Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Barbarians - Mods Compatible
35 Comments
D34DLY 5 Sep, 2021 @ 10:24am 
works. easy to edit to set your own parameters. This mod changes each parameter by 1 unit from the default (in the more barbarians direction).
Mdk25  [author] 11 Apr, 2021 @ 4:37am 
@blkbutterfly74
Sorry, I don't have the New Frontier Pass.
Feel free to test this mod and let me know if it works.
blkbutterfly 11 Apr, 2021 @ 4:21am 
It's the new game mode in Portugal Pack (DLC) New Frontier Pass.
Mdk25  [author] 11 Apr, 2021 @ 1:24am 
@blkbutterfly74
I couldn't find any mod called "Zombie Defense" in the Civ VI workshop.
Can you please post a link to the mod in question?
blkbutterfly 9 Apr, 2021 @ 12:16pm 
Zombie Defence compatible?
Fantasieprodukt 10 Mar, 2021 @ 2:00am 
@JBeranek & McKernan as far i have read, the camps without barbarians is just a bug with the new barbarian clans mode. There's a new mod that says so: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2412130013
So all fine with this mod, i think. The same author of the mod above has another mod which uses beside other mechanics also quite similar mechanics to this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2412920721
So I'd suggest, if possible, to include in this mod some mechanics to eliminate those "empty barb camps without any units" and leave the rest as it is. Unfortunately i have no idea what it needs
JBeranek 4 Mar, 2021 @ 11:17am 
Yeah well if you ever feel like it maybe the mod could be updated to work for the new barbarian mode. It's quite fun mode btw! And your mod works if you have the new mode off :)
Mdk25  [author] 4 Mar, 2021 @ 9:29am 
@JBeranek
Sorry, my bad.
I haven't played the game for a couple of years, so I wasn't aware of the new mode released.
Looking at the announcement - it looks like a complete overhaul of how barbarians work. Making them much more interesting.
Makes sense this mod won't work as intended, as it was based on the old barbarians implementation in the game, when they were much simpler.
JBeranek 4 Mar, 2021 @ 2:11am 
I mean I am just using your mod. It's the new Barbarian Mode that came out recently through the pass I think. It Changed some Barbarian mechanics and it doesn't seem 100% working with your mod. I love your Mod btw!
Mdk25  [author] 3 Mar, 2021 @ 1:18pm 
@JBeranek what's the name of the other mod?
Or link?
JBeranek 3 Mar, 2021 @ 3:23am 
Well there seems to be camps that spawn without making any barbarians with just this mod going.
Mdk25  [author] 2 Mar, 2021 @ 10:16am 
@JBeranek which mod is that?
JBeranek 2 Mar, 2021 @ 2:03am 
I noticed that the new Barbarian Mode seems to kinda break with this mod. It makes camps that don't produce any Barbarians and doesn't upgrade into the new city state.
Mdk25  [author] 30 Aug, 2020 @ 11:26am 
Hi @All Day,
Thank you for the kind words :)
Unfortunately, I haven't heard anything about this patch breaking mods in the game.
I will try to ask around in the mod building forums.
Can you tell me which game DLCs/Add-Ons you're using?

Thanks!
All Day 29 Aug, 2020 @ 11:53am 
August update broke the mod. I would fix it myself, but I'm not tech savvy enough to know what broke it.

Love your mod and the challenge it brings to the game. Would appreciate if you can revive it for me.

Cheers!
crimson_fluf 16 Apr, 2020 @ 1:36pm 
Gotcha. No, they might spawn one or two ships. I'm mostly just finding islands with a bunch of warriors and a slinger or two. So after the initial rush to clear the continent of barbs, there's just a bunch of useless barbs on islands, with maybe one or two ships.

So very limited barb interaction on maps that cause them to spawn on islands.
Mdk25  [author] 16 Apr, 2020 @ 7:17am 
@crimson_fluf
IIRC if a barbarian camp is near water, and doesn't have much space to create land barbarians, it will spawn countless barbarian ships.
Is this the behaviour you're seeing?

I don't think that giving barbarians the shipbuilding tech (if that's even possible) will work, as it's not something the game is designed to support.
Moreover, barbarian camps already know how to build ships, so I'm not sure what it's supposed to add.
crimson_fluf 15 Apr, 2020 @ 4:19pm 
It would also encourage players to have to decide whether to tech into shipbuilding earlier to go kill barb camps on islands, or merely defend their continent from raids if they are instead prioritizing teching land units to fight the AI/City-States.
crimson_fluf 15 Apr, 2020 @ 4:15pm 
To test this a played a game with all of my mods on the continent map. There are plenty of barbs spawning.
So even with the other mods, there doesn't appear to be a conflict. It more has to do with this mod not working as you would hope or intend it to with the continent and islands map.

I think an easy fix on your end would be granting the barbarians the shipbuilding tech - giving them the ability to raid your continent, but leaving them their camps on the islands that randomly spawned.

