Raging Barbarians

Raging Barbarians 0.1

thecrazyscot

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Joined
Dec 27, 2012
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thecrazyscot submitted a new resource:

Raging Barbarians - For those who want even tougher Barbarians.
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This mod aims to make Barbarians even more of a challenge.

All of these changes need testing! I haven't done much personal testing, so some feedback in regards to Barbarian difficulty with this would be very helpful!

Current Version: 0.1
Summary of changes:
  • Number of allowed Barbarian camps increased
  • Minimum distance between Barbarian camps decreased
  • Barbarians attack boldness increased
  • Odds of Barbarian camp spawn increased (I think)
  • Barbarian tech rate increased
  • Percentage of ranged Barbarian units slightly increased
Barbarian boldness is mostly what needs to be tested, as what the numbers mean is a bit opaque within the xml files. Let me know!

Installation
Unzip the mod folder to Documents\My Games\Sid Meier's Civilization VI\Mods.

Compatibility
This mod is compatible with More Barbarian XP and synergizes well with Tougher City States by Moraelin.
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Read more about this resource...
 
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Yeah this mod is working! I posted on AI+ that they're still not taking settlers very well, but there sure was a good few barbarians running around!!! :)

(I think I might edit the xml a touch personally, but love your stuff)
 
Played ~150 turns, was fun! Saw more camps and more spawns closer to my cities. I also have "Even Tougher City States" to make sure they survived.

Gonna start up another game after I go grocery shopping, wife is yelling at me. I'll update more tonight.

Thanks for all your mods so far, been enjoying them!!!
 
OK, that was crazy fun. Completely changes the gameplay. Need to scout areas and keep border patrols instead of scouting far for goodie huts. I love the extra challenge!! I play on large maps with 5 civs and this added a whole new level of game play.

Thank you!

EDIT: played a few more games, I'm not seeing the increased tech rate though. I was entering industrial era and barbs were still swordmen. About to start up another game, I'll see if the observation is still valid.
 
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I'd like to make a mod for my own use the cuts down on the barbarians a bit, yes I'm a wuss. Could you tell me the default #'s for the tribe naval, cavalry and melee lines in your mod please.
 
Great mod! I love the extra challenge of the 'ever-threatening' barbarians.

Question: Is there a way to modify what this mod does to reflect changes in real history? For example, in the Ancient Era, 'barbarians' is a good generic title for most loosely-formed tribes of people. By the Medieval Era, perhaps we should see 'bandits' spawning instead of barbarians (swords, crossbows). By the Industrial Era, perhaps we should see 'rebels' spawning instead of barbarians (rangers, field cannons). By the Atomic Era, perhaps we should see 'terrorists' spawning instead of barbarians (machine guns, infantry). Since different civilizations enter eras at different speeds, the 'trigger' would have to take that fact into account. Perhaps responding to the highest level era during gameplay (first civ to enter the Medieval Era triggers the change so that all spawned camps from that point on would be 'bandits' ... and so forth).
 
Sounds fun.
Do you know if there's a way to increase other AI civs bolder? I have been enjoying AI+ but since the new patch, they just spam cities everywhere and don't build districts.

I reckon just making them bolder is the best we could do without mod tools \further patch and wouldn't ruin their building preferences.
 
Played ~150 turns, was fun! Saw more camps and more spawns closer to my cities. I also have "Even Tougher City States" to make sure they survived.

Gonna start up another game after I go grocery shopping, wife is yelling at me. I'll update more tonight.

Thanks for all your mods so far, been enjoying them!!!
Where did you find "Even Tougher City States"? I'd love to try that.
 
OK, that was crazy fun. Completely changes the gameplay. Need to scout areas and keep border patrols instead of scouting far for goodie huts. I love the extra challenge!! I play on large maps with 5 civs and this added a whole new level of game play.

Thank you!

EDIT: played a few more games, I'm not seeing the increased tech rate though. I was entering industrial era and barbs were still swordmen. About to start up another game, I'll see if the observation is still valid.
I'm not entirely sure how the Barbarian tech rate is calculated. It may be calculated off the farthest behind civilization, the farthest ahead civilization, or some average of the two...lots and lots of testing may be one of the only ways to figure that out.
I'd like to make a mod for my own use the cuts down on the barbarians a bit, yes I'm a wuss. Could you tell me the default #'s for the tribe naval, cavalry and melee lines in your mod please.
You can view all the default values in these two files:
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\Barbarians.xml
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\GlobalParameters.xml
Can AI civs deal with the more barbs? How about the AI settlers being victims to barbs...?
On higher difficulty levels the AI starts with more military units so it seems to work ok.
Great mod! I love the extra challenge of the 'ever-threatening' barbarians.

Question: Is there a way to modify what this mod does to reflect changes in real history? For example, in the Ancient Era, 'barbarians' is a good generic title for most loosely-formed tribes of people. By the Medieval Era, perhaps we should see 'bandits' spawning instead of barbarians (swords, crossbows). By the Industrial Era, perhaps we should see 'rebels' spawning instead of barbarians (rangers, field cannons). By the Atomic Era, perhaps we should see 'terrorists' spawning instead of barbarians (machine guns, infantry). Since different civilizations enter eras at different speeds, the 'trigger' would have to take that fact into account. Perhaps responding to the highest level era during gameplay (first civ to enter the Medieval Era triggers the change so that all spawned camps from that point on would be 'bandits' ... and so forth).
Unfortunately there isn't a way to change the name of the Barbarians throughout the ages. They will spawn progressively more advanced units but it's tied to civilization tech progression in some opaque way (see my above comment).
Sounds fun.
Do you know if there's a way to increase other AI civs bolder? I have been enjoying AI+ but since the new patch, they just spam cities everywhere and don't build districts.

I reckon just making them bolder is the best we could do without mod tools \further patch and wouldn't ruin their building preferences.
AI changes are beyond the scope of this mod, but there are several out there attempting to address that very issues :)
 
thecrazyscot...Thank you very much for the info.
 
Does this change where you can predict the spawn locations of camps? Cause in Vanilla you can pretty much make them spawn where you want
 
Where did you find "Even Tougher City States"? I'd love to try that.

It's on NexusMods... Nice little mod... Should probably make an update to it to deal with so many barbarians though... they get a little overwhelmed if the city state is too close to your starting capital and the barbarians go ballistic on them. lol
 
Fun! I took out a couple of civs on my continent and that left me with the first barbarian war. I found the improved fort mod very complementary. Built forts in the eastern wilds to give the cities early warning. Thanks!
 
I feel like the barb tech isn't doing anything. I'm also worried that some how, they've made the barbarian spawn rate too high and I can't seem to slow it down.

My last couple games have been ridiculous with barbarians spawning up the arse. I've used your mod to create my own 'less annoying barbarians' mod and im starting thinking that the patch some how 'broke ' barbarians. theres just too damn many
 
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