Sid Meier's Civilization V

Sid Meier's Civilization V

206 ratings
Barbarian Civilization by calcul8or
   
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7.712 MB
13 Oct, 2016 @ 7:44pm
14 Oct, 2016 @ 3:41am
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Barbarian Civilization by calcul8or

Description
BARBARIAN Civilization, led by Barbarian King
This mod simiulates the experience of playing as the barbarians. There are a number of game play changes when you play as the Barbarian King to accomplish this. Can you stand the test of time?

Game Play:
All cities are puppeted, including the capital. You may not train or purchase settlers, and may purchase buildings and select military units.
Your capital will randomly spawn units based on the techs you've researched.
Units may embark on all water once you have Optics and entered the Medieval Era.

UA:
Military units start with Siege, Ignore Terrain Cost
Earn beakers towards advanced techs when you defeat a more advanced unit.
When capturing a capital, gain free technologies equal to 1/2 the difference in the number of techs you've researched compared to the city owner.

Units:
All units can move over terrain with no movement cost.
Early Archer: Weaker than the Archer, it is available at the start of the game
Axe Thrower: Comp Bowman replacement, slightly stronger than the Comp Bowman
Brute Warrior: Upgrades to a Light Swordsman instead of a Spearman
Light Swordsman: Weaker than the Swordsman, it requires no Iron

Supports:
  • Civ IV Leader Traits in Civ V
  • JFDs Cultural Diversity
  • JFDs Rise to Power
  • JFDs Cities in Development
  • JFDs and Puakai's Mercenaries
  • Sukritact's Events and Decisions
  • YnAEMP
  • Enlightenment Era

Credits:
Some lua code adapted from JFD and Sukritact's E&D
Tech Icon from dyllanepic at deviantart
Leader scene by COF
Music:
https://www.youtube.com/watch?v=GfgqV9eEtkw Immediate Music - Barbarians at The Gate

https://www.youtube.com/watch?v=xIDHYqE0Jg4 Fallen Army [GRV Music Mix] - audiomachine
70 Comments
Morgân von Brylân 23 Apr, 2020 @ 1:38pm 
It's a great idea, but the civ is currently much too strong. I would remove the free tech upon capturing a city. And maybe increase the required XP to gain promotions, as actual barbarians can't get any.
borussia1979 3 May, 2018 @ 6:22am 
EXCEPT THE CAPITAL DOES NOT ADD ANOTHER CITY
Pee Licker 23 Feb, 2018 @ 6:32pm 
You should also add all actual barbarians as your allies.
gjv4651 21 Nov, 2017 @ 3:57am 
the mod had a great still picture of a barbarian standing on a mountain of skulls
gjv4651 21 Nov, 2017 @ 3:56am 
What happened to the mod in which the barbarians declared war next turn after when they were met?
TypicalBurntToast 4 Sep, 2017 @ 2:35pm 
It does not show up in the leader list, I made sure it was enabled, and set it up in the mod setup menu, does it not run with other mods active or is it something else?
Ultra-Violent Radiation 22 Jul, 2017 @ 5:21pm 
Should have galleys to replace trimes.
sw 7 Jul, 2017 @ 10:02pm 
I like it much - it's nearly an other game! BUT it would be fine to have full control over the capital (except building military units):steamhappy:
Tomuski 29 Jun, 2017 @ 12:57pm 
The AI for the cities were too stupid for me. Here I am going into debt, which could have easily been fixed but their too busy building shrines. Perfect logic in debt so build things costing money.
Demetrius Πολιορκητής 11 Jan, 2017 @ 12:02pm 
It's way to overpowered, though it's realy cool, great job