Sid Meier's Civilization V

Sid Meier's Civilization V

Barbarians Evolved
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.
SpartanH347 [FR] 12 Oct, 2024 @ 7:58pm 
@DavidBurnsideZF they all died
DavidBurnsideZF 7 Sep, 2024 @ 6:33am 
There aren't any City States when I play with this mod.
lexasaur3 22 Aug, 2024 @ 12:52am 
Anyone else having a problem where, when playing as the barbs, your cities don't spawn?
all medic 6 Jul, 2024 @ 12:21am 
i played civ5 4k hour i think it's worst unbalanced mod
1 leader can defeat 21 civ(same team, immortal diffculty, huge map)
i don't understand why babarian spawn in my land and city state
focusing on defense and get artillery, you have advantage, but it take too long
Justin 17 Jun, 2024 @ 11:22am 
could probably use an update but thanks for uploading
jdubs730 2 May, 2024 @ 7:01am 
enabling the barb civ makes it so you'll be overwhelmed with endless barb waves around the middle ages even if you lower the spawn rate and turn off garrisons and healing. it's like enabling raging barbs but like 3x. something def broken. I like it with barb civ turned off though.
StrangeSpeeder 17 Apr, 2024 @ 6:11am 
Man.

I don't know what happened, exactly, but somehow my capital city was instantly captured, without any barbarians in my territory, even. Which really sucks becuase, I was playing rather tall at the time, and it had alot of wonders in it.
shargast 14 Apr, 2024 @ 8:38am 
Curious, this mod doesn't show up in my list? Tried with and without 2 show "DLC", also, unsubsrcibed and then subsubsribed (restarted game) and checked file integredy (3 seem to be missing, no clue).
Keldrenon 21 Dec, 2023 @ 11:35pm 
Hi Again ... The problem i have was reproduced by Vox Populi. So not an issue with your mod.
Keldrenon 21 Dec, 2023 @ 3:50pm 
Hi i am currently playing Vox populi 4.2.7 with your mod. Everytime i attack a barbarian camp with a melee unit (sprearman) and i win the fight the general in the same place as said melee unit dies. My Question is now. Is that indended? (Bug report to the community project is on the way) Thanks in advance for you time.
jarda.3 20 Dec, 2023 @ 1:45am 
Hello, and thanks for the mod. Would it be at all possible to make a mod where all civs start as barbarians? Fighting each other and city states, and the successful ones become 'civilizations.' Would it be interesting to you? Thank you.
Killer Tamashi 28 Nov, 2023 @ 2:06am 
Okay I'm a bit confused, I'm going through past comments to try and figure out my crashing issue and..it seems this mod is not compatible with vox populi? The ones that aren't the custom DLL versions, anyway. Which is a shame because I like nightmare mode..
Derakos Zrux 10 Oct, 2023 @ 10:38am 
Playing with YnAEMP and VP 43 on giant earth map with true start locations. Used all 43 civ slots including the Bandit Leader civ. Made their first city in Australia. #immersiveAF lol
Mundi ex Mentis 26 Apr, 2023 @ 11:23pm 
Compatibility confirmed! One element that has always been missing from my Alpha Centauri Map of Planet mod is the mindworms; while Barbarians Evolved doesn't exactly provide them, it does provide the same level of sheer terror that one would expect from continuous attacks by gradually increasing size "boils".
Enabling both this mod and mine will require you to make a choice: the Custom Game option, which allows you to fine-tune barbarian settings (and play as Barbarian civ), lets you play on my maps but doesn't give you the option to Load Scenario; but Set Up Game will allow you to Load Scenario with the default settings of Barbarians Evolved. In my first test (King dif, Epic pace) game, i won at turn 99 by being the last civ standing after the barbarians had wiped all others out!!

Strings suggestion: Single = Mindworm, Cause = Planet Defense, Plural = Boils, Encampment = Fungal Bloom
sw 26 Mar, 2023 @ 9:42am 
With this MOD I have to wait several times longer for the next round. :steamsad:
Mydgard 13 Nov, 2022 @ 7:35am 
@rolypoly you can increase normal AI to play better and lower the barb AI ... and you should probably don't use raging barbs ...
rolypoly 11 Nov, 2022 @ 10:25pm 
rolypoly 11 Nov, 2022 @ 7:52pm 
Lol, look at that. I am somehow holding onto my Capital, but that's about it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2887460914
rolypoly 10 Nov, 2022 @ 8:38pm 
Wow!

