Sid Meier's Civilization VI

Sid Meier's Civilization VI

Barbarian Settings
105 Comments
slinx 15 Sep @ 9:42pm 
@weirdalsuperfan Arthur Morgan is gonna rob your trains whether you are ready or not in the industrial era so keep your boots on.
SlasH 9 Sep @ 9:20am 
Love it, thanks for that :aztec_icon::humiliation:
weirdalsuperfan 23 Aug @ 10:57am 
Is it possible to set an extinction point, an era where barbarians stop spawning altogether?

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...
Shroomy 13 Jul @ 12:22pm 
Is it possible the spawn rates have been messed up at all? I played this back before the tech progression updates and barbarian spawns reflected the options pretty well. But now, outposts and units don't really spawn all that frequently no matter what options I choose, just the occasional outpost spawning units every now and then even when I choose the highest rate settings. I've made no changes to my modlist from then and now, and no other mods have been updated besides this one.
colecashstamford 22 May @ 7:14am 
Do these spawn rates affect zombie spawns?
Display Name 3 May @ 10:22pm 
I really like the option settings that this mod gives, but the actual gameplay is very dissappointing.
Display Name 3 May @ 10:19pm 
in R&F on 50% speed, barbarians get medieval units at the end of the acient era and are unable to use/research even the first ships in medieval era, if the prehistoric barb. start era option was choosed.
Display Name 2 May @ 7:23am 
I think the reason of high barbarian tech progression is caused by the amount of barbarian outposts. If its the reason, could you please remove science points production from the outposts and replace it with a better tech progression system for barbarians?
Display Name 30 Apr @ 6:06pm 
Started a new game to see if the problem is in the settings I used and set them on default, now barbarians got archers on 39th turn. It still feels like without this mod, barbarians get archers way later. Please correct me if I am wrong.
Display Name 30 Apr @ 4:55pm 
Hello, could you please check if there might be anything causing barbarian settings get set to default options after loading a saved game? There also could be a problem with barbarian tech tree, because they somehow got archers at 58th turn when I played with R&F ancient era on 50% game speed, with setting: slow barb. tech progression and prehistoric barb. start era.
Azil 29 Apr @ 6:01am 
@adi 4k - Yes, a mod needs to be enabled to function.
adi 4k 22 Apr @ 3:29pm 
@James, I've created a hot-seat game with this mod and I don't see the barbarian settings in Options after loading my save, unless I have this mod enabled.

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?
Epic Mission 31 Mar @ 5:03am 
I really like this mod. Can you add a feature to increase the probability of recruiting unique units in the Barbarian Clan mode? I want to have Eagle Warriors in ancient times.
Puddings 20 Feb @ 3:09pm 
I assume not compatible with Nere's Better Barbarian Clans mode?
InDGoes 31 Jan @ 7:52pm 
PS: Do I need to keep the normal settings for barbarian difficulty to default when using this mod?
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.
InDGoes 30 Jan @ 11:48pm 
@James Thanks for the response. I've been wondering if you might be able to set an option to set a distance limit to city-state conversion then maybe? Give each barbarian camp over X tiles from a player twice the conversion points per turn?

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.
James  [author] 25 Jan @ 4:39am 
Thanks for your feedback! Your idea is definitely interesting. Unfortunately, as far as I know, there's no direct way to stop barbarian camps from spawning based on the game era within the current modding framework. The game database doesn't include any properties related to era-based camp spawning that we could adjust, which is the scope of this mod.
leftbehind 24 Jan @ 12:09pm 
@Kolosci - Could maybe extend that idea to a "from - to" era, so barbs start in Classical era rather than Ancient era if you want a bit more breathing space while getting your civ established.
James  [author] 20 Jan @ 1:20pm 
Version 10: Update Barbarian Tech Progress setting
- Support Barbarian Clan Mode.
- Add Maximized option.
James  [author] 20 Jan @ 1:00pm 
Thanks! Unfortunately, there's no direct way to do that.
InDGoes 19 Jan @ 6:48pm 
This is great. Is there a way to limit camp spawning from being too far away from a player?
James  [author] 19 Jan @ 3:39pm 
Thanks for the feedback! Barbarian tech progression does indeed work differently in Barbarian Clans Mode. Instead of progressing normally, they steal techs at intervals, which could explain how they picked up Iron Working from Babylon in your case.

