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They are sneaky and they use them far better than any Civ in the game.
But they won't bug you if you always rule the seas first.
It actually works out well if you go double-coastal, with 2 harbours in your first two cities.
Because you'll likely get an Ironclad or Battleship well before anyone else does. (Great General)
That will help you take out the first runaway Civ. And offically take over the oceans.
The only challenge I see, as far as Barbarians go, is when they get a fast AT Crew.
They can be a problem. But they're lots of fun to beat on.
For many, many turns.
Until they finally die.
And getting +1 experience for every attack. :((
Oh, and thank the neighbours for producing those units, with unhapiness.
Otherwise yeah, there are some strange things happening had a game where I was the only one to ever build Theater squares and still for some time other civs where going head to head with me for culture victory despite me having 10 different great works already and maybe 1-2 wonders less than them.
As far as I'm aware, camp-spawned barbarians are based on the highest tech of any faction in the game, with the caveat that a barbarian camp that happens to spawn within (several?) hexes of a horse resource will immediately be able to make certain mounted units regardless of whether any civilization has researched anything at all.
Barbarians that are triggered from an utter lack of amenites might be tied to the victim civ's tech.
Civ 6 tech tree does allow various strange beelining. You can actually build spaceports without metal casting, for instance.