Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nere's Better Barbarian Clans mode
98 Comments
flame.of.illusion Feb 28 @ 10:10am 
Does this allow you to prevent Camps from spawning a unit every single turn?
Nerevatar  [author] Aug 6, 2024 @ 12:17pm 
*tips hat*
Ayzo Jul 27, 2024 @ 9:26pm 
FYI you can tweak everything in this mod as you like.

Go to the mod folder and find the file barb_tweaks , the author did a really good job explaining everything in the file and even mentioning the default values so you can revert any change you want and keep what you want.
Very helpful. @Nerevatar thank you :steamthumbsup:
buedefixe Jul 4, 2024 @ 10:05pm 
On a related, but tangential note, it looks like players may be able to avoid early nearby barb camps a bit by waiting to settle their first city until turn two, after the initial placement of barb camps near cities.
buedefixe Jul 4, 2024 @ 10:04pm 
In fact, it seems to me that the game chooses where to place the camp using vanilla rules that have nothing to do with the TRIBE_CONDITION logic, which would only determine which type of clan to assign to the camp. The priority values govern any conflicts where multiple clan types could apply, but it defaults to NAVAL if it would be a vanilla naval camp and defaults to MELEE_OPEN if none of the condition sets are satisfied. This would, I think, explain all of the behavior. To test, I set up a single condition set that would require a nearby RESOURCE_DEER for MELEE_OPEN, but even outside of the snow, it can ignore this requirement as well despite lots of deer hexes available. I haven't tested exhaustively, but after about a dozen tests with the mod in place and with it not in place, I'm not seeing a significant difference in snow camps early on, which I think is further evidence for this idea. Interested in your thoughts though.
buedefixe Jul 4, 2024 @ 9:56pm 
As I was testing, I noticed something. End of first turn, the game places a bunch of camps close to major civs. The setting BARBARIAN_CAMP_FIRST_TURN_PERCENT_OF_TARGET_TO_ADD defaults to 33 and determines percent of maximum camps to try to place. After the first turn, it adds a new camp each turn until max or no possible placement out of visibility (BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING doesn't seem to matter), but there's a huge bias early on for placing camps on either the northernmost or southernmost land tile in a given column (no idea how it picks the column). This is true even playing without Clans, so it's something vanilla that ignores clans terrain conditions. Very often, the northernmost or southernmost land tile in a column will be snow, and that doesn't preempt placement even though early on, there's plenty of room for camps that would meet the mod conditions elsewhere.
buedefixe Jul 4, 2024 @ 7:50pm 
I think I figured out the issue. I was playing on a Huge map with 12 civs. The mod increases the BARBARIAN_CAