Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sukritact's Barbarians--
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2023年6月11日 2時32分
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Sukritact's Barbarians--

解説
Nerfs Barbarians by preventing them from spawning Horse Archers and HECKING QUADQUIREMES before you even have your economy up and running.

Changes:
  • Barbarians can only spawn Cavalry if within 3 tiles of Horses (was 5)
  • Coastal Barbarian unit spawn interval increased to 15 turns (was 10)
  • Barbarians no longer begin the game with Shipbuilding (so can't build Quadquiremes)
  • Barbarians Horse Archers now require the Barbarians to have access to Archery before spawning
  • Barbarians Naval Units now recieve a -10 combat malus from "Primitive Ships" until they unlock Celestial Navigation (this malus is similar to how much weaker Barbarian cavalry are from normal cavalry)

Basically this will weaken the Barbarians a little more, particularly the Naval ones, until about the Classical Era
36 件のコメント
MeniliteZ 9月9日 10時54分 
"Coastal Barbarian unit spawn interval increased to 15 turns (was 10)"
Is this on Standard Speed?
the21er.power.cat 8月3日 11時05分 
is this compatible with Nere's barbarians mod?
Nandybear 2024年10月19日 0時56分 
DELETE FROM BarbarianTribes WHERE TribeType = 'TRIBE_CLAN_NAVAL';

Would probably do it. Throw it at the bottom of any sql mod you have. But I dunno if it'd mess with stuff elsewhere, maybe you'd be better off doing

UPDATE BarbarianTribes SET IsCoastal = 0 WHERE TribeType = 'TRIBE_CLAN_NAVAL'; would stop it spawning on costs, but then it'd be a dead clan as it has no other units. There's an even faffier way of copying across from another entry

UPDATE BarbarianTribes SET ScoutTag = 'CLASS_RECON', MeleeTag = 'CLASS_MELEE', RangedTag = 'CLASS_RANGED', SiegeTag = 'CLASS_SIEGE' WHERE TribeType = 'TRIBE_CLAN_NAVAL';
icon41gimp 2024年9月19日 23時16分 
How do I just delete barbarian naval units from being possible? I don't want to see them at all
3522046084 2024年8月8日 0時05分 
削弱野蛮人,阻止他们产生马弓箭手,并在你的经济启动和运行之前就消灭四人组。

变化:
野蛮人只有在距离马匹 3 格(原来是 5 格)以内才能生成骑兵
沿海野蛮人单位的生成间隔增加到15回合(原来是10回合)
野蛮人不再以造船开始游戏(所以不能建造四轮摩托车)
野蛮人 骑马弓箭手现在要求野蛮人在生成之前可以使用射箭
野蛮人海军单位现在从“原始船只”那里获得-10的战斗力,直到他们解锁天体导航(这个力矩类似于野蛮人骑兵与普通骑兵相比的弱度)

基本上,这将进一步削弱野蛮人,尤其是海军,直到古典时代
Darkwing Phoenix 2024年8月2日 17時41分 
@les8ean, the mod doesn't stop Galleys, but it does nerf them pretty hard. It mostly stops Horse Archers, Quadriremes, and Horsemen
les8ean 2024年7月5日 3時10分 
doesn't seem to work :( had galleys sailing around my city within the first 5 rounds. I know they can't attack land units, but still
Gray Pockets 2024年4月4日 8時12分 
@The Real Slim Shady (Fake)
No; this mod does not. It does stop Barbarian Horse Archers first turn, but not Horseman.

If you want to stop Barbarian Horseman from first turn spawning, also use Sukritact's Barbarians-- - Cooks
Nota 2024年4月3日 20時23分 
Does this mod prevent barbs from spawning horsemans first f***ing turn
Gray Pockets 2024年3月19日 5時47分 
The Barbarians in this game spawn based on all the tech of all players in two ways.

In the base game, they automatically gain tech owned by 50% of all players: SELECT * FROM "GlobalParameters" WHERE "Name" = 'BARBARIAN_TECH_PERCENT';

In Barbarian Clans mode, they also gain a random tech they don't have that any player has every 20 turns, plus or minus 10 turns. SELECT * FROM "GlobalParameters" WHERE "Name" = 'BARBARIAN_CLANS_TECH_STEAL_INTERVAL_STANDARD'; -- See also BARBARIAN_CLANS_TECH_STEAL_VARIANCE_STANDARD

With Loyalty mechanics, the Free Cities "Player" automatically gets all technology owned by any player who loses a city to Loyalty, or from any player who "Refuses" a new Free City.

Every City State also counts as a "Player".

So if one player has access to AT Crews (This is often Babylon), even if they can't build them, the barbarians often can!

Remember if Babylon gets a level 2 alliance, they automatically learn Chemistry (and get access to AT Crews).