Sid Meier's Civilization V

Sid Meier's Civilization V

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Barbarians Evolved
File Size
3.549 MB
Jul 20, 2015 @ 4:03pm
Mar 18, 2017 @ 7:44am
36 Change Notes ( view )

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Barbarians Evolved

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).


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.

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Popular Discussions View All (29)
Nov 11, 2017 @ 6:44am
First city dissapears 1 turn after its creation
Sep 2, 2017 @ 1:07pm
Map doesn't exist
Hussein Tuzlaw
May 13, 2016 @ 4:55pm
PINNED: NEW (v3) - Barbarian Settings File
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Tom Foolery 5 hours ago 
I have a bug report. Every instance of the word "Base" in any section (be it Civilopedia or the "Rebase mode" order) has been replaced by "Training Camp." I'm playing with BNW and IGE, but that's it. Think this mod might be it?
Kev Apr 11 @ 9:50am 
Greetings. This mod has breathed new life into my Civ 5 games, so thank you for that! I have not ever got into doing actual modding myself, but I would like to make one change to the "White Walkers" if I can figure it out. I would like to remove their ability to cross any terrain without penalties. Is this something a total newb could pull off with some effort? Thanks!
Yotz Apr 9 @ 3:20am 
Nevermind, I was doing a challenge run with a friendwith Nightmare mode and ended up beating it anyway. Just ditched improving any tiles and snuck 3 infantry with a settler to their capital and launched a full attack directly on it, winning the game.
Yotz Apr 7 @ 2:38pm 
@Mydgard Nah, I had postive happiness and they appeared every single turn for 10+ turns straight.
Mydgard Apr 7 @ 11:04am 
@yotz maybe those are not barbarians than rebels? they appear if you lack happyness and they try to overthrow your government.
Yotz Apr 7 @ 7:56am 
Having problems with Barbarians spawning inside of my controlled lands that don't already have units on them. Around the first airplanes age and each time I end my turn, any tiles that I don't have units sitting on near my capital have barbarians pop up in. This causes me to have to baby sit an entire army to prevent mass spawns, and clean up those that do. It's so bad I'm at my limit of troops I can have and am unable to spawn due to it. I'm playing on NIghtmare mode. Is this on purpose? Is it a bug? Can I disable it? I am playing with advance promotions and Future Tech. Thanks.
beef92 Mar 31 @ 3:33pm 
@Charsi - I didn't see the spawn slider in there but I may have missed it. I use the Advanced Setup mod so that may have affected it somehow. Thanks for the reply!
Charsi  [author] Mar 30 @ 10:09am 
@beef92 - there should be sliders to customize the spawn rate.

@grimlock199 - i've tried for a LONG time to be compatible with Vox Populi. They continue to change and add new features and I simply cannot keep up. There would have to be an entirely separate version of the mod for Vox Populi, and it would likely be a gutted, simplified version.
Mydgard Mar 21 @ 6:51pm 
@beef92: Imho there wasn't an update since about a year ... just increase AI difficulty or decrease barbarian spawn rate ... oh and don't play with the undead scenario :)
beef92 Mar 21 @ 7:26am 
Loved this mod in the past, but after the last update the barbarians are completely overwhelming. I was able to keep my city alive because I built up the force to defend it early but by about turn 50 most of the city-states and about 3 other civs had already been wiped out, leaving the majority of the map swarming with brutes lol. Could be fun in a certain scenario but for regular gameplay, please adjust back to the earlier settings. Thanks!