Sid Meier's Civilization V

Sid Meier's Civilization V

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New Barbarians
   
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937.092 KB
2 Jul, 2024 @ 5:36am
26 Sep @ 3:56pm
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New Barbarians

In 1 collection by zai4z
zai4z's essential mods
26 items
Description
This mod reworks barbarians and adds some new units

The "evidence of barb encampments" ruin has be combined with the "map of surrounding area", so you will get both from just 1 ruin

However, on king+ difficulty, the new "bad" ruin will spawn a barb brute (more chance if raging barbs is on)

All generic units have been removed from the barbs

Mercenary
Replaces pikeman, obsolete at rifling
Same strength but will fully heal from pillaging

Bandit
Starts spawning at guilds, obsolete at metallurgy
Completely invisible unless adjacent to one of your units, also ignores terrain cost and enemy zone of control

Partisan
Replaces rifleman, never obsolete
Same strength and may use player roads to increase moves

Outlaw
Replaces cavalry, never obsolete
Same strength and may withdraw from melee attacks

Corsair
Replaces privateer, obsolete at steam power
Same strength but has "boarding party" instead of "coastal raider"

Corsairs will start spawning outside coastal encampments (not in snow) every 10 turns (5 turns on raging barbs) after a player has discovered navigation. Spawning stops upon a player discovering steam power

Barbarian unit progression
Units
Ancient
Classical
Medieval
Renaissance
Industrial
Modern
Atomic
Information
Brute
Archer
Spearman
Hand-axe
Galley
Swordman
Horseman
Mercenary
Bandit
Corsair
Partisan
Outlaw

Compatibility
Will conflict with enlightenment era mod

Credits: The corsair model and icon is from MC's Buccaneers

14 Comments
KnightHamster 31 Jul @ 9:49pm 
So far so good while using this mod with the Barbarians - Unlimited Exp mod.
zai4z  [author] 31 Jul @ 4:16am 
@KnightHamster It shouldn't do, but you can check it out
KnightHamster 31 Jul @ 3:45am 
Will adding a XP mod to allow Barbarians to give XP to units past 30 XP conflict with this mod?
cjprince 25 May @ 1:54pm 
Outlaw unit feels kind out of place in atomic and information eras

it should be superseded by pickup truck-borne Technical unit
zai4z  [author] 12 Feb @ 1:31pm 
@kensw You can revert the ruin changes by deleting the first 2 tables in the XML file
kensw 11 Feb @ 5:05pm 
Started a second game this time Not on a TSL map. Got a more defensible start location and the Barb camps seem more spread out. Better.
zai4z  [author] 11 Feb @ 4:26pm 
@kensw I haven't increased barb or encampment spawns, only that sometimes ruins will spawn a barb brute. It seems you just got very unlucky that game
kensw 11 Feb @ 2:32pm 
Have you also increased the number of Barbarian encampments on Turn 1.?? Seems like it.
Started in classical era so AI civs do not get bonus start. Giant map,
My starting warrior went scouting and first ruin spawned a barbarian. My only warrior died.
Built a scout and found 5 Barbarian encampments within a short distance. Sorry - not Fun.
Betelgeuse 10 Dec, 2024 @ 4:14pm 
Damn yeah, finally more threat to my neighbor from the sea. I hate civs that travel their missionary/inquisitor accross the sea
=L33T 720= 3 Aug, 2024 @ 11:34pm 
So simple and perfect :slimehappy: