Sid Meier's Civilization VI

Sid Meier's Civilization VI

Raging Barbarians
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?
уха из петуха 4 May, 2020 @ 1:30pm 
Goes well with l4d2 zombie infected mod
Shadow 27 Nov, 2019 @ 5:35am 
The innards of the barbarians' workings don't seem to be too complicated, and have barely changed since vanilla Civ6. I may provide my own take on it, and perhaps give the AI a small bonus against them to help civs and city-states withstand the tide without diminishing the challenge for the human player.
Cobber [1st M.I.] 27 Nov, 2019 @ 1:24am 
The other is, incidentally, called Raging Barbarians as well, and is intended to try to re-implement the raging barbarians mode of previous Civ games, but is currently not balanced for non-militaristic Civs to have a better fighting chance against the barbarians, at least according to its updates section.

Anyway, the link is https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1896382181 .
Cobber [1st M.I.] 27 Nov, 2019 @ 1:20am 
The first mod is called Crazy Barbarians; it's Workshop address is https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=926827782 .

There's another mod I'll link in a sec...
Cobber [1st M.I.] 27 Nov, 2019 @ 1:16am 
@Shadow: I have no idea if Roein even supports this mod anymore, he/she hasn't shown any activity with it since February this year after GS launched. I've seen that there are a couple other barbarian focused mods now on the Workshop, but haven't tested them to see if they do something similar to what this mod did, yet at least ... I'll link them here in the chat soon in case anyone else wants to check them out.
Shadow 26 Nov, 2019 @ 5:30pm 
R&F added the following Global Parameters:

<Replace Name="BARBARIAN_LOWER_THROTTLE_PER_DIFFICULTY" Value="3" />
<Replace Name="BARBARIAN_MAX_THROTTLE_PER_RAID" Value="18" />

The mod doesn't touch them. Any idea how they may interact with the other modifications?
Brooks8314 23 Sep, 2019 @ 5:52pm 
It needs an update for GS.
Frank Savage 7 Sep, 2019 @ 10:24pm 
Does not work in GS
abuchristim 24 Aug, 2019 @ 5:31pm 
has this mod been abandoned?
Tiefgrau 3 Jun, 2019 @ 10:25am 
It doesn't work in GS.
TheTestBear 29 May, 2019 @ 2:17am 
Works in GS. Just ignore the warning
ariel 26 May, 2019 @ 11:48am 
hello, i've subscribed to this mod, but the game says it's incompatible.. i have gathering storm and all dlc's..
abuchristim 27 Apr, 2019 @ 10:44am 
Okay. It's the end of April. Anytime soon. I like yours better than the rest. :steamhappy:
Syntax 16 Mar, 2019 @ 2:07pm 
would love to see this updated as well :)
pandaling 25 Feb, 2019 @ 9:53pm 
Thanks for the work! I cant wait to have my world be the TRUE burning hell it was meant to be!
Roein  [author] 25 Feb, 2019 @ 3:51pm 
Ill see what I can muster up. Been enjoying this xpac but sadly, there's a lack of barbarians. I must fix that
Tiefgrau 25 Feb, 2019 @ 3:26am 
A update would be much appreciated.
warhammerfrpgm 18 Feb, 2019 @ 12:22pm 
@varieth is it possible to update this for gathering storm. It would be much appreciated. I am not a modder myself, but i do enjoy the mods that are out there. i love when there are tons of barbarians in early game. especially on marathon length games. as it adds a ton of fun to the early game.
Skeev 14 Oct, 2018 @ 9:32pm 
Well sadly I can't recommend it. The problem is this mod tries to make the game harder by filling it up with barbarian. But it has the absolute opposite effect.


There are two big problems:

1)You get gold and era points for every cleared camp. After you got two worriors and the +5 Atk against barbarians politics card, clearing camps is waaaaay too easy and waaaaay too rewarding.

You have an exploit in the game by now - and the problem is you can't just ignore it because in this case the barbarians would just overun you.


2)The second problem is that the AI has no idea how to handle this masses of barbarians.

Roein  [author] 9 Aug, 2018 @ 2:34pm 
I haven't kept the mod updated since well, last time i updated it so Im not exactly sure what has changed in a year but by looks of it, those two lines probably directly effect barbarian spawns now. What you can do is add those lines into this mod, change some values and mess around and see if it effects barbs at all. If they do, feel free to send it to me and Ill update the mod or you/anyone can take ownership and keep the meme alive.
Cobber [1st M.I.] 8 Aug, 2018 @ 6:40pm 
The only reference to barbarians in the R&F GlobalParameters.xml file are these 2 lines:

<Replace Name="BARBARIAN_LOWER_THROTTLE_PER_DIFFICULTY" Value="3" />
<Replace Name="BARBARIAN_MAX_THROTTLE_PER_RAID" Value="18" />

I'm not sure if they have any impact on how this mod is supposed to function or not, as I can't say I've noticed any difference in the number or aggressiveness of barbarians when having this mod active as opposed to inactive since R&F went live.
Roein  [author] 8 Aug, 2018 @ 4:17pm 
Depends if any significant changes have been applied to barbarians or not.
fly89 28 Feb, 2018 @ 6:10am 
Is this working for R&F anyone?
Rokkweiler 19 Feb, 2018 @ 12:38am 
I wanted to know if barbarians push to attack and destroy your capital city?
Khurso 9 Dec, 2017 @ 9:22am 
Thanks for explaining, but I still agree that base game speed is awful. I played way too much civ3 back in the day, so it doesn't ornate well :P
Khurso 9 Dec, 2017 @ 9:21am 
Yeah feels very weird. Right now I'm playing a game with both extended eras and the 8 paces mod. I have frigates, knights and I'm about to discover muskets (marathons, turn 900) but barbs still spawn with spearmen. It's been nice so far, but now it does feel odd. I used to have units by the empire border to always be ready to counter-attk, but now I'm obstructing the Fog of war so they won't respawn in my lands anymore :p (I make alot of money by myself)
Roein  [author] 8 Dec, 2017 @ 7:28pm 
Say if you research gunpowder by turn 50, theres a scaling chance between turn 51-75 (75 being guarenteed) that barbs will get the tech. Base game I rushed infantry first and barbs had it ~10turns later, other times I wouldnt see it at all until 50+ turns later.

Side note: Playing with 100% tech is hilarious. Barbs will roflstomp civs that even slightly lag behind lol
Khurso 8 Dec, 2017 @ 5:12am 
Thanks alot for that info mate. But I don't really get it. What is 50% of gunpowder?

Like, if there is 4 civs in-game and 2 of them have it they will also have it?!?
Roein  [author] 7 Dec, 2017 @ 11:24pm 
@Khurso

Barbs evolve 60% as fast as the highest mil tech civ. That means another civ rushed gunpowder before you did and the barbs later on began to pump em out.

In contrast, the base game has them at 50% tech.
Khurso 6 Dec, 2017 @ 6:03am 
I'd use this mod if the barbarians didn't evolve as fast as civs. This bothers me a lot. I finally make it to musketmen and then barbarians already have the tech, makes no sense!
KevSkegRed66 2 Dec, 2017 @ 1:19pm 
I play on Prince level, enormous map with 10 Civs and 16 city states. I would love to get the whole map over run with barbs. But it isn't happening, the ones that do spawn near me aren't very challenging at all and even after 20 or 30 turns have only spawned about 2 or 3 barbs. How Can I play at Prince level with the hardest setting??
Roein  [author] 29 Nov, 2017 @ 7:28pm 
Most likely, not. Unless its the mob that gives extra xp, which I left out of this simply for those who'd rather not use it. Both are compatible. As for any other barb mod, if it affects aggression, spawn rate, etc then it won't work. They're already set fairly high in this mod as is(double the raging barb params from the previous games). But alas, it can be a real hit and miss at times. Hell I lost at turn 10 once with no additional settings lol

Nothing to it, just mess around with the numbers some. Make a back up incase you dun goof.

I'd ^ the values myself but with the uptick in subs, it seems like folks enjoy the balance I found. So Ill just leave this mod as is :shovelknight:
HaroldClapsaddle 24 Nov, 2017 @ 12:59pm 
Does this mod work with the other barbarian mods? I was thinking of adding the swarming barbarian mod. I run a lot of mods at the same time and so far this mod is holding up real well. Thank you for all your hard work. I prefer not to mess with files, I'm sure to mess something iup that way lol :steamhappy:
Roein  [author] 24 Nov, 2017 @ 9:20am 
@fly I tried testing out keeping barbarians on par with civs but that ends poorly. Especially if a civ out mil techs you.

@Harold unfortunately it's really hit and miss. You can make them extremely op to make the slow starts a bit better but then you get the average start where you generally get swarmed and you die in the first 10-20 turns.
You can change the values if you want, the mod really isn't that big. Notepad++ will work if you dont want to use mod buddy and virtual studio.

As for the AI, they're hard coded to fight human players, barbs are included. But its a good thing if they die anyways, every barb that dies by the players causes any barb camps by the player to potentially rampage. Quite fun sometimes
HaroldClapsaddle 23 Nov, 2017 @ 10:11am 
Sometimes the barbarians are tough and othertimes they are not. I noticed they will ignore other civilizations weaker men and attack my full strength men. Now that just doesn't make sense to me. Is there a way to make them even harder?
fly89 15 Nov, 2017 @ 1:37am 
I think it is working! I almost got overrun by slingers and warriors in the first 10 turns. After the map had been mostly colonised this mod had little effect, but it makes early game more fun! Thanks for all your work on this :)
HaroldClapsaddle 15 Nov, 2017 @ 12:32am 
It works fine now after the fall update I unsubscribed from all mods. Delete the old mod file. Then resubscribed to the mods I like most. This being one of them and with improved Sumpter I play with no goody huts so Gilgamesh has a real good advantage by killing barbarian camps. :-))
Roein  [author] 12 Nov, 2017 @ 7:29pm 
@navy
Nothing can be done about that. Barbarian spawns are random. Sometime you wil get overrun and othertimes everyone else gets overrun. Making camps spawn 100% of the time makes turn 20 go as fast as turn 400.
Lifestar6189 7 Nov, 2017 @ 9:11am 
Sometimes I get several camps (that is great) and sometimes I get no barbarians (this is bad).
Cobber [1st M.I.] 9 Sep, 2017 @ 7:57pm 
@ Clap; maybe consider in the GlobalParameters.xml file in this mod's folder increasing the number of barbarian camps per major civ as one way of getting more barbarians threatening your civ, the specific line you want if you go down this path is <Replace Name="BARBARIAN_CAMP_MAX_PER_MAJOR_CIV" Value="10" />, which is line 21 according to my notepad++.