANDS" SortIndex="50"/>
        <Row PageLayoutId="BarbarianClans" ChapterId="PLAYEROPS" SortIndex="60"/>
        <Row PageLayoutId="BarbarianClans" ChapterId="HISTORY" SortIndex="70"/>
        <Row PageLayoutId="BarbarianClanType" ChapterId="CONTENT" SortIndex="10"/>
        <Row PageLayoutId="BarbarianClanType" ChapterId="HISTORY" SortIndex="20"/>
    </CivilopediaPageLayoutChapters>
</GameData>
 
Last edited by a moderator:

King Phaedron

Warlord
Joined
Oct 9, 2017
Messages
123
All I'm gonna say about this issue is that barbarian horsemen are much worse, esp as I play immortal deity.

I've seen barbarian horsemen completely destroy AI civilizations, leaving only the capital which they cannot capture.

To be clear I do not support nerfing the horse or quads. Not unless the AI of players is significantly improved. You'd be making an easy predictable game even easier.

Early game exploration is as dangerous as it is rewarding. The barbs are guarding the pathways to the huts.

It annoys me at times too, but it is as it should be. It's not the barbs but the AI players that suck beyond all comprehension compared to their civ 5 counterparts.

Take Norway for instance. Never declares a single war, never conducts a single pillaging. I mean for the sake of pillaging. Not saying he can't go to war.
 
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aieeegrunt

Emperor
Joined
Jan 8, 2021
Messages
1,190
All I'm gonna say about this issue is that barbarian horsemen are much worse, esp as I play immortal deity.

I've seen barbarian horsemen completely destroy AI civilizations, leaving only the capital which they cannot capture.

To be clear I do not support nerfing the horse or quads. Not unless the AI of players is significantly improved. You'd be making an easy predictable game even easier.

Early game exploration is as dangerous as it is rewarding. The barbs are guarding the pathways to the huts.

It annoys me at times too, but it is as it should be. It's not the barbs but the AI players that suck beyond all comprehension compared to their civ 5 counterparts.

Take Norway for instance. Never declares a single war, never conducts a single pillaging. I mean for the sake of pillaging. Not saying he can't go to war.

It’s a core component of the game that they either dramatically screwed up and are too lazy and incompetent to fix, or they want this game to basically be SimCiv, or the C-suite is like five years behind the times and is still thinking that multiplayer and monetization is the only thing that matters and that good singleplayer is for losers and besides it’s harder to do and has higher dev cost so who cares yeet that 150% science focus “patch” out the door.

Regardless of the root cost an AI in a 4X game that can’t even get the basic concepts of the game right is unacceptable
 

TheMarshmallowBear

Benelovent Chieftain of the Ursu Kingdom
Joined
Dec 27, 2006
Messages
8,077
Location
Inside a Ziggurat
All I'm gonna say about this issue is that barbarian horsemen are much worse, esp as I play immortal deity.

I've seen barbarian horsemen completely destroy AI civilizations, leaving only the capital which they cannot capture.

To be clear I do not support nerfing the horse or quads. Not unless the AI of players is significantly improved. You'd be making an easy predictable game even easier.

Early game exploration is as dangerous as it is rewarding. The barbs are guarding the pathways to the huts.

It annoys me at times too, but it is as it should be. It's not the barbs but the AI players that suck beyond all comprehension compared to their civ 5 counterparts.

Take Norway for instance. Never declares a single war, never conducts a single pillaging. I mean for the sake of pillaging. Not saying he can't go to war.

Funny, the Barbarians get a unique Horseman (that is different from the regular Horseman) with a strength of 20 vs the actual Horseman's strength of 36.

I noticed this particularly when you could recruit them from Barbarian Camps.
 

SirWill90

Warlord
Joined
Dec 13, 2016
Messages
172
Location
Morgantown, WV, USA
Interesting thread, just found it today after I got my second city wiped out by a barb quad and barb galley double teaming it.

I hate to turn barbs off completely but that kinda stuff really makes a case for just that. I don't understand how, from a dev standpoint, it is ok for barb camps to spawn seriously powerful units in such quantities. It's really not fun. I mean, if the little league football team is beating the other little league football team really badly, you don't bring in an NFL squad on 3rd down to even things up...

Sorry for the terrible metaphor. Lol
 
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