Sid Meier's Civilization V

Sid Meier's Civilization V

Barbarian Spawn Increase
130 Comments
Hyakinthos 10 Aug, 2024 @ 8:03pm 
entire continents were razed by barbarian hordes - within 20 turns, my starting warrior was surrounded on every side and pounded by the barbarians. i captured five workers / settlers from the mongolians alone - im not sure I even made a worker the entire game. landed a cavalryman on a frozen island at the bottom of the map and spent the next 20 turns killing barbarians 1 by 1 before being forced to retreat. 10/10
grinder007 28 Jul, 2024 @ 8:05pm 
Noob Question , How exactly would we know ( alert / notification ? ) if a Mod has an update for download ? This Mod says last updated in 2015 ...
Croaker 1 Mar, 2023 @ 7:55am 
Anybody having issues with the XP edit? Doesn't seem to be working.
krw1455 20 Feb, 2023 @ 7:02pm 
This mod isn't loading in my game. I'm subscribed, and other mods I subscribed to at the same time show up in my mod list in-game, but not 'Barbarian Spawn Increase'. There is also no folder for it in Documents\My Games\Sid Meier's Civilization 5\MODS. I don't suppose there is some way I can manually download the mod?
~BirbMen~ 23 Nov, 2021 @ 10:35am 
how can i make it so that more barbarians spawn per camp and more rapidly?
im playing with barbarians evolved, luigis and vox populi, and it seems that is not enough barbarians :(
please help
( ͡° ͜ʖ ͡°) Roudydogg1 4 May, 2021 @ 4:29am 
DOA?
static void 29 Oct, 2020 @ 10:52am 
Great mod. I always wanted more challenge than vanilla raged barbarians offered. Tried Barbarians Evolved but that was unplayable and the barbarians would decimate half of the opponents till renaissance era. This mod strikes just the right balance IMO. Raging barbarians are now more challenging, but not OP.
Pondera the Radio Angel 15 Jan, 2020 @ 5:28pm 
Take a shot everytime OP types the word "Barbarians"
AAAAAAAAAAND dead.
nothing 1 Sep, 2019 @ 12:40pm 
Your script is very friendly.
The Grimwar 28 Jul, 2019 @ 2:09pm 
Ah, I see.
lshipp  [author] 28 Jul, 2019 @ 5:55am 
This mod affects the spawn rate of Barbarians. It does not affect what Barb units do after they are spawned as that is controlled in the games core DLL.
lshipp  [author] 28 Jul, 2019 @ 5:53am 
No. The mod increaes the rate of Barbarian Spawning across the board. With Raging Barbarians selected you get Raging Barbs +

Without Raging Barbarians turned on you get somewhere between the "normal" settting and the usual results of hainvg Raging Barbarians turned on.
The Grimwar 7 Jul, 2019 @ 5:31pm 
But the barbarian spawn rate is the same whether or not you click raging barbarians?
lshipp  [author] 7 Jul, 2019 @ 2:50pm 
no.

It makes both the "Normal" Barbarians and "Raging" Barbarians settings produce more barbarians than those settings would otherwise.
The Grimwar 24 Jun, 2019 @ 1:59pm 
Okay, so this mod basically is the Raging Barbarians switch?
lshipp  [author] 23 Jun, 2019 @ 3:54pm 
With this mod only running and Raging Barbs turned on the result will be like doubled Raging Barbs is the best approximation I could give.

If the mod is active but Raging Barbs is not on then the result will be something somewhere between "normal" barbs and Raging Barbs.

If the mod is enabled at the same time as Barbarians Evolved you might not see much observable effect from Barbarian Spawn Increase because Barbarians Evolved pumps out so many extra barbs the settings of the game parameters doesn't seem to much matter. Barbarians Evolved also as I recall re-writes the same GameDefines as this mod, and as I recall is set to load *after* Barbarian Spawn Increase, so has final "say" over the GlobalDefines we are both adjusting.

It has been literal years however since I looked into the details of the interactions between the two mods when both are running, so I am flying pretty much from memory on the end effect of this sort of a game setup
The Grimwar 18 Jun, 2019 @ 11:36pm 
So when both mods are activated, but it's not on raging Barbarians, is the spawn rate slightly increased?

