Sid Meier's Civilization VI

Sid Meier's Civilization VI

Revenge of the Barbarians
110 Comments
Display Name Apr 17 @ 8:11am 
oops, I didnt understand that from the first reading, what a shame
Shadow  [author] Apr 16 @ 5:39pm 
Yes. The requirement is listed.
Display Name Apr 16 @ 1:24pm 
bruh, it only works in gathering storm ruleset
Display Name Apr 16 @ 11:25am 
I have no idea why but this mod conflicts with the dependent mod (I left only these two mods enabled)
josearte777 Jan 25 @ 6:36pm 
Hola buenas, no lo sé porqué no me sale los bárbaros en el juego original sin este mod
NanoGalactic Aug 19, 2024 @ 2:15am 
With Barb Clans on: it seems like at some point this mod makes the game attempt to spawn barb camps, which don't actually spawn. It will play the notification of a new camp spawning, which doesn't actually appear. The notification behaves as normal, so upon clicking it you will be shown where it is/should have been. There is a sound difference though; instead of the 'barb-camp-appearing-sound' it plays the sound used for when scouts find your city, or you have too few amenities or housing
The Fair Tyrant Mar 3, 2024 @ 9:17am 
Bandits make the start hell, and continue to be annoying throughout. Fantastic mod. My only complaint is that I get these weird pauses after attacking barbarian units now.
Gray Pockets Feb 27, 2024 @ 10:39am 
I created an extension mod: Revenge of the Barbarians - Cooks

This includes modifications I previously posted to GitHub.

@Shadow feel free to include this in your mod if it's to your liking.
Darío Oct 31, 2023 @ 11:19am 
If hell is like this, I like it. Thanks for the mod, boss!
Shadow  [author] Oct 10, 2023 @ 8:11pm 
Es más desafiante, naturalmente, pero no imposible si se les está encima a los bárbaros y se tiene cierta experiencia con cómo piensan. Hay que mantener la iniciativa y si, claro, darle mayor prioridad a la defensa que en el juego base.
Pagliacci Oct 10, 2023 @ 5:02pm 
pesimo mod,solo es para molestar al jugador 5 batidores aparecen de todos los lados a joder la unica unidad de guerreros y solo le pasa al jugar humano por que la IA esta a todo culo quitandote maravillas
Shadow  [author] Sep 2, 2023 @ 5:56pm 
Thank you, brug. :cozywowscap:
IFIO Sep 2, 2023 @ 5:44pm 
Absolutely brilliant concept and execution
Shadow  [author] Jun 4, 2023 @ 7:34am 
Hey Markooo,

The mod deals with units to a certain extent and barbarian behavior. I've tried to make it as modular as possible, so it should be compatible with other mods as long as they don't modify the same things I do. But I can't guarantee it: test it and see how it goes.
Markooo Jun 4, 2023 @ 1:38am 
is this mod compatible to mods with time tweaks such as longer research and civic's, will the barbarians become insurgent while im still at medieval period??, ty for answering in advance
SGT-Jacktomm May 3, 2023 @ 5:48pm 
Hi love the way you think with barbs till insurgents... Can you please find a way to make a few additions? I wish I knew how to do it but I just cant...
1-can you make it that the "terrorist/Insurgents" have a base somewhere and until you kill the base, it will spawn a ton of cells all over, targeting specific government types, like democracy...but once you kill the base or the terrorist leader then all terrorist cells die out.
2-can you also make it that, each civ should have a leader or president unit, depending on their government type, and if that leader is assassinated or killed, then it leaves your military demobilized? If you can do that then I guess also give spies the ability to protect or assassinate this leader unit?
God Emperor D Nov 13, 2022 @ 6:00am 
Could you make a version of this that is more brutal? I want to play a game where every hex is a struggle.
Junky Jul 16, 2022 @ 12:16pm 
Thanks!
Shadow  [author] Jul 14, 2022 @ 6:40pm 
Hey Humpel! Added German to the list of compatible languages, with a link to that mod pack.
H.Humpel Jul 14, 2022 @ 5:28pm 
Hi Shadow,
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Icicleman Feb 18, 2022 @ 11:33am 
Are you planning on updating this mod for the barbarian clans mode? I would play standard but I really enjoy the idea of hiring barbarians.
Shadow  [author] Jun 3, 2021 @ 2:24pm 
Probably not, if they also tinker with Barbarian settings.
Temida Jun 3, 2021 @ 2:03pm 
Can I use your mod wit any of this two mods:
[Support RF/GS] Barbarian Breakout by Flactine
Crazy Barbarians (support GS)by KCucumber and Sakemy
Doc_Furtado Apr 18, 2021 @ 5:01pm 
When came to Rio de Janeiro, will be a plesure pay to you a coffe
JBeranek Mar 3, 2021 @ 3:22am 
Thanks makes sense!
Shadow  [author] Mar 2, 2021 @ 5:12am 
The mod was originally conceived with the standard Barbarian mechanics in mind. The new mode requires rethinking fundamentals. I may look into it, but I cannot promise anything.

