Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sukritact's Barbarians--
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11. juni 2023 kl. 2.32
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Abonner for å laste ned
Sukritact's Barbarians--

Beskrivelse
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 kommentarer
MeniliteZ 9. sep. kl. 10.54 
"Coastal Barbarian unit spawn interval increased to 15 turns (was 10)"
Is this on Standard Speed?
the21er.power.cat 3. aug. kl. 11.05 
is this compatible with Nere's barbarians mod?
Nandybear 19. okt. 2024 kl. 0.56 
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 19. sep. 2024 kl. 23.16 
How do I just delete barbarian naval units from being possible? I don't want to see them at all
3522046084 8. aug. 2024 kl. 0.05 
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 2. aug. 2024 kl. 17.41 
@les8ean, the mod doesn't stop Galleys, but it does nerf them pretty hard. It mostly stops Horse Archers, Quadriremes, and Horsemen
les8ean 5. juli 2024 kl. 3.10 
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 4. apr. 2024 kl. 8.12 
@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 3. apr. 2024 kl. 20.23 
Does this mod prevent barbs from spawning horsemans first f***ing turn
Gray Pockets 19. mars 2024 kl. 5.47 
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).