I haven't played a game with this mod, barbs evolved, AND Raging Barbarians are all turned on, I thought this mod would put the spawn rate somewhere in between raging and not raging.
lshipp  [author] 18 Jun, 2019 @ 6:00pm 
All that having been said, I normally experience a pretty hefty Barb onslaught on my cities in the early game, far more than when only Raging Barbarians is selected, but as this mod does not create a new set of rules ofr Barbarian Spawning, once a player "pacifies" an area by settling it or by keeping it under observation, Barb Encampments no longer form in that area and therefore barbarians units do not spawn either.
lshipp  [author] 18 Jun, 2019 @ 5:57pm 
It is in fact true. Barbarians Evolved makes the effect of this mod appear to be negligible when both mods are enabled, however, since it creates a level of spawning that is just super crazy.

With only this mod enabled and Raging Barbarians turned on I often find unexplored areas of the map literally carpetted in Barbarian Units. But hving more barbarians spawning does not in and of itself equal a greater propensity for Barbarian Armies to attack cities and the like, as this behavior is controlled by the game's source code in the DLL, which this mod does not effect in any way.
The Grimwar 1 Jun, 2019 @ 9:13pm 
In Barbarians Evolved, when I put on Raging Barbarians, the spawn rate is increased to the point where I end up winning a Domination victory without conquering a single city!
The Grimwar 1 Jun, 2019 @ 9:12pm 
So...this makes the barbarians more active than normal raging barbarians? That can't be true, What about if Barbarians Evolved is active? I've used this mod with that one active for long enough that when I stopped, 4 civs should have lost their Capital by now!
lshipp  [author] 1 Jun, 2019 @ 7:54pm 
It increases the spawn rate above the usual rate for raging barbarians
The normal barbarians setting is more like having raging barbarians turned on when this mod is active, and raging barbarians is raging barbarians +
The Grimwar 30 May, 2019 @ 3:34pm 
So...this mod increases the spawn rate, but not to the levels raging barbarians increases it?
sw 13 Feb, 2019 @ 11:25am 
Look at barbarians evolved. Someone has the same problem:
It seems that Barbs from state sponsored camps are avoiding attacking a city/civ their encampment was built around. I built 2-3 encampments for each civ, to finish off celts and harass indonesia and maya, but barbs dont dare attacking them, despite having a large army amassed 3 tiles away from a civ. Instead they walk/run away in the exact opposite direction.
sw 11 Feb, 2019 @ 12:55am 
And this allthoughI do not use new MODs since 2 years! I am really confused. I even installed all new - nothing happened. :-0
sw 11 Feb, 2019 @ 12:49am 
Thx I see that you changed nothing the last years - so I am irritated :
Your code is
<!-- original value "150" -->
<Update>
<Where Type="GAMESPEED_EPIC"/>
<Set BarbPercent="100"/> ==> your setting

I set it meanwhile to 50. And you can imagine you normally can't play with this setting. In former times I tried it once with 75 - it was impossible to play. Barbarien destroyed anything. I they could they would hyve destroyed all cities.

Meanwhile
lshipp  [author] 10 Feb, 2019 @ 6:52am 
The code has not changed in multiple years, so I have no idea what might be happening.
sw 13 Jan, 2019 @ 11:17pm 
Masses of barbars are standing on the edge of the maps but do not attack anymore.
sw 13 Jan, 2019 @ 6:16am 
The last games I have the problem, that I see nearly no barbrians. Any idea? Nothing has happened (no new MODs installed). And if I take a look at the AI - the same. No problem with barbarians.
sw 1 Dec, 2017 @ 9:15am 
Since more than 1 year it's a standard MOD of my games - and it works fine with unlimited barbarian XP
lshipp  [author] 22 Oct, 2016 @ 7:23am 
You add the underline to remove the ability to get unlimitied XP from fighting barbarians.

