Sid Meier's Civilization VI

Sid Meier's Civilization VI

Sukritact's Barbarians--
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.
Gray Pockets 23 Feb, 2024 @ 4:37am 
This mod has no affect on the AI.

Civ AI has always been pretty lame, none of what you described seems odd to me.

If you are having a mod issue, it's not this one. It's very simple.
Apollo702 22 Feb, 2024 @ 8:12pm 
There may be a problem here:

It will take some more experimentation to see if this one is the culprit as a number of mods were installed at once and the game was updated.

Now, the barbarians barely are moving and almost never attack. They also are leaving their camps completely open for me to stroll in and grab..

Another change is now city states no longer have their units mindlessly milling around- now many of them freeze in place- which is not so great when they do it over goody huts.

I am going to test these things out a bit more and report back sometime soon.
Gray Pockets 13 Feb, 2024 @ 11:14am 
I have personally tested this extensively, and found it to work as described.

I'm a big fan of the nerf to early Barbarian Galleys. Next time you run into a Barbarian Galley with this mod, check out the -10 penalty to their combat score.
shumway77 13 Feb, 2024 @ 10:52am 
Can we be sure that this mod really does anything? I keep getting smashed to pieces by barbarians. Why did Firaxis screw this game feature up so badly?
Lazaway 15 Nov, 2023 @ 8:38pm 
Turns out no crazy barb contending Deity AI and received surprise attack pre turn 20 consecutively among my restarts. Lol
3D Master 5 Nov, 2023 @ 11:34pm 
Can you expand this to be the same for man-at-arms? No Man-at-arms for barbarians without access to iron; either a source nearby or pillaged from a mine? That way, if you have Hamurabi in your game you don't face Barbarina Man-At-Arms by turn three.
doormanhj 9 Oct, 2023 @ 2:43pm 
thank you so much for making this mod like today i was on turn... i think it was 8 and then 2 quadquireme's the came in and destroyed all of my ships (i only had one) and then 3 knights just came in after and it just fucked me up so much:steamthumbsup:
理塘の猛虎 17 Sep, 2023 @ 2:01am 
武秦始皇直接爆笑如雷了
kammyshep 14 Aug, 2023 @ 6:45pm 
lol yolo
Gabriel Rockman 29 Jul, 2023 @ 7:14am 
I like playing on Marathon, but Barbarians spawn units ridiculously fast on Marathon. I think they spawn units at the same speed regardless of game speed. I remember one time a Barbarian camp was just 4 tiles from my capital, and a warrior spawned every 3 turns from turn 18 to turn 33, while my warrior was fortified in a tile that I owned 2 tiles away from my capital watching them spawn and healing 15 points per turn while fighting them off. It really ruined the game for me. Does this mod affect the Barbarian spawn interval on Marathon?
the21er.power.cat 21 Jul, 2023 @ 1:03am 
what about the turn 20 man-at-arms? Does this mode help with that?
civitas44 20 Jul, 2023 @ 4:13am 
My girlfriend and I were playing together as a team of two and the barbarian AIs decided to spam quadquiremes and god damn pikemans and man of arms on turn 10!
Sloth 17 Jun, 2023 @ 3:18am 
I agree Quadriremes feel very strong for the first barbarian navel unit, but I think there is a reason for that. Having Galleys be the base unit results in AI stalemates, where in narrow sea corridors, Barb galleys and AI galleys will just sit next to eachother, never attacking. Effectively blockading that corridor permanently. Quadriremes force attacks or retreats. Maybe keep the Quadriremes but penalise their melee strength more with the malus?
NightKnight 15 Jun, 2023 @ 2:17pm 
Actually I kinda like Barbarian being stronger cuz they could fuck up the AI opponents for me. AI so dumb, doesnt build units.
Stahlseele 15 Jun, 2023 @ 11:41am 
FUCKING NECCESSARY! THANK YOU!
wallfllwr 15 Jun, 2023 @ 7:53am 
THANK YOU! I swear, having to fight a horseman or something like that on turn 5 when I'm still learning the game is very disheartening.
< blank > 15 Jun, 2023 @ 7:04am 
A single, insanely aggressive quadquireme literally destroyed my game inside of turn 150 yesterday... destroyed a city and the slinger that was not far off to defend it. Was surreal. Thank you.
R2k 14 Jun, 2023 @ 10:44pm 
They are originally weak, but after this it feels like they are useless now. Just useless red boys.
Doc_Furtado 13 Jun, 2023 @ 4:04pm 
Lets give power to barbs, to make game more competitive
M 13 Jun, 2023 @ 12:42pm 
I agree with fsupple1, you guys are doing a great job keeping this game interesting. Thank you
fsupple1 12 Jun, 2023 @ 9:58am 
Sukritact, this is just to thank you for all the work you do providing high quality mods. I'm 84 years old living on SS. If I had to rely on the game developer to produced DLC's for all your work I could not afford to even play this game. There are many other modders who are excellent mod producers such as Plati, Deliverator, JNR, Leuigi, Bastrod, infixo, p0kiehl, Albro, etc. You are one of the best as I find your work to be exceptionally well done. Please keep up the excellent work as you and your other compatriots are keeping this game alive providing new game experiences.
Sirene 11 Jun, 2023 @ 12:26pm 
Thank you!! This was something I thought about a long while ago and I'm glad it's a reality now. I've been really enjoying your mods. :needy_heart:
MarsEco 11 Jun, 2023 @ 10:36am 
How do this work (if it does) with the Barbarian Clans Game Mode? Does the mod work with it, does it make the same changes, and this might be just for me but when do barbarians get tech researched for them is it just the leading tech civ?
Lucius, the Heavenly Dragon 11 Jun, 2023 @ 6:45am 
Very nice. This is truly a case of you never know you want it until you see a mod for it and then you can't imagine how you played without it.

Thank you very much for your excellent work, Sukritact!