A small mod which makes barbarians extremly common. You might not see them for a while, but don't be fooled. They will come.
I suggest you play this at a difficulty level higher than normal because the AI doesn't know how to handle this many barbarians.
One thing that does make it easier is that the limit for experience from animals is now 25 and from barbarians 100.
If you already have modified files and don't want to overwrite them HandicapInfo.xml should be the most important one. You can also make the changes yourself. Here's a list of what I have changed. Everything between <!-- and --> are comments and can be ignored.
GlobalDefines.xml:
<Define>
<DefineName>BARBARIAN_HANDICAP</DefineName>
<DefineTextVal>HANDICAP_DEITY</DefineTextVal> <!-- Not sure exactly what this does, so this might hurt them or help them... but since they're not supposed to be good and it was set at settler I figured it would help -->
</Define>
<Define>
<DefineName>MIN_ANIMAL_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>MIN_BARBARIAN_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal> <!-- It might be possible to set this to 0 and make them spawn really close. I doubt it's possible for animals and certainly not cities however. -->
</Define>
<Define>
<DefineName>MIN_BARBARIAN_CITY_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>
<iDefineIntVal>100</iDefineIntVal> <!-- So you get to keep it if you upgrade your barbarian xp inflated units -->
</Define>
<Define>
<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>
<iDefineIntVal>25</iDefineIntVal>
</Define>
<Define>
<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>
<Define>
<DefineName>BARBARIAN_FREE_TECH_PERCENT</DefineName>
<iDefineIntVal>100</iDefineIntVal> <!-- I think this makes them get all techs other civilizations have... they seem to be more advanced than me sometimes! -->
</Define>
GamespeedInfo.xml:
<iBarbPercent>1</iBarbPercent> <!-- Not sure exactly what this does. Doesn't seem to have any major effect. Changed it to this for all three speed settings. -->
HandicapInfo.xml:
<!-- For ALL difficult levels -->
<iUnownedTilesPerGameAnimal>1</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>0</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>10</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>2</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>1</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>1</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>100</iBarbarianCityCreationProb>
CivilizationInfos.xml:
Removed all buildings and units except settlers, scouts, explorers and spies. This means they can build all buildings and units except those four.
CvEventManager:
There is a function at the end of the file which I will not include here.
The function is called by this in the onBeginGameTurn function:
if iGameTurn > 25 and CyGame().isOption(4):
self.spawnbarbarians()
self.spawnbarbarians() should be tabbed once more than the previous line, however the forum doesn't display that.
Changes in v. 0.3
If you have raging barbarians on a random amount will spawn every turn after the 25th. These can spawn inside your line of sight. This was made because on smaller maps there tends to be much fewer barbarians than on larger. However, the number that are create is still size specific - the larger the map the more barbarians. There is one unsolved issue with them. They will pick a city to attack and then all go towards that city, only attacking others if they are in their path. (Note that barbarians should spawn as normal with or without this. This just adds even more
)
Changed iUnownedWaterTilesPerBarbarianUnit to 10 (was 1). This has not been tested, but then again neither have anything else
It should decrease the number of barbarian ships from invincible to anything but invincible.
I suggest you play this at a difficulty level higher than normal because the AI doesn't know how to handle this many barbarians.
One thing that does make it easier is that the limit for experience from animals is now 25 and from barbarians 100.
If you already have modified files and don't want to overwrite them HandicapInfo.xml should be the most important one. You can also make the changes yourself. Here's a list of what I have changed. Everything between <!-- and --> are comments and can be ignored.
GlobalDefines.xml:
Spoiler :
<Define>
<DefineName>BARBARIAN_HANDICAP</DefineName>
<DefineTextVal>HANDICAP_DEITY</DefineTextVal> <!-- Not sure exactly what this does, so this might hurt them or help them... but since they're not supposed to be good and it was set at settler I figured it would help -->
</Define>
<Define>
<DefineName>MIN_ANIMAL_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>MIN_BARBARIAN_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal> <!-- It might be possible to set this to 0 and make them spawn really close. I doubt it's possible for animals and certainly not cities however. -->
</Define>
<Define>
<DefineName>MIN_BARBARIAN_CITY_STARTING_DISTANCE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>MAX_EXPERIENCE_AFTER_UPGRADE</DefineName>
<iDefineIntVal>100</iDefineIntVal> <!-- So you get to keep it if you upgrade your barbarian xp inflated units -->
</Define>
<Define>
<DefineName>ANIMAL_MAX_XP_VALUE</DefineName>
<iDefineIntVal>25</iDefineIntVal>
</Define>
<Define>
<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>
<Define>
<DefineName>BARBARIAN_FREE_TECH_PERCENT</DefineName>
<iDefineIntVal>100</iDefineIntVal> <!-- I think this makes them get all techs other civilizations have... they seem to be more advanced than me sometimes! -->
</Define>
GamespeedInfo.xml:
<iBarbPercent>1</iBarbPercent> <!-- Not sure exactly what this does. Doesn't seem to have any major effect. Changed it to this for all three speed settings. -->
HandicapInfo.xml:
Spoiler :
<!-- For ALL difficult levels -->
<iUnownedTilesPerGameAnimal>1</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>0</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>10</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>2</iUnownedTilesPerBarbarianCity>
<iBarbarianCreationTurnsElapsed>1</iBarbarianCreationTurnsElapsed>
<iBarbarianCityCreationTurnsElapsed>1</iBarbarianCityCreationTurnsElapsed>
<iBarbarianCityCreationProb>100</iBarbarianCityCreationProb>
CivilizationInfos.xml:
Removed all buildings and units except settlers, scouts, explorers and spies. This means they can build all buildings and units except those four.
CvEventManager:
There is a function at the end of the file which I will not include here.
The function is called by this in the onBeginGameTurn function:
if iGameTurn > 25 and CyGame().isOption(4):
self.spawnbarbarians()
self.spawnbarbarians() should be tabbed once more than the previous line, however the forum doesn't display that.
Changes in v. 0.3
If you have raging barbarians on a random amount will spawn every turn after the 25th. These can spawn inside your line of sight. This was made because on smaller maps there tends to be much fewer barbarians than on larger. However, the number that are create is still size specific - the larger the map the more barbarians. There is one unsolved issue with them. They will pick a city to attack and then all go towards that city, only attacking others if they are in their path. (Note that barbarians should spawn as normal with or without this. This just adds even more

Changed iUnownedWaterTilesPerBarbarianUnit to 10 (was 1). This has not been tested, but then again neither have anything else

It should decrease the number of barbarian ships from invincible to anything but invincible.