Sid Meier's Civilization V

Sid Meier's Civilization V

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Barbarians Evolved
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Jul 20, 2015 @ 4:03pm
Mar 18, 2017 @ 7:44am
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Barbarians Evolved

Description
This mod grants Barbarian Encampments the capability evolve into cities, as well as capture cities from Civilizations and City States. Be warned, for these Barbarian cities will grow in size, expand their borders and worst of all, spawn more Barbarians to capture more cities!

Version 4 and beyond...

New games of Barbarians Evolved should be started through the "Custom Game" screen unless some other mod prevents you from doing so. The "Setup Game" option remains for players to play map-based scenarios.

On the release of a new version, I recommend starting a new game. Backwards compatibility and stability are not guaranteed.

The Barbarian "Civilization"



The Barbarian Civilization is entirely optional addition to your games. The Barbarians will NEVER appear in a random game slot; you must add them. The mod will still change the aggression and capabilities of Barbarians even if the civilization itself isn't added to your in-game, but the Civilization is vastly superior to the tribe.

The tribal barbarians appear in a darker red on black, like old dried blood. The somewhat civilized kind appear in a brighter red... like fresh blood.



Adding the Civilization to your game is a choice you must explicitly make. It changes the politics and diplomacy of the game by giving the nations of the world a common enemy who WILL engage in perpetual warfare.

Barbarians seem to curbstomp the world at around Prince or King difficulty, and can survive for some time on Deity. They are easily overwhelmed with culture and tourism. The hard part is living long enough to pull it off.

The Barbarians, led by glorious "Leader"

The name of the leader has been deliberately left vague for a very important reason. As of version 3, the Barbarians change names throughout the eras. In acknowledgement and tribute to Leuigi's amazing mod Barbarian Immersion Improvements, evolved Barbarians also change names over time:

Barbarians -> Raiders -> Criminals -> Pirates -> Rebels -> Insurgents -> Terrorists

The changes don't stop there.

The Barbarian Civilization automatically evolves one Encampment on the first game turn for every two eras that have passed. This means - for example - in the Ancient Era, they will immediately evolve one encampment, while if you start a game in the Information Era, they will immediately evolve four.

Barbarian units recieve free promotions from the start of the game that allow them to embark, cross mountains, ice, and ignore terrain costs. Now, when you play on Tilted Axis or Highlands, they will cross mountain ranges and frozen seas to come and kill you.

The Barbarian Civilzation can and does produce Great Generals and other Great People. They don't care for air units, but they can build a unique nuke unit. It is recognized by the World Congress (because I haven't figured out how to turn that off)... though as you might imagine, they don't have very many friends...

Unique Units

Build all the Barbarian units you're familiar with, starting with the Brute and Galley, including Hunters (Archers), Spear Bearers (Spearmen), Loanswords (Swordsmen), Horsemen and Axemen.

In addition, evolved Barbarians have two new, unique units:
  • Enslaved Worker - starting immediately, Barbarians may "train" enslaved workers to improve their lands. They are cheaper than regular workers, but move slower and you are limited to four at a time. But, thanks to the power of the whip, they have the same "strengths" as other Barbarians.
  • Infiltrator - starting with the discovery of Nuclear Fission, the Barbarians can produce infiltrator units that can launch a very short range nuclear "dirty bomb". Infiltrators do not need a Uranium resource, but are limited to two units at a time. They look like scouts because, well, otherwise they wouldn't infiltrate very well would they?

Note: Barbarians must still complete their own Manhattan Project to build Infiltrators, as funny as that sounds.

New Game Mechanic: State-Sponsored Barbarians!

Barbarians Evolved introduces a new improvement to the game, the State-Sponsored Encampment. When built outside civilized lands, these produce Barbarians to (hopefully!) harass your enemies. They convert to a Fort if too close to civilization.

By default, anyone can build these Encampments, but the capability is customizable and can be turned off for everyone or for everyone except the Barbarian Civilization.

Unlimited Experience from Barbarians

As of Version 4, the experience cap from Barbarians is removed.

Fully Configurable

Starting in version 4 of Barbarians Evolved, the mod provides a custom setup screen that allows you to configure many of the options previously available only by editing text files. It also provides four preset modes: Barbarians Evolved (the standard), Custom DLL, Minimal and Nightmare (previously known as White Walkers).

To reach this custom setup screen you must select the Custom Game option after loading mods.

The configurable options are:
  • Healing on/off
  • City Spawning on/off
  • City Evolution on/off
  • Turns per Camp Evolution into City
  • City Capture on/off
  • City Capture requires melee unit yes/no
  • Barbarian units recieve promotions automatically, and what those are
  • Barbarians upgrade units yes/no
  • Barbarians allied with which major civilization
  • Barbarians change names throughout the eras, and what those names are
  • Unit limits on Enslaved Workers and Infiltrators
  • State-sponsored Encampment construction allowed or not
  • Colors of Tribal Barbarians and the Barbarian civilization

Please read the pinned discussion topics for more information. There are text based settings files if you are comfortable with that or can't use the Barbarians Evolved setup screen for whatever reason (usually YNAEMP).

What I haven't created a configuration page for is the Barbarian defines. It wouldn't be too hard to do, but I just don't think there's a demand for it. If you think otherwise let me know.

Compatability Notes

I highly recommend you use either the custom DLL preset or minimal presets if using the Community Balance patch, or any other mod that modifies the game DLL.

Really Advanced Setup may not work properly (untested).

Acknowledgements

I would like to thank the following modders:

Preffect for their Fortress Borders mod which was the start of it all, because it inspired me to try and put a border around a Barbarian Encampment.

JFD for allowing me to use portions of their Germans mod as inspiration.

Leuigi for their Barbarian Immersion Improvements mod - something I peered into to discover how to change Barbarian text strings dynamically.

Xaragas from CivFanatics contributed mod detection code. His contributions were and continue to be extremely valuable.

Everyone on CivFanatics who either a) wrote a tutorial or b) contributed to the Lua and UI reference documentation. You know who you are.

This mod is designed and tested on Civ 5 with the Brave New World and Gods and Kings DLC.

This mod is an ongoing work. If you'd like to help, please post constructive criticism and feedback in the comments, rate this mod, add it to your favourites, etc.

Direct Download Link

http://steamworkshopdownloader.com/view/485249197
Popular Discussions View All (37)
14
Jun 6, 2023 @ 8:31pm
PINNED: NEW (v3) - Barbarian Settings File
Charsi
13
May 17, 2021 @ 1:29pm
Map doesn't exist
Too broke for Baldurs
8
Nov 28, 2023 @ 1:03am
Next Turn Crash - Runtime Error
Moriasa
1,933 Comments
StrangeSpeeder Apr 17 @ 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 Apr 14 @ 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 Dec 21, 2023 @ 11:35pm 
Hi Again ... The problem i have was reproduced by Vox Populi. So not an issue with your mod.
Keldrenon Dec 21, 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 Dec 20, 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 Nov 28, 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 Oct 10, 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 Apr 26, 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 Mar 26, 2023 @ 9:42am 
With this MOD I have to wait several times longer for the next round. :steamsad:
Mydgard Nov 13, 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 ...