Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sukritact's Barbarians--
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11 черв. 2023 о 2:32

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Sukritact's Barbarians--

Опис
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
Коментарів: 36
MeniliteZ 9 верес. о 10:54 
"Coastal Barbarian unit spawn interval increased to 15 turns (was 10)"
Is this on Standard Speed?
the21er.power.cat 3 серп. о 11:05 
is this compatible with Nere's barbarians mod?
Nandybear 19 жовт. 2024 о 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 верес. 2024 о 23:16 
How do I just delete barbarian naval units from being possible? I don't want to see them at all
3522046084 8 серп. 2024 о 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 серп. 2024 о 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 лип. 2024 о 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 квіт. 2024 о 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 квіт. 2024 о 20:23 
Does this mod prevent barbs from spawning horsemans first f***ing turn
Gray Pockets 19 берез. 2024 о 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).