The file does in fact work. But the nature of mods in civ5 is that if any other mod adjusts the same ability within the game, and that other mod loads after Barbarian Spawn Increase, then that other mod will be the one whose code applies within the game.
Lord Setting 25 Jul, 2016 @ 4:30pm 
Shiggidiggu Thank's for the warning
Chimaera 19 Apr, 2016 @ 2:17pm 
Barbarians Evolved and this mod certainly do work together, although I would definitely not advise using them together, especially with Raging Barbarians activated. I was doing a 24 player AI game using YnAEMP's Earth Map, and the barbs were allowed to coalesce in the heart of Siberia and spread along Eurasia unhindered until they'd conquered most of Russia and completely wiped out all of Mongolia and the Huns. I guess the barbs were bugged or something, but it appeared like they were completely overtaking the other civilisations in soldier production and seemingly acquiring more advanced warring technology than the other civs. Would not recommend playing a game with them.
lshipp  [author] 25 Jan, 2016 @ 10:51am 
[quote]Few things are more frightening than facing a barbarian nation with 10 cities that surround your capital. *shudder*[/quote]

I think that there might be a case where beelining for the Great Wall caould be of advantage :) Though it isn't anywhere near as useful as it was in Civ4. (:
NunquamReverto 24 Jan, 2016 @ 8:16pm 
Edit my last comment: I used the two mode in question along with Leugi's Barbarians enhanced.
NunquamReverto 24 Jan, 2016 @ 8:15pm 
Have checked, and to answer the question, it's compatible with Barbarians evolved. Be prepared for a war if you use them in tandem though. I played on a 14 player Pangaea on Diety and the barbarians overwhelmed the three players around me within the first 75 turns. Few things are more frightening than facing a barbarian nation with 10 cities that surround your capital. *shudder*
Elitegamer010 24 Jan, 2016 @ 9:36am 
@ishipp ok thanks
lshipp  [author] 24 Jan, 2016 @ 9:30am 
@Elitegamer010

As I mentioned in my Dec30, 2015 comment the two mods might conflict but I have not heard any confirmation that they do. The author of the Barbarians Evolved mod did not think the two mods would conflict.
Elitegamer010 24 Jan, 2016 @ 3:23am 
does this work with barbarians evolved?
lshipp  [author] 30 Dec, 2015 @ 8:21am 
I'm not 100% sure they conflict, but they might.

Leugi thought his mod would not conflict so long as his loads 1st, which I've added code to this mod to be sure Leugi's loads 1st when both are enabled. But other people have noted conflicts between their mods and Leugi's mod.

Barbarians Evolved I am not sure one way or the other, but Barbs Evolved and Barb Spawn Increase might conflict.

The real problem for me is since this mod was 1st introduced there have been quite a few mods released on Steam Workshop or via Civfanatics etc. each of which may or may not conflict. Crazy Extra Barbs seems to have become a thing not unlike the reddit Battle Royale . :steamhappy:
NunquamReverto 29 Dec, 2015 @ 10:30pm 
If this is incompatible with Leugi's BArbarian Enhancement mod and Barbs Evolved, then that's a shame. I love mods that can be combined to add some teeth to the barbarians.
lshipp  [author] 29 Nov, 2015 @ 6:59pm 
there may be another mod interfering, though. Leugi's Barbarian Enhancements mod I think may interfere, as well as the Barbs Evolved mod, I think (I can't remember what all Barbs Evolved does).
lshipp  [author] 29 Nov, 2015 @ 6:57pm 
nope....you get far more
campbellmc14 29 Nov, 2015 @ 1:45pm 
Hm, I think this mod makes it so that if you use "Raging Barbarians", you actually get less barbarians. Can anyone confirm that for me?
lshipp  [author] 7 Nov, 2015 @ 7:14am 
@axatoramus

??
This mod has never caused a crash for me. Nor do I see how it can on its own since all it does is adjust some of the values the game uses for how often Barbarian Units and Camps can spawn.
axatoramus 30 Jul, 2015 @ 4:31pm 
DAMN CRASHES
Charsi 22 Jul, 2015 @ 5:31am 
Barbarian Lands should no longer be used. Instead, use Barbarians Evolved.
UwU Dani 23 Jun, 2015 @ 10:28am 
Anyone else getting crashes with the Barbarian Lands Mod?
lshipp  [author] 23 May, 2015 @ 4:17pm 
Yeah, that would be the way to do it.

I seem not to be getting notifications consistently on this mod as well as a couple of my other mods when people leave comments. From a discussion with other mod-authors on CivFanatics this seems to be a "thing" with older mods as of a few Steam Client Updates ago.
Serp 15 May, 2015 @ 1:43pm 
@Vrishnak92™:
Just reduce the value "BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP" in Barbarian_Hordes.xml