The only downside would be a raiding quadrireme or two - but I think even that would strengthen this mod vastly and make it playable regardless of maps picked.
Thoughts?
crimson_fluf 15 Apr, 2020 @ 4:07pm 
Let me clarify what my second post had intended to. Sorry!

Seems like it's working as intended once I've scouted the entire map, and not a mod conflict. Mod works very well on a continent map. But only on the continent map.

Here's what is seemingly going on in my scenario:

Since I'm playing on the continent and islands map, barbarians seem to spawn a few camps on my continent with the local city-states and a few opposing civs. Myself/city-states/AI's destroy these camps. I would expect more barbs to spawn on my continent now. They often don't. Why? I would assume it is because of barbs spawning on localized islands and there exists some worldly barbarian camp limit.

NEW barbs do in fact randomly spawn, might be on my continent - might be on a tiny localized island. I think the problem here is the random spawn, since barbarians seem to dissipate because they are stuck on localized islands.

Is there any way to remedy this? At least for the Continents and Islands map?
Mdk25  [author] 15 Apr, 2020 @ 7:49am 
@crimson_fluf
The mods you're using may be incompatible with this mod (this is why I created a set of compatible mods).
To test this you need to create a new game with an Isands map, and only this mod.
If you see you're still getting only limited number of Barbarians - let me know, and I will try to create a new mod with even more barbarians.
It's been a while since I worked on Civ VI mods, so it will take me a bit to understand how to do that.
crimson_fluf 14 Apr, 2020 @ 1:21am 
I've done some reading about a known failure in civ 6, where they seemingly fail to spawn on island maps. I'm currently playing on continents and islands. I assume this is the issue here?

If so, is there any way to tamper with where barbs spawn? I've started exploring more this game, and it seems they've spawned on islands.

If not possible to tamper with where they spawn, could you make a tweaked mod that resembles this, but makes them spawn even MORE so that even if they spawn a set amount on unexplored islands, they are then forced to spawn on the continents?

I feel like that could possibly fix the issue I (and I guess others are having) on continental/island maps.
crimson_fluf 14 Apr, 2020 @ 12:19am 
How exactly does this mechanism work if you don't mind?
I'm playing a game now with more barbarians, unlimited barbarian xp and barbarians conquer cities... and I've only encountered three barbarian camps - it is the start of the classical era. Two of those within 6 tiles or so, one near a neighboring AI.

I've scouted my entire continent, so I should be alerted to their spawns. I don't see any barbarians on the entire continent anymore. It seems like it isn't functioning correctly?

I'm playing with the historical eras mod and potato settlers mod. Does something with the slowed down eras result in this? With these two mods I feel like I should be swimming in barbs given it takes pop from cities to produce units and thus really expensive to fight them (for both the AI's, city-states and myself).

Any ideas?
Mdk25  [author] 2 Feb, 2020 @ 12:33pm 
Should now be compatible with the latest Civ VI version

Bryan Black 29 Jan, 2020 @ 12:54am 
Update Please :)
WesFzz 6 Mar, 2019 @ 5:27am 
I really wanted this updated mod, good work so far
BKGamesPI 26 Feb, 2019 @ 2:44pm 
<CompatibleVersions>2.0</CompatibleVersions> add this to the properties section and it's working perfect.
Mdk25  [author] 20 Feb, 2019 @ 3:13am 
@warhammerfrpgm Unfortunately I have no plans on buying/working on gathering storm in the near future.
The mod however changes very basic values within the game, and there is a good chance they have not changed in the new DLC.
So most likely it's working with Gathering Storm.
warhammerfrpgm 18 Feb, 2019 @ 12:50pm 
@mdk25 is there a chance to get this updated to read as compatible with gathering storm. would love to have it in my games.
THE_Übeяmensch 3 Apr, 2018 @ 7:22pm 
Any chance to get a list of what mods this 100% works with?
Many of the barbarian mods out there claim they are NOT compatible with ANY other similar mods that have anything to do with barbarians. Would be good to have a list.

Thanks for this mod.
nerdherdv02 14 Mar, 2018 @ 11:00pm 
this was the game that got me into civ. i have mixed feelings now,,,
Cosmic Fox 19 Jan, 2018 @ 5:17pm 
sadly for any long time civ player (1996)revolution was a horribly done rendition of the game.
Kwynn 13 Dec, 2017 @ 2:02pm 
Civilization Revolution. Played it for hours on my 360,glad someone else knows it.
HaroldClapsaddle 7 Dec, 2017 @ 11:19am 
Alright, now were talkin', I have been trying to get all the barbarian mods to work together for the longest. Yippie now they can bring it. Thanks fo making this mod. I love the idea of the other civs having to deal with the barbarians so it slows em down on spamming. :steamhappy:
JEELEN 5 Dec, 2017 @ 12:22pm 
Nice.