1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. Photobucket has changed its policy concerning hotlinking images and now requires an account with a $399.00 annual fee to allow hotlink. More information is available at: this link.
    Dismiss Notice
  3. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  4. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  5. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  6. Dismiss Notice
  7. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

Barbarian Tribes (Playable Barbarian Civ)

Discussion in 'Civ5 - Modpacks' started by rf900, Nov 12, 2010.

  1. rf900

    rf900 Chieftain

    Joined:
    Jan 31, 2006
    Messages:
    194
    Barbarian Tribes​


    Description:

    This mod will try to alter normal gameplay by giving the player control of a special civ. This civ has been changed to represent a barbarian civilization, forget about :c5culture: culture, you will never go to space, diplomacy only to delay the conquer... A lot of roleplay is involved to make it work, you should act merciless, pillage everything, :c5razing: raze cities and try to rule the world :c5occupied: as soon as possible before the civilizations grow in power and technology.


    Changes:

    • 4 Civs playable: Aztec, Iroquois, Songhai and Mongol (AI will not pick them).
    • Removed techs from barbarian civ, it shares original path but with locked techs creating an alternative one. Removed techs:

      Spoiler :
      TECH_ACOUSTICS
      TECH_ARCHAEOLOGY
      TECH_BANKING
      TECH_BIOLOGY
      TECH_CALENDAR
      TECH_ECOLOGY
      TECH_ECONOMICS
      TECH_EDUCATION
      TECH_FERTILIZER
      TECH_GLOBALIZATION
      TECH_MASS_MEDIA
      TECH_NANOTECHNOLOGY
      TECH_PARTICLE_PHYSICS
      TECH_PENICILIN
      TECH_PHILOSOPHY
      TECH_PLASTIC
      TECH_PRINTING_PRESS
      TECH_REFRIGERATION
      TECH_SCIENTIFIC_THEORY
      TECH_TELEGRAPH
      TECH_THEOLOGY
      TECH_WRITING

    • Removed buildings mostly not related to war :c5war: from barbarian civ. Buildings left for barbarians:

      Spoiler :
      BUILDING_ARMORY
      BUILDING_ARSENAL
      BUILDING_BARRACKS
      BUILDING_CASTLE
      BUILDING_CIRCUS
      BUILDING_COLOSSEUM
      BUILDING_FACTORY
      BUILDING_FORGE
      BUILDING_HARBOR
      BUILDING_IRONWORKS
      BUILDING_KREPOST
      BUILDING_MILITARY_BASE
      BUILDING_MONUMENT
      BUILDING_MUGHAL_FORT
      BUILDING_SEAPORT
      BUILDING_STABLE
      BUILDING_WALLS
      BUILDING_WORKSHOP

    • Barbarian civ starts with 3 settlers for early expansion
    • Barbarian civ can create with low cost the building Barbarian Hut increasing military :c5production: production by 50% (the cost is reduced to 2/3)
    • Worker for barbarians works at a decreased rate (half), "slave your opponents workers..."
    • City states :c5influence: influence is harder to get by money
    • City states :c5influence: influence gain from missions increased. Frequency of missions also increased.
    • Added traits for barbarian civs:
      Spoiler :

      TRAIT_AMPHIB_WARLORD
      TRAIT_CONVERTS_LAND_BARBARIANS
      TRAIT_CONVERTS_SEA_BARBARIANS
      TRAIT_CULTURE_FROM_KILLS
      TRAIT_FIGHT_WELL_DAMAGED

    • Included with modifications the Specialized Barbarian units by Lord Shadow. Barbarian civs will create these units, plus their unique and some common ones.
    • Had to add a new building for civilized civs to restrict barbarian construction. Manor that gives +1:c5science:science and +1:c5culture: culture to distinguish even more between the two types of civs.


    To do:

    • Get some more real barbaric civs and apply the changes to them, Mongols, Vikings, Huns... (will probably take some already done)
    • Restrict policies that can be selected
    • Add a complete alternative tech path (maybe)
    • Place the settlers in random positions at start
    • Other civs should be less friendly


    Things I don't know or cannot do:

    • Have option to raze all cities (Not anymore see my signature, I should retake this mod...)

    Download:
     

    Attached Files:

  2. rf900

    rf900 Chieftain

    Joined:
    Jan 31, 2006
    Messages:
    194
  3. rf900

    rf900 Chieftain

    Joined:
    Jan 31, 2006
    Messages:
    194
    Previous versions had some bugs, this one is more stable. Hoped I get more comments, I will play more games with it to keep balancing things, but it is good for fast games, small maps and try to end with all civs before they start to overcome you.
     
  4. Silvis

    Silvis Chieftain

    Joined:
    Oct 3, 2010
    Messages:
    78
    Location:
    Florida
    Sounds awesome! I will check it out when I get home. Thank you for the MOD!
     
  5. rf900

    rf900 Chieftain

    Joined:
    Jan 31, 2006
    Messages:
    194
  6. MindXX

    MindXX Chieftain

    Joined:
    Jan 29, 2010
    Messages:
    73
    Great idea! Can't wait to try ot out!

    MX
     
  7. rf900

    rf900 Chieftain

    Joined:
    Jan 31, 2006
    Messages:
    194
    Next update v7:

    -AZTEC and SONGHAI will get 4 settlers instead of 3 as they have one less trait.
    -Manor will give +5 science to broaden the initial difference in tech for civilized techs as they start with less cities
    -Cities will start with less defense, but will get more bonuses for population and tech. To make a difference for defense in cities from civilized vs barbarian civs.
    -Added instructions to mod in the loading screen and full list of traits that you get
    -Barbarian units stats tweaked, usually weaker but move more. Want to give some specialties as I don't need to teach the AI, only the player will use them.
    -Missions from city states should start sooner, as game is meant to be ended before a normal one.


    -Maybe all civs should always be at war with you?
    -Need to find a way to increase happiness for barbarian, maybe with combat itself. Also there seems to be few benefit for barbarians to produce buildings instead of units?
     
  8. strhopper

    strhopper Okie

    Joined:
    Oct 21, 2003
    Messages:
    406
    Location:
    Oklahoma
    Yeah all civs should be in permeant war with barbs
     
  9. Aljo161

    Aljo161 Chieftain

    Joined:
    Apr 25, 2012
    Messages:
    17
    Great Mod ... but it's fairly easy... all you need is to find other civs and move in groups with your brutes and bandits ...
     
  10. d3athbyn1ght

    d3athbyn1ght Chieftain

    Joined:
    Sep 16, 2013
    Messages:
    33
    it would be better if there was no unhappiness... this ruins it, cause you have to worry about rebels spawning
     

Share This Page