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.
BladeRnr 19 Jan @ 11:22am 
Great mod, but I don't think the setting "Barbarian Tech Progression" is working as intended: for example, in my current game, Swordsmen and Ngao Mbeba became recruitable from barbarians camps (with the Barbarian Clans game mode) as soon as 1 civilization (Babylon) got the Iron Working tech.
James  [author] 13 Jan @ 3:27am 
Thank you so much for the kind words!
Vzamp 10 Jan @ 2:32am 
This mod alone brought me back into Civ 6, I highly appreciate your mod! I don't have any specific feedback to give because I think it's perfect for me. What a well executed/well made project!

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.
James  [author] 9 Jan @ 10:49pm 
Update version 9:
- Add Barbarian Tech Progression: Adjusts how quickly barbarian units advance in technology relative to the players' progress.
Shroomy 9 Jan @ 3:11pm 
Understood. I'm not entirely sure how the numbers work, basically just a setting that allows you to change what amount of players need to have the tech in order for the barbs to get it.
James  [author] 9 Jan @ 9:57am 
Alright, I'll look into that. However, from what I understand, increasing the percentage to 75% would actually speed up barbarian tech progression, so it might have the opposite effect of what you're aiming for, just FYI.

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.
Shroomy 8 Jan @ 2:35pm 
Another idea I had as well, if it would be possible to have a setting to change the chance that barbarians will attack a city?
Shroomy 8 Jan @ 1:29pm 
You pretty much got down what I was thinking yeah. I wasn't entirely sure how it worked or what was available to be modded cus I know this game doesn't let you do everything lol. If having options to change it from like 50% to 75% or something is possible that would be nice, in my use case I had a ton of barbarians on the map and all the AI died except for one (who were all in the industrial age) while I was in the future era so all of the barbarians suddenly started pumping out mechanized infantry and spec ops. I would think having the option to set it to 75% would maybe flow them around the AI better especially as they start dying off
James  [author] 8 Jan @ 8:00am 
I'm glad you like the mod!

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.
Shroomy 8 Jan @ 4:06am 
I really like this mod! Love fighting the barbarian hordes.
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?
Vzamp 6 Jan @ 6:42pm 
This mod? It looks amazing, I'll definitely give it a shot!!
發芽馬鈴薯 6 Jan @ 7:47am 
這就是我一職在尋找的
James  [author] 4 Jan @ 6:04pm 
Update Version 8:

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.
MightNight 1 Jan @ 7:50pm 
Holy hell that was fast! Thanks a lot!
James  [author] 31 Dec, 2024 @ 2:25pm 
Update Version 7:
- Decouple Camp Density and Camp Spawn Rate
- Adjust Camp Density description
- Slightly adjust Unit Spawn Rate description
James  [author] 31 Dec, 2024 @ 11:08am 
I'm really glad you’re enjoying my mod!

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.
MightNight 31 Dec, 2024 @ 7:45am 
Hey man I absolutely love this mod! Thanks for making it. Is there a chance you could also add an option that allows barbarians to fortify and heal? Also could you also decouple the Barbarian Camp Spawn Rate and Distance?
James  [author] 12 Dec, 2024 @ 1:23pm 
I'm glad you’re enjoying the mod!

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.
leftbehind 11 Dec, 2024 @ 3:54pm 
Played a few games with this mod now and it's sooooo much better than vanilla! <3

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.
James  [author] 9 Dec, 2024 @ 11:10pm 
Basically yes, if you hover on the option, it will say how does it work:
- 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.
leftbehind 9 Dec, 2024 @ 9:53pm 
Ah this mod is exactly what I've been looking for!

Does the barbarian start era determine how soon they can build ships and mounted units?
meow 29 Nov, 2024 @ 8:53pm 
this guy is the real deal :AlmaKiss:
James  [author] 29 Nov, 2024 @ 11:45am 
Update Version 6:
- Add Barbarian Naval setting: Determines whether barbarian can spawn and utilize naval units.
James  [author] 28 Nov, 2024 @ 8:46pm 
I will see if I can add an option to turn them off.
meow 28 Nov, 2024 @ 4:14am 
is there a way to just prevent barbarians from getting sailing at all because the seas are absolutely full of the fuckers and they are infinitely more oppressive than land barbarians
James  [author] 25 Nov, 2024 @ 2:37pm 
I'm glad you like it. Please give it a thumb up so it can appear on the popular page. Thanks!
donlad 25 Nov, 2024 @ 12:48am 
hey this is really good. i’ve missed the raging barbarians setting from Civ V for a while now. combining this with the Wildlife mod, my early game is violent AF and I love it
meow 21 Nov, 2024 @ 1:38pm 
but then I actually have to be beholden to my own balancing of what the available city states are instead of relying on good ol RNG... I think I'm just gonna disable barbarian clans mode going forward instead.