Keep in mind this doesn't mean the mod's broken, since the new Barbarians mode is optional. Standard should work fine.
JBeranek Mar 2, 2021 @ 2:06am 
Seems that the mod kinda breaks Barbarians with the new Mode. Any chance it can get updated for the new barbarian stuff?
Shadow  [author] Feb 25, 2021 @ 12:50pm 
Just a heads up: I have nooo idea how the mod will interact with the new Barbarians mode Firaxis is cooking up. Might be wild and fun, or totally broken, or something inbetween. I haven't modded Civ6 in a while, so I hope nothing breaks in the standard functioning of Barbarians, which is what the mod contemplates.
YouCanCallMeMarmelade Jan 19, 2021 @ 9:27am 
For some reason all my barb camps are only spawning lookouts
Quineloe Dec 28, 2020 @ 5:05pm 
played a few test games, nowhere near what Raging barbarians did before it broke :/
Shadow  [author] Dec 28, 2020 @ 4:57am 
Barbarians will spawn plenty.
Quineloe Dec 28, 2020 @ 4:21am 
but does this also provide more barbarian spawns?
Shadow  [author] Dec 14, 2020 @ 4:52pm 
Partisan does not date back to WW2. The term comes from Old French and Old Italian. There was also a polearm weapon of the same name which dates back to the 16th and 17th centuries.

As for the other things, Barbarian behaviour can only be modified to a limited extent. And they behave the same way through the ages. Barbarians will generally be stronger in the early game mainly due to the fact the footprint of proper civilizations is at its smallest in the beginning.

Once civilizations spread, they'll be mostly relegated to isolated islands and the last continents to be colonized. The speed, aggression and new units provided by this mod will keep them somewhat relevant, but that can only go so far against large, developed empires.
Alekshandros Dec 14, 2020 @ 3:47pm 
@Shadow I have come to realize that the barbarian melee unit called "Partisan" is in the renaissance age, which is somewhat incorrect since this term began to be used during WWII, the modern era, where the unit of " Mercenary ", which in turn would be better in the renaissance period since during this period, especially during the European religious wars and in Germany, mercenaries were a very important force in all armies.

Also, as a suggestion more than anything, and if it is possible to do so, it would be good that during precisely the renaissance and modern epoch the barbarians were somewhat stronger and more dangerous (more than anything because in these times there is hardly any ground left for them to appear, generally remaining relegated to abandoned islands); I've always thought it would be nice if barbarians could create airplanes to scout and have marine infantry units, allowing them to loot and attack you from these remote places.
Alekshandros Dec 14, 2020 @ 9:59am 
@Wilson If you play safe and go quickly to destroy their camps or control their explorers the moment you see them appear (and you get a message warning you) you will have zero problems during the game. This works for both the vanilla and the mod because the barbarians are not aggressive until they see your cities. This, of course, assuming you have no other mods activated that modify the barbarians' aggressiveness or their spawn time and proximity.

