Sid Meier's Civilization V

Sid Meier's Civilization V

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Barbarians Evolved
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20 Jul, 2015 @ 4:03pm
18 Mar, 2017 @ 7:44am
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Barbarians Evolved

Description
This mod grants Barbarian Encampments the capability evolve into cities, as well as capture cities from Civilizations and City States. Be warned, for these Barbarian cities will grow in size, expand their borders and worst of all, spawn more Barbarians to capture more cities!

Version 4 and beyond...

New games of Barbarians Evolved should be started through the "Custom Game" screen unless some other mod prevents you from doing so. The "Setup Game" option remains for players to play map-based scenarios.

On the release of a new version, I recommend starting a new game. Backwards compatibility and stability are not guaranteed.

The Barbarian "Civilization"



The Barbarian Civilization is entirely optional addition to your games. The Barbarians will NEVER appear in a random game slot; you must add them. The mod will still change the aggression and capabilities of Barbarians even if the civilization itself isn't added to your in-game, but the Civilization is vastly superior to the tribe.

The tribal barbarians appear in a darker red on black, like old dried blood. The somewhat civilized kind appear in a brighter red... like fresh blood.



Adding the Civilization to your game is a choice you must explicitly make. It changes the politics and diplomacy of the game by giving the nations of the world a common enemy who WILL engage in perpetual warfare.

Barbarians seem to curbstomp the world at around Prince or King difficulty, and can survive for some time on Deity. They are easily overwhelmed with culture and tourism. The hard part is living long enough to pull it off.

The Barbarians, led by glorious "Leader"

The name of the leader has been deliberately left vague for a very important reason. As of version 3, the Barbarians change names throughout the eras. In acknowledgement and tribute to Leuigi's amazing mod Barbarian Immersion Improvements, evolved Barbarians also change names over time:

Barbarians -> Raiders -> Criminals -> Pirates -> Rebels -> Insurgents -> Terrorists

The changes don't stop there.

The Barbarian Civilization automatically evolves one Encampment on the first game turn for every two eras that have passed. This means - for example - in the Ancient Era, they will immediately evolve one encampment, while if you start a game in the Information Era, they will immediately evolve four.

Barbarian units recieve free promotions from the start of the game that allow them to embark, cross mountains, ice, and ignore terrain costs. Now, when you play on Tilted Axis or Highlands, they will cross mountain ranges and frozen seas to come and kill you.

The Barbarian Civilzation can and does produce Great Generals and other Great People. They don't care for air units, but they can build a unique nuke unit. It is recognized by the World Congress (because I haven't figured out how to turn that off)... though as you might imagine, they don't have very many friends...

Unique Units

Build all the Barbarian units you're familiar with, starting with the Brute and Galley, including Hunters (Archers), Spear Bearers (Spearmen), Loanswords (Swordsmen), Horsemen and Axemen.

In addition, evolved Barbarians have two new, unique units:
  • Enslaved Worker - starting immediately, Barbarians may "train" enslaved workers to improve their lands. They are cheaper than regular workers, but move slower and you are limited to four at a time. But, thanks to the power of the whip, they have the same "strengths" as other Barbarians.
  • Infiltrator - starting with the discovery of Nuclear Fission, the Barbarians can produce infiltrator units that can launch a very short range nuclear "dirty bomb". Infiltrators do not need a Uranium resource, but are limited to two units at a time. They look like scouts because, well, otherwise they wouldn't infiltrate very well would they?

Note: Barbarians must still complete their own Manhattan Project to build Infiltrators, as funny as that sounds.

New Game Mechanic: State-Sponsored Barbarians!

Barbarians Evolved introduces a new improvement to the game, the State-Sponsored Encampment. When built outside civilized lands, these produce Barbarians to (hopefully!) harass your enemies. They convert to a Fort if too close to civilization.

By default, anyone can build these Encampments, but the capability is customizable and can be turned off for everyone or for everyone except the Barbarian Civilization.

Unlimited Experience from Barbarians

As of Version 4, the experience cap from Barbarians is removed.

Fully Configurable

Starting in version 4 of Barbarians Evolved, the mod provides a custom setup screen that allows you to configure many of the options previously available only by editing text files. It also provides four preset modes: Barbarians Evolved (the standard), Custom DLL, Minimal and Nightmare (previously known as White Walkers).

To reach this custom setup screen you must select the Custom Game option after loading mods.

The configurable options are:
  • Healing on/off
  • City Spawning on/off
  • City Evolution on/off
  • Turns per Camp Evolution into City
  • City Capture on/off
  • City Capture requires melee unit yes/no
  • Barbarian units recieve promotions automatically, and what those are
  • Barbarians upgrade units yes/no
  • Barbarians allied with which major civilization
  • Barbarians change names throughout the eras, and what those names are
  • Unit limits on Enslaved Workers and Infiltrators
  • State-sponsored Encampment construction allowed or not
  • Colors of Tribal Barbarians and the Barbarian civilization

Please read the pinned discussion topics for more information. There are text based settings files if you are comfortable with that or can't use the Barbarians Evolved setup screen for whatever reason (usually YNAEMP).

What I haven't created a configuration page for is the Barbarian defines. It wouldn't be too hard to do, but I just don't think there's a demand for it. If you think otherwise let me know.

Compatability Notes

I highly recommend you use either the custom DLL preset or minimal presets if using the Community Balance patch, or any other mod that modifies the game DLL.

Really Advanced Setup may not work properly (untested).

Acknowledgements

I would like to thank the following modders:

Preffect for their Fortress Borders mod which was the start of it all, because it inspired me to try and put a border around a Barbarian Encampment.

