Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nere's Better Barbarian Clans mode
   
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Type: Mod
Mod: Gameplay, UI
File Size
Posted
Updated
137.113 KB
2 Mar, 2021 @ 12:07pm
25 Mar, 2021 @ 12:52pm
6 Change Notes ( view )

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Nere's Better Barbarian Clans mode

Description
Overview
Improves the barbarian mode, by making City State conversion more dependent on AI/player actions, and decreasing chance of camps in the snow and other misc changes that I feel fit nicely with the mode.

Overall, it makes it so remote camps take a long time to convert, but camps which you or the AI actively wants to convert can be done about the same time. And Raid is more effective if you want to prevent a camp to turn into a CS.

I highly recommend combining this mod with my bug fix of the vanilla Barbarian Clans mode bug, where camps spawns as empty, un-interactable camps, instead of the correct Clan camps. See the button of the page.

Details
  1. It takes 2.5x time for a camp to passively convert to a CS (140-180 ish on standard).
  2. Actions that boost conversion to CS is 3 - 3.5 times more effective.
  3. Raid decreases conversion to CS at 2.5 times the normal rate.
  4. Decreased chance of camps spawning in snow.
  5. Increased number of camps slightly.
  6. Made camps that are very unlikely to spawn more likely (the odds of jungle+ivory is very low and on some maps even impossible).
  7. You can now get 2 promotions from barbarians before the xp "soft cap".
  8. Incite is half price. The effect is not very strong, and it is hard to justify the cost against other uses early in the game where it matters most.
  9. "Treat with Tribe"-popup can now be closed with ESC (Yay! Quality of life!) Firaxis implemented it themselves.
  10. "Barbarian Outpost banner" now shows the real progress values instead of wildly inaccurate "estimates" (Thank you Zyxpsilon for the idea)
  11. TODO Incorporate the minor cosmetic changes from the April patch. Note that this mod still fully works after the april patch, Firaxis just made some minor cosmetic changes which is not yet part of this mod.


Feedback and future developments
if you enjoy the mod then give it a like, so other people can discover it :-)

Feedback and suggestions is welcome, so please post it below.

Check out my other mods

Better World Congress : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2429588635 Improves the World Congress by reworking most Resolutions. Generally, if you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect. Upping the stakes also helps to make WC feel more interesting and impactful.

Rebalanced Secret Societies : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2406253078 rebalances the Secret Societies to reduce power creep, enhance flavor, making them more equal. Includes malus to give some hard choices and rework of Voidsingers to avoid AI issues!

Inland Flooding mod : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1690507099 if you want climate change to be 1) more impactful 2) more fair so it affect both coast and inland cities.

No normal camps - bug fix : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2412130013 fixes the bug in Barbarian Clans mode where barbarian camps turns into "normal" camps, and cant be interacted with, cant turn into city states and dont spawn units.
98 Comments
flame.of.illusion 28 Feb @ 10:10am 
Does this allow you to prevent Camps from spawning a unit every single turn?
Nerevatar  [author] 6 Aug, 2024 @ 12:17pm 
*tips hat*
Ayzo 27 Jul, 2024 @ 9:26pm 
FYI you can tweak everything in this mod as you like.

Go to the mod folder and find the file barb_tweaks , the author did a really good job explaining everything in the file and even mentioning the default values so you can revert any change you want and keep what you want.
Very helpful. @Nerevatar thank you :steamthumbsup:
buedefixe 4 Jul, 2024 @ 10:05pm 
On a related, but tangential note, it looks like players may be able to avoid early nearby barb camps a bit by waiting to settle their first city until turn two, after the initial placement of barb camps near cities.
buedefixe 4 Jul, 2024 @ 10:04pm 
In fact, it seems to me that the game chooses where to place the camp using vanilla rules that have nothing to do with the TRIBE_CONDITION logic, which would only determine which type of clan to assign to the camp. The priority values govern any conflicts where multiple clan types could apply, but it defaults to NAVAL if it would be a vanilla naval camp and defaults to MELEE_OPEN if none of the condition sets are satisfied. This would, I think, explain all of the behavior. To test, I set up a single condition set that would require a nearby RESOURCE_DEER for MELEE_OPEN, but even outside of the snow, it can ignore this requirement as well despite lots of deer hexes available. I haven't tested exhaustively, but after about a dozen tests with the mod in place and with it not in place, I'm not seeing a significant difference in snow camps early on, which I think is further evidence for this idea. Interested in your thoughts though.
buedefixe 4 Jul, 2024 @ 9:56pm 
As I was testing, I noticed something. End of first turn, the game places a bunch of camps close to major civs. The setting BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD defaults to 33 and determines percent of maximum camps to try to place. After the first turn, it adds a new camp each turn until max or no possible placement out of visibility (BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING doesn't seem to matter), but there's a huge bias early on for placing camps on either the northernmost or southernmost land tile in a given column (no idea how it picks the column). This is true even playing without Clans, so it's something vanilla that ignores clans terrain conditions. Very often, the northernmost or southernmost land tile in a column will be snow, and that doesn't preempt placement even though early on, there's plenty of room for camps that would meet the mod conditions elsewhere.
buedefixe 4 Jul, 2024 @ 7:50pm 
I think I figured out the issue. I was playing on a Huge map with 12 civs. The mod increases the BARBARIAN_CAMP_MAX_PER_MAJOR_CIV to 4, so it has a target of 4x12=48 barbarian camps, but there are only 7x6=42 clans in the game. The issue occurs before it runs out of clans entirely, but it only happens when one of the 7 clan types is totally used up (in my testing so far, it looks to always be MELEE_OPEN. So, it looks like the game wants to place a MELEE_OPEN, but it's out of MELEE_OPEN clans, so it bugs out. I imagine this situation just doesn't arise on smaller maps where it's placing fewer camps
buedefixe 4 Jul, 2024 @ 2:10pm 
Thanks. I accidentally deleted my original comment and it seems I can't undo. I think there's more going on than that because the notification will re-occur every single turn until I clear a barbarian camp, at which point the tribe I cleared respawns in exactly the place the ghost notification has been showing and the notifications stop.
Nerevatar  [author] 4 Jul, 2024 @ 11:39am 
If I remember correctly this is a vanilla issue if the notification cant show you the proper place, then it takes you to some edge of the map which is usually also snow.

This mod doesn't remove camps after they are placed, it simply makes camps less likely to spawn in snow, so there will never be a notification that shows you a camp that is gone (unless of course the AI managed to clear it before you clicking).
Gray Pockets 27 Feb, 2024 @ 9:54am 
I created an extension mod that makes the below change: Nere's Better Barbarian Clans mode - Cooks

@Nerevatar feel free to include this in your mod if it's to your liking.