How do *you* survive the Barbarians?

For my first ever game of FFH2 Wildmana I turned on Wildlands and Challenge: Raging Hordes. 19 civs on a Huge map using the ErebusContinent mapscript. Erebus is a total zoo.

What I did in this case was gave myself 4 promoted (flanking I-III, poison weapons, mobility I) Divided Souls right at the start of the game, just to secure a good shot at survival. Not a legit thing to do, I'll admit. But I got smacked in the face with 4 goblin wolf riders on turn 22, so I am not that sorry.

On certain starts, I will give myself a leg up like this. On Emperor the AI civs seem to have no trouble surviving themselves and several of them are outperforming me despite the help I gave myself. In my defense, I am not playing a strong or wealthy early game civ (Sandalphon/Sidar). It is a fun modmod though. Defending an infant empire with a small cadre of experienced troops from hordes of barbarians and angry animals. Fun stuff.
 
The only thing that annoys me with the barbs (so far, I'm only just starting out with this mod mod) is that they can spawn even in areas where you have sight. Has resulted in some frustratingly random instances of dead units.
 
Without gameoption Raging barbs, there will be quite a bit less barbs around next version.

I also added a Gameoption to disable Spawning of Barbs/animals in visible land.
 
That might solve things enough where tamed wilderness isn't needed.
 
The only thing that annoys me with the barbs (so far, I'm only just starting out with this mod mod) is that they can spawn even in areas where you have sight. Has resulted in some frustratingly random instances of dead units.

Barbs can't move immediately upon spawning, right? If they could, wolf rider, chariots and lizardmen could surprise kill your workers and stuff from the fog.
 
I'm pretty sure a hyena appeared and moved in one action (Simult Multi). Might have just missed the spawn as it came from a single tile encircled by culture and I wasn't aware (at that point) barbs could spawn there.
 
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