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Barbarian Wrath Modpack for Civ2: Test of Time

Discussion in 'Civ2 - Scenario League' started by St. Leo, Nov 18, 2017.

  1. St. Leo

    St. Leo Chieftain

    Sep 3, 2001
    Toronto, ON

    Barbarians are ineffectual and irrelevant in a typical Civilization 2 game. What if they were more powerful?


    Civilization 2 has always had a hidden barbarian intensity beyond Raging Hordes. This modpack adds it as a choice to the menu when starting a new game.

    Beyond the intensity, every barbarian horde you see will be a tier higher.

    Instead of Elephants and Archers, you'll face Crusaders and Legions.

    Instead of Riflemen and Artillery, you'll face Marines and Howitzers.

    Instead of Partisans and Cavalry, you'll face Alpine Troops and Early Armor.

    Greater barbarian presence is also a good influence on the AI. When the AI is busy fending off barbarians it has less time to be a jerk.

    Why Grenadiers?

    Gunpowder and the Musketeer slot have weird side effects. I introduced Grenadiers with a higher attack than Musketeers but the same defense to work around the weird side effects. They become available with Metallurgy.

    Why Early Armor?

    I prototyped this on MGE where it's harder to work around sound effects, so adding Early Armor seemed like a less weird use of the Cavalry slot's sound effect. Also, Early Armor is cool and Civ2 could use a more fleshed out 20th century. It becomes available with Automobile.





    1. Follow McMonkey's Test of Time Project Patch Installation Guide

    2. Create a folder in your Test of Time directory called "BarbarianWrath"

    3. Unzip the modpack in that folder

    4. Launch Test of Time

    5. Start a Single Player Game > Play a Mod > Barbarian Wrath


    The mod is a modification of Catfish's excellent Graphics Mod Pack for Test of Time:

    The concept is directly inspired by William Keenan's Barbarian Paper:
  2. JPetroski

    JPetroski Emperor

    Jan 24, 2011
    How many barbarian units appear per attack, roughly, and is it possible to use this as the base files for a new scenario build?
  3. Broken_Erika

    Broken_Erika Nothing

    Dec 12, 2004
    Glasgnopolis, Grottland
    Few Ideas from my personal mod
    Dreadnought: pre-dreadnought battleship 6-8A6-8D 4HP 2FP, 3 Movement Railroad, Obsolete w/Automobile
    Armored Cars: Pseudo-Mech.Inf. 5A4D 3HP 2movement Automobile, Obsolete W/Labor Union
    Lineship: Imperial-Age Battleship 6A4D 2HP 3 movement Magnetism Obsolete W/Railroad
    Heavy Armor 10A6D 4HP 2FP 2 Movement Advanced Armor Tech(Combined Arms+Laser)
    Light Armor 8A4D 3HP 1FP, 4 Movement Combined Arms

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