So first off, LOVE the mod, it has given me much great fun. I've always kept trying to make the game more fun in the early game and this was just the ticket.

BUT!

I was just playing on Warchief ("Easy") and the Barbarians roflstomped all other civs by turn 93, and while I was able to hold them off and even progress a little bit, they just keep growing and growing as they kill off all the other AI, and now it's of course impossible to go against them with the numbers that they have.

I think this is a great mod, but maybe would be cooler if the Barbarians would attack each other (but not wipe each other out), cuz that's really what Barbarians are about. I think that would still provide with all the fun fending them off, but still be playable without getting overwhelmed!
Mark Loring 26 Sep, 2022 @ 9:36am 
So, barb camps don't evolve into cities unless the Civ is actually chosen I'm assuming right/ I got trounced by them yesterday in a Prince game and just completely overwhelmed. Going to be ready for it next time though.

Great mod. Makes that early game even more of a challenge in trying to hold off the barb onslaught
Canis ΔΘ 25 Sep, 2022 @ 4:50pm 
anyone experience a big with EUI where it wont let you select a civ
Mydgard 11 Jun, 2022 @ 7:29am 
@danvader137: Probably not as Charsi the author isn't working on this mod anymore.
Spooder Venom 7 Jun, 2022 @ 11:44am 
Can someone make this mod multiplayer would be awesome thanks
Spooder Venom 5 Jun, 2022 @ 1:10pm 
Alright thank you
Mydgard 5 Jun, 2022 @ 1:08pm 
But normally before they reach so far they are wiped out.
Mydgard 5 Jun, 2022 @ 1:07pm 
@DanVader137 If you allowed it on gamestart, the barbarians has special units with nukes yes ... see in config screen ...
Spooder Venom 4 Jun, 2022 @ 6:15pm 
And Does this mod allow barbarians to build and use nukes?
Spooder Venom 4 Jun, 2022 @ 5:41pm 
Please make this mod for multiplayer it is amazing
minniefinnie 22 May, 2022 @ 8:40am 
is it possible to allow barbs to build structures like normal cvs?
Javes 18 Mar, 2022 @ 4:01pm 
Is this compatible with Eras - Medieval age?
Chinaman 1 Jan, 2022 @ 10:31am 
The options are so confusing and not explained properly. What the hell should I select for liberate target? What's the difference between Cram Tribal Barbarian and Lead Barbarians
Endeo 2 Dec, 2021 @ 12:15pm 
If used with VP no-EUI it crashes when going to advisor screen.
Mydgard 18 Nov, 2021 @ 8:58am 
First City will appear in turn 2 or 3 @anonymous warrior
Anubis Gaming 17 Nov, 2021 @ 4:40pm 
It doesn't work for me. i can't do anything when playing as the barbarians. all i see is the screen ui and the clouds that cover the map
friend robocat 9 Nov, 2021 @ 9:38am 
pls make standalone mod for barb capturing cities only
A Pebble 24 Aug, 2021 @ 8:58pm 
Cool mod. I doubt it gets updated anymore but I have noticed a bug where when you play as the Barbarians the AI Barbs still have that "zone of control" around their units. So you can only move 1 tile even though the AI is your ally.
Mydgard 19 Jul, 2021 @ 2:45pm 
@jappards200: just use nightmare mode, so they will heal when destroy your units or use the mod unintelligenze artifical or something similar ;)
Jappards200 18 Jul, 2021 @ 1:53pm 
I would use this, but it seems the AI is so stupid, it cannot even send a single unit to save its life.
guttermanek 15 Jun, 2021 @ 8:12am 
@CavalryTanker: yep. That's my current game and holy god. I'm writing a story about my game because it's so interesting.
Krouton 20 Mar, 2021 @ 1:27pm 
@Ajax97 actually into Civ IV barbarian cities would eventually spawn and build units, buildings, and even wonders.