Honestly, since the Civ3 which had the horde mechanic for the barbarians, these are no longer a real problem in games, whether they are modded or not. I have played multiple games with the mod on, more for the variety of units than anything else, and, while it is true that now they are somewhat more problematic to deal with, the barbarians have never been more than a one-off nuisance when it comes to moving civilians. Even the AI gets rid of them relatively quickly.
Admiral Billy Dec 12, 2020 @ 1:12pm 
For the record I love hilariously aggressive barbarians! I could see a bit of customization going a long way for compatibility/player preference, but I quite enjoy playing with this. :DSMskull:
Shadow  [author] Dec 12, 2020 @ 5:20am 
I don't know what to tell you. It does change the early game priorities significantly, but it is manageable if you remain aggressive, with a strong military covering your expansion, wiping out camps and actually securing territory before plopping down cities. If you take an overly defensive posture, you may be overwhelmed.
akontio Dec 11, 2020 @ 6:37pm 
Note if you think I'm exaggerating, I have ended up killing nearly 30 barbs, have no met no civs yet, and have sinked 70 turns of production into units (that have died due to their archer/bandit spam and suicidal recon units) https://prnt.sc/w0xkqy
akontio Dec 11, 2020 @ 6:31pm 
For the love of god don't install this mod, it actually makes the game unplayable, I have been dealing with nothing but endless hordes of barbs instead of actually playing the game man.

Even if I bombrushed archery and produce nothing but military units it would still not be enough. https://prnt.sc/w0xid9
CPA Runner Nov 7, 2020 @ 7:49am 
Great addition to the game. Just a little overpowered when combining with other mods such as Barbarians Evolved.

Trying to make some adjustments for game play and the quickest adjustment is to make the bandit an replacement for the slinger instead of the archer. The barbarians starting out with an archer replacement, since that is the first ranged barbarian unit, makes for a rough start.

Only possible issue is that there is no 'archer' upgrade for the bandit with my simple change, so I may need to make a new archer replacement.

Noah Oct 12, 2020 @ 11:10pm 
MaCC165 Oct 3, 2020 @ 1:00am 
guys, for warfare: look in modern infantry posts, there is an easy fix
Mauld Sep 16, 2020 @ 8:33pm 
Thank you, good to know
Shadow  [author] Sep 16, 2020 @ 7:25pm 
As far as I can remember, that LUA file references promotions already existing in vanilla and applies them to certain Barbarian units on spawn since the whole deal with the EFFECT_GRANT_PROMOTION effect didn't seem to work (hence all that commented out).

It's been in the mod from the beginning, and is unlikely to cause a crash on its own. Combine with other mods at your own risk.
Mauld Sep 16, 2020 @ 6:51pm 
Well I get a lua log error. Looks like these promotion events are referencing specific unit abilities commented out of BarbarianRevenge_Abilities.sql. And I think it's causing a crash for me, so I'm going to try to remove the BarbarianRevenge_AddProms.lua file reference from the modinfo and see if that works since AddProms only mentions those units.
"Runtime Error: ...1935036456\Core\BarbarianRevenge_AddProms.lua:6: attempt to index a nil value
stack traceback:
...1935036456\Core\BarbarianRevenge_AddProms.lua:6: in function 'OnBarbPillagerAddedToMap'
[C]: in function 'func'
[C]: in function '(anonymous)'"

Otherwise I've only seen like icon errors and maybe an error with the Real Strategy mod not knowing how to handle the policy change from this mod. So hope it works, really love this mod.
Admiral Billy Sep 3, 2020 @ 11:43pm 
Any ideas as to if this still completely works as of the latest patch? I've been running it myself, and it seems like the new units at least are in effect, but I can't vouch for the non-unit parts of the mod, and supposedly the latest update broke a few other of the barbarian-modifying mods.
Shadow  [author] Jul 29, 2020 @ 6:49am 
With both this and Modern Infantry being relatively small mods, it's up to the multiple larger ones requested to adapt to them, instead of making me analyze and remedy compatibility with five different other mods.

I'm not responsible for awkward behaviour when combined with mods which more thoroughly alter vanilla, which was used as a baseline for mine.
Temida Jul 26, 2020 @ 8:38pm 
Please make it compatible with Warfare Expanded: Reloaded mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2044522714) and your Modern Infantry mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1935024345) .
MightNight Jul 22, 2020 @ 5:57pm 
+1 for no Modern Infantry mod
Dr. Oz The Great And Powerful Jul 19, 2020 @ 10:35am 
Is it possible to make a version of this that isn't dependent on your Modern Infantry mod so that it is more compatible with other unit mods such as Warfare Reloaded?