Sid Meier's Civilization VI

Sid Meier's Civilization VI

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EpsTweak for Barbarians
   
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Type: Mod
File Size
Posted
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518.609 KB
Jun 23, 2021 @ 8:27am
Aug 15, 2021 @ 2:20pm
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EpsTweak for Barbarians

Description
EpsTweak is a series of small mods that tweak the balance of Civ 6. Rather than put all of them into one hefty package, I've split them into small fragments to allow you to make your own custom rulesets.


Civ 6 barbarians are rough. Ignore them for the slightest bit too much and they go from 0 to horde in the span of seconds. Overlook two or more camps that way and your whole game gets ruined by a relentless torrent of savages. From a game design perspective, I don't mind this too much, as it forces you to actually build units that will be useful later down the line. The problem, however, comes in multiplayer, where whether you even get barbarian camps near you and how many is entirely up to RNG. This means that a small subset of players get to build up their economy while the rest have to waste time building extra units.

So this mod softens the blow by reducing the number of units Barbarians spawn for raids, as well as adding slight combat bonuess to an early tech and civic:

Both types of barbarian wave (Raid and siege) spawn 1 less Melee unit.
Additionally, siege waves (which are triggered after they pillage a certain number of tiles) spawn 1 less Ranged unit.
After you unlock Bronze Working, you get a +2 Combat Strength against Barbarians.
After you unlock Military Tradition, you get an extra +2 Combat Strength against Barbarians.

In addtion to the above, this mod also changes the name of the ancient-era Barbarian Horseman (with 20 strength) to "Nomad", and gives it a new icon to more clearly differentiate it from the classical-era, full-strength Barbarian Horseman.

9 Comments
Eps  [author] Oct 6, 2023 @ 4:18am 
They do. The effect is not restricted to human players only.
HellzRaider Oct 5, 2023 @ 9:19am 
Great mod, but I have a question. Does the AI also get the combat bonus? I assume they do which is the reason I wanted a mod like this, so a single camp doesn't take out a Civ's entire military. Thanks.
DaniAngione Jun 13, 2023 @ 4:06pm 
Is this mod compatible with Sukritact's Barbarians?
PizzaSHARK Mar 9, 2023 @ 10:27pm 
You're a lifesaver. Ever since I stopped using BBS for deity games, I missed BBS' making barbarians less of a pain in the ass because vanilla barbarians are... nuts. This sounds like they'll still be relevant but less likely to force me to restart games because I had 3 camps spawn around me on turn 10.
Lucius, the Heavenly Dragon Nov 7, 2022 @ 1:29pm 
Can you also make the Nomad upgrade into the Horseman?
Fork The Disemboweler Oct 14, 2022 @ 7:34am 
Nice, thanks for the answer.
Eps  [author] Oct 13, 2022 @ 7:58am 
You can modify the Core/GameDefines.xml file. The entries you want to remove are Technologies, TechnologyModifiers, Civics, and CivicModifiers.
Fork The Disemboweler Oct 13, 2022 @ 7:54am 
Is it possible to change mod, so there would be no bonuses for Military Tradition andd Bronze Working? I use some other mods for barbs, so for me it is enough to have just less spawn.
Junky Jun 24, 2021 @ 10:14am 
Barbarinas :)