JFD for allowing me to use portions of their Germans mod as inspiration.

Leuigi for their Barbarian Immersion Improvements mod - something I peered into to discover how to change Barbarian text strings dynamically.

Xaragas from CivFanatics contributed mod detection code. His contributions were and continue to be extremely valuable.

Everyone on CivFanatics who either a) wrote a tutorial or b) contributed to the Lua and UI reference documentation. You know who you are.

This mod is designed and tested on Civ 5 with the Brave New World and Gods and Kings DLC.

This mod is an ongoing work. If you'd like to help, please post constructive criticism and feedback in the comments, rate this mod, add it to your favourites, etc.

Direct Download Link

http://steamworkshopdownloader.com/view/485249197
Popular Discussions View All (38)
14
6 Jun, 2023 @ 8:31pm
PINNED: NEW (v3) - Barbarian Settings File
Charsi
13
17 May, 2021 @ 1:29pm
Map doesn't exist
Too broke for Baldurs
8
28 Nov, 2023 @ 1:03am
Next Turn Crash - Runtime Error
Moriasa
1,949 Comments
jamesdefcon1 28 Jun @ 12:08pm 
This mod won't let me Liberate Barb Cities, even when I set a Liberate Target, causing people to call me a Warmonger.

If I set a Liberate Target e.g. Mongolia, do I have to add Mongolia to the AI Civs in setup, so they exist to be Liberated? Would those Liberated Cities then transfer to Mongolia unless I set them to be dispersed?

Also, what happens with the "Set Barbarian ID"? I set those to be the Huns but nothing happened, do I also need to add the Huns to AI Civs to make it work?
RomanRuler 24 May @ 8:27pm 
Note to those considering this mod: Unless you actively hunt barbarians and encampments across the ENTIRE map, the vanilla barbarians will overrun AI civs as the game progresses. I've played 3 games where by the Industrial era, the number of encampments and cities spawning barbarian units far outpaced the AI's ability to defeat them, and AI civs rapidly lost city after city until being defeated.

In each game, the barbarians completely conquered the opposite continent I spawned on and so many barbarian units existed on the map that the turn timer crawled to 5+ minutes as the AI had to calculate the logic for, literally, hundreds of barbarian units. It makes the game borderline impossible to play both in the time you'll be waiting between turns and the slog of you vs. all barbarians, globally.

Disabling all of the city and camp features may mitigate the issue but imo, if you're disabling so many of the mod's core features just to make it work, the purpose to install the mod is gone.
Mundi ex Mentis 13 Apr @ 7:44pm 
@ ALL: Charsi is no longer maintaining this mod nor anything for Civ 5. So there's no point in leaving comments here unless you're asking other subscribers for help.

@ Grizzk: have you tried skipping a turn before founding your capitol? If you're going to try that, see if there's a spot nearby with better yields and move your settler there. If you play as Barbarian civ, remember their turn is last - after all other civs & city-states have already started - only the wild barbs still move after you do. Also, read the discussion named "Next Turn Crash - Runtime Error" to see if that's your issue & someone has already found a solution for it.
Grizzk 12 Apr @ 2:26am 
Not sure what's going on but I'm losing my capital straight away. I've tried it with no other mods on to have no conflicting mods, ran a standard game without touching the setup and even put my warriors inside the capital. There's no barbarians around, no other civilisations, just deploy the city and next turn it goes away.
petrnikola87 4 Apr @ 3:35pm 
The barbarians demolish all AI civs in the first 50 turns and i am left all alone defending against frenzied hordes. Not fun at all
Mundi ex Mentis 30 Mar @ 7:49pm 
I'm re-posting because my original got buried: this mod works well in combination with my Alpha Centauri Map of Planet because barbs' behavior is similar enough to mindworm behavior to make them a good substitute. There are 2 ways to layer our mods: 1. Use Barbarians Evolved's default mode only so that Alpha Centauri is the "active" mod, in which case the 7 Factions scenario i included with the map is playable, OR 2. Use Alpha Centauri as only a map so that Barbarians Evolved is the "active" mod, in which case you'll have access to all of the special modes & settings that Charsi included. 2B (or not 2B?). I haven't tested this with my other map yet but feel free to try Archipelago Duel at your own risk (it might crash depending on which barbarian settings you use). I can confirm that Pirate Civilization & Sea Pirates ARRR compatible with Archipelago Duel though!
Aetini 30 Mar @ 5:54pm 
@quineloe
I don't know if it would help a ton, but you could try giving the AI civs extra settlers + warriors. Undead already feels like a survival mode and in my experience the most dangerous time for the AI in it is starting off. They just don't have the time to get buffs, units, or cities so a couple civs could easily get overrun
Quineloe 23 Feb @ 6:16pm 
is there a level for this where the AI just doesn't collapse and die to the undead horde?
The only AI civs that survive are the ones I can see, as the barbs usually ignore AI players when they can go after the human player. I can usually score a domination victory with 2 captured capitals in an 8 player game because everyone else is dead.
Charsi  [author] 22 Oct, 2024 @ 11:00am 
Hello. I'm sorry it's been a while, but this mod is no longer being actively maintained :(

Might I suggest the Barbarian Clans game mode?
pinoc10 22 Oct, 2024 @ 1:41am 
Used with the ultra marathon mode addon (3x marathon speed) the barbarian cities become unconqerable in late-game with +10k defense rating lmao. I doubt if this is intended. But could it be fixed I will be happy. Anyhoo. Perfect and fun mod.

The author has written about the mod on reddit and how it can be altered for your gameplay. Go do a search on "barbarians evolved reddit" and you should be able to find his posts.