Is barbarians OP?

Raid_Shadow_Legend

Chieftain
Joined
Jan 20, 2025
Messages
1
So how often such cursed things happens in latest patches? Last time i played version 4.2 and barbarians didn't had habit of becoming civ.

cursed barbarians.png
 
Yeah. I've seen this in my recent saves. Barbarians hordes crushing everyone everywhere. Do you play whit aggressive barbarians too?
 
I play 4.16 and don't see this issue much. By your screenshot, it also looks like Ethiopia was in a war with Shoshone and Spain. Perhaps their forces were just overextended, allowing barbs an opportunity? Also, it appears the first continent Ethiopia was on is intact. Maybe the AI, at best, needs to know to clear an unpopulated landmass before settling, or sufficiently enough to make settling sustainable.
 
In my games, most often i have seen barbs capturing AI cities are cases, when it's Tradition Civ, settling bunch of cities, in not really good positions, far from capital (I had Austria in 3 games recently, and in each of them they've lost at least one city to barbs at some point). I guess tradition civ going wide is suffering from the reduced military supply. Given that Ethiopia is usually (always?) going Tradition, might be similar issue, and looking at the map they've settled a bunch of weak cities on different continent that was probably riddled with barbs since no other civ was there
 
I've noticed this recently as well, seems to be connected to overseas coastal territory in particular, and for me at least raging barbs was on. From what I've observed it has something to do with handling of naval units... Barbs in some conditions get a LARGE number of naval units very early, and patrol them around in a big disorganized fleet... once it's big enough, even a disorganized barbarian fleet can overwhelm the smaller fleets of cs and majors... combine this with various movement bonuses free on their land units and they can be really strong invading force in isolated areas.

When the majors found cities overseas, there's no land defenses to fall back on, plus AI has to fight other wars on other borders... so once the relatively small naval is wiped out by barbs that's it, cities fall... But the settle AI will keep sending settlers with 1-2 defenders max as long as land is available, so barbs get fed easy captures. I bet this island in the pic also has a number of captured settlers

Tbh I really enjoy the barb horde and would not want to see this circumstance addressed via direct nerf to barbs, but rather the following adjustments:
1) AI adjusts escort strength when sending settlers to an area they've previously lost settlers and/or nearby to barb cities
2) barbs defend cities more effectively to mitigate easy pickings for human
3) AI prioritizes capturing and securing barbarian cities the way human does

Does anybody know how heavy the diplo penalty is for capturing a rival city from the barbs? Celts hated me after I grabbed one of theirs, though thematically I felt like their savior, and gameplay-wise I was trying to shield their inept defenses from further losses so we could fight a war together way to the South... Instead it unraveled our previously good relationship
 
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I saw a lot of City States get overrun (not by horde) in my recent game. I think there it was related to the Terra setting. Once the old world is fully settled, the number of barbs on the new world seems to get quite high and then, as noted, the fleet they obtain is quite powerful.
 
What would be really fun is if a portion of the Mod Barbarians Evolved existed. There is no barbarian leader by default, just the random camps. But if the barbarians are able to capture a city, a new Barbarian Leader is created as a new Civ, with the ability to act a Civ at war with everyone.
 
I personally think Barb spawns are ridiculous as is. By the time you dispatch some units to kill the local camp, two more camps have spawned. I don't get what the reasoning or justification is for a settlement popping out of thin air with an extra unit. It should be how it was before, they won't spawn in your sight. Like where are their resources and population coming from? it just forces me to go Authority every single time. Very annoying. Tone down the frequency of barb spawn, or make them not spawn in plain site, or make them only spawn with one unit. Definitely needs a nerd. Standard barbs are like old aggressive barbs. Chill is like standard.
 
I personally think Barb spawns are ridiculous as is. By the time you dispatch some units to kill the local camp, two more camps have spawned. I don't get what the reasoning or justification is for a settlement popping out of thin air with an extra unit. It should be how it was before, they won't spawn in your sight. Like where are their resources and population coming from? it just forces me to go Authority every single time. Very annoying. Tone down the frequency of barb spawn, or make them not spawn in plain site, or make them only spawn with one unit. Definitely needs a nerd. Standard barbs are like old aggressive barbs. Chill is like standard.
SQL:
UPDATE CustomModOptions
SET Value = 0
WHERE Name = 'BALANCE_ENCAMPMENTS_SPAWN_ON_VISIBLE_TILES';
 
SQL:
UPDATE CustomModOptions
SET Value = 0
WHERE Name = 'BALANCE_ENCAMPMENTS_SPAWN_ON_VISIBLE_TILES';
Thank you! that should do the trick...but would you mind telling me where i can find the file to mod? I took a look in the MODS folder but didn't see it.
 
Thank you! that should do the trick...but would you mind telling me where i can find the file to mod? I took a look in the MODS folder but didn't see it.
I use the My Changes Mod linked below but I'm pretty sure any SQL will work.

 
I noticed it to, not that extreme. I'm not sure if the rage barbs are good or if the AI are weird. But they seem to have become poor on defence. Late or no walls. Few troops, also they seem to just abandon cities if the war goes poorly for them. A first city on an island or new continent for the AI is doomed to fall, or so it appears in my last few games.
 
I wonder if last spawn of barbs should be done one turn earlier to give enough time for the city-state to clear all barbs before the end of the event.
 
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