Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Sukritact's Barbarians--
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11 Jun, 2023 @ 2:32am
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Sukritact's Barbarians--

Description
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
34 Comments
Nandybear 19 Oct, 2024 @ 12:56am 
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 @ 11:16pm 
How do I just delete barbarian naval units from being possible? I don't want to see them at all
3522046084 8 Aug, 2024 @ 12:05am 
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 @ 5:41pm 
@les8ean, the mod doesn't stop Galleys, but it does nerf them pretty hard. It mostly stops Horse Archers, Quadriremes, and Horsemen
les8ean 5 Jul, 2024 @ 3:10am 
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 @ 8:12am 
@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 @ 8:23pm 
Does this mod prevent barbs from spawning horsemans first f***ing turn
Gray Pockets 19 Mar, 2024 @ 5:47am 
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).
hhh 18 Mar, 2024 @ 7:44pm 
It sometimes works well, but maybe barb clans messes it up somehow? Sometimes clans spawn units that are 2+ tech stronger than any player. My friends and I have ran into barb DESTROYERS in the middle age eras, and even AT CREWS in the classical eras
Gray Pockets 27 Feb, 2024 @ 9:16am 
Created an extension mod: Sukritact's Barbarians-- - Cooks

* Barbarian Horseman and Horse Archers now require the Horseback Riding technology

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