Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Raging Barbarians
   
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Type: Mod
Mod: AI, Gameplay
File Size
Posted
Updated
14.998 KB
26 Feb, 2017 @ 4:44pm
12 Aug, 2017 @ 7:26am
26 Change Notes ( view )

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Raging Barbarians

Description
This mod attempts to make the early game more dangerous for all difficulty levels. Since barbarians
are literally the only units the game willingly throws at you. Due to the increased early game difficulty, experience cap when fighitng barbarians has been bumped up. Deity can get cramped.
Barbarian spawn gets higher as the game goes on, like in the base game.
Suggest playing with standard civ numbers.

Chieftan difficulty:
Unmodded. Barbarians would decimate AI by turn 50.

Standard difficulty:
5x spawn rate. 2.5x number spawned.

High difficulty:
10x spawn rate, 3x number spawned.


Few things to keep in mind:
1) This mod with many civs will increase turn timers, no way around it.
2) Mid to late game:
A) If you have 8+ civs on larger than standard, barbarians tend to not overwhelm the map.
B) Less than 8 civs on larger than standard, any continent not claimed by a civ turns into Mad Max waste land.
Enjoy.
3) This mod -forces- you to build an army early game. If you don't protect your borders, expect raids and many of them.
4) Early game rushes are still viable, as the AI expends quite a few resources to fight barbarians. Getting past the barbarians is a different story.
5) As of now, the spawn rates aren't per difficulty. Settler has no barbarians. Chieftan has a slight increase, Warlord to King has the 4x rates and Emperor-Deity has 10x. I plan to individually adjust each level later but as of now I need to find the "sweet spot" for spawn rates, attacks and how many spawn.
6) Like any other mod, this is a work in progress. I'll read through as many comments as I can and adjust the game accordingly.



Don't be afraid to toss out info in chat if rates are too high, etc. There's no detailed info on the numbers so it's hard to adjust accordingly.


If the mod isn't showing up try these methods, if both fails, come scream at me and I'll get what I can done.

1) Go into the mod location for the mod

"SteamApps\workshop\content\289070\873261261" (SyntaxPD)

and make a back up of the folder and delete the main copy (move back up out of directory to somewhere safe) and resubscribe. Mod should be up and running again with hopefully no issues.

2) Copied from SyntaxPD

"For anyone who can not load his game after this mod update:

1. Go to SteamApps\workshop\content\289070\873261261
2. Open barbarians.modinfo with something like Notepad++
3. Paste this instead of new Mod ID - fdb4150c-0cec-46a6-b9f9-563339dd0650

Explanation:
Mod ID changed after last update. Withi this trick you basically tell game, that this mod is the old one and can load save."


Change log:
V. 0.01A
-Fixed a bug where barbarians bred like Orks. Should now only breed like rabbits.

V. 0.02A
-Adjusted difficulty modifers. Chieftan spawn rate toned significantly. Enough barbarians to keep busy, but not enough to totally overrun you early game.
-Warlord to king spawn rates lowered slightly. More barbarians spawn but frequency lessed.
-King+ rates unchanged. Number of spawned barbarians increased significantly.
-Naval raids are more frequent and numerous. Hopefully forces players to build an early navy if they're focusing major cities along the coast.

V. 0.03A
-Camp spawn rate adjusted
-Increased spawn
-Lowered distance required between camps
-Experience hardcap increased to level 6. Experience gain untouched.
-Barbarians now less likely to cower in fear of sucessful civ defenders. Destroying camps lowers aggressiveness.

V. 0.04A
-Camp hardcap per civ increased to 6
-Aggressiveness per scout killed increased

V. 0.04.1A
-Aggressiveness increased. Barbarians began ignoring civs who destroyed camps.
-Should hopefully force the AI to focus on defense instead of bee-lining towards player civs and suiciding to raiding parties.

V. 0.05A
-Overhauled difficulties:
Each difficulty from chiefan to Immortal (deity) now scales. Spawn rates increase by 100% starting fromm 500% from chieftan.
-Cavalry raids up to King is lessened. Frequency and scale lowered on chieftan-warlord. Scale lowered on Prince.
Spawn rate increased on king, scale unchanged. Emperor increase in both.

V. 0.06A
-Adjusted camp spawns. 40% less likely to spawn at the end of everyturn (was 5%, now 3%)
160 Comments
Display Name 4 May @ 2:03pm 
please update
ranma_hf 10 Jun, 2023 @ 1:17pm 
might try this later. I already play with make them count which lets barbs count beyond your armys first level.
D34DLY 25 Jan, 2023 @ 12:13pm 
the base game Barbarians.xml file has changed since this mod was made, so that part of the mod removes game features. The GlobalParameters.xml part should still be fine. So, just delete the Barbarians.xml from this mod in the folder \SteamLibrary\steamapps\workshop\content\289070\873261261
Traveler 17 Jul, 2022 @ 4:15am 
I tried this with a new game. A camp near me (ancient) produced lots of units. But after I cleared it no new camp spawned, and I never got that notice that tells you that a new camp has been made.
axatoramus 6 Apr, 2022 @ 2:48pm 
Can you make a RAGING AI mod?
Manu 2 Mar, 2022 @ 10:01pm 
I have no mod and the rate of reproduction of barbarians is skaven like, I found this while looking for some thing reazonable. I wouldn't even dare
Rykhath 14 Oct, 2021 @ 8:43pm 
@Blkbutterfly Yes this works with Zombie Defence mode
blkbutterfly 9 Apr, 2021 @ 12:14pm 
Does this work with Zombie Defence mode?
The Greatest Dr McJenkins 30 Mar, 2021 @ 8:41pm 
Could you have the spawn rates be adjustable in the advanced settings?
Sjru 🐲 23 Mar, 2021 @ 12:04am 
Does this work with the latest update?