rf900
Warlord
- 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



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
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
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
influence is harder to get by money
- City states
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
science and +1
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: