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I feel like in past games they stopped spawning pretty early. I'm okay with seeing them at the start of the game, but I don't want to be attacked by barbarians in the freaking industrial era...
Does this mean that the settings I've made when creating the game don't take effect if I don't keep the mod enabled when playing my turns?
I seem to get odd sessions where the mod doesn't seem to work. I keep switching from keeping the normal as default or raging and it's making me feel like I'm going crazy.
I like to play maps with fewer civs/city states and even at the highest settings it doesn't feel brutal enough for me as a result. I figured a system like this, or one I posed prior, could sort of gradually force the camps closer to players.
- Support Barbarian Clan Mode.
- Add Maximized option.
That being said, I overlooked adding specific support for Barbarian Clans Mode in that setting. I'll look into it and see what can be done.
Wait, I do have something I think is worth pointing out, which is: I appreciate that not only can users make the game more difficult if they want, but personally I made the Barbarians a complete pushover. That's why I love this mod so much. Excellent job to the mod author.
- Add Barbarian Tech Progression: Adjusts how quickly barbarian units advance in technology relative to the players' progress.
As for their behavior, the likelihood of attacking cities falls under the aggression setting. Splitting that into a separate option might not be ideal, as it could create overlapping or redundant settings.
Could you elaborate a bit more on your use case? From what I know, the only way we can adjust barbarian tech progression is by tweaking how quickly they catch up, for example, setting it to 25% or 75% instead of the current 50% of players' progress. However, it's tricky to tell if this would achieve the desired effect since there's no direct way to track barbarian tech progression.
And unfortunately, I don't think there's a way to limit their tech to always be 1-2 eras behind or tie it directly to the current game era.
Is it possible that you could add an option for changing how the barbarians tech up? Instead of them making units that are researched by half the players, make something like they're always 1 or 2 eras behind the highest player, or tie their tech to current game era, or something like that?
Revamp Barbarian Naval to Barbarian Type to determines which types of barbarian units can spawn from camps.
- Default: Allows all barbarian unit types, including melee, naval, and horse units.
- Disable Naval: Prevents barbarian camps from spawning or using naval units.
- Disable Horse: Prevents barbarian camps from spawning or utilizing horse units.
- Disable Naval and Horse: Prevents barbarian camps from spawning or utilizing both naval and horse units.
- More Horse: Increases the likelihood of barbarian camps spawning horse units. Naval units are disabled, and melee units spawn at a reduced rate.
- Decouple Camp Density and Camp Spawn Rate
- Adjust Camp Density description
- Slightly adjust Unit Spawn Rate description
I can certainly make barbarians play more defensively, but unfortunately, enabling them to heal isn’t possible. I’ve experimented with it before, but it made the gameplay less engaging than it should be.
As for decoupling the Barbarian Camp Spawn Rate and Distance, I’ll look into it.
There’s already a mod called Free City States [Revived] that works very well and complements my mod. It’s fully compatible, so feel free to use them together.
Unfortunately, there isn’t a direct way to limit the number of city-states in Barbarian Clans Mode due to the limitations of the game mechanics.
Could an option be added to control barb camp conversion in clan mode?
- Camps only
- Camp -> Free City
- Camp -> City State
- Camp -> Free City -> City State
- Random
And some way to limit how many barb camps turn in to cities/states in clan mode? I took ages to find a continent and it was full of ~20 city states.
- Default: Barbarians can spawn Galleys and Quadquiremes at the beginning of the game and mounted units without any tech requirements.
- Primitive: Barbarians no longer have free access to Shipbuilding tech, preventing early Quadquiremes. Horse Archers now require Archery tech to spawn.
- Prehistoric: Barbarians no longer have free access to both Shipbuilding and Sailing tech, preventing early naval units, and require Horseback Riding tech to spawn mounted units.
Does the barbarian start era determine how soon they can build ships and mounted units?
- Add Barbarian Naval setting: Determines whether barbarian can spawn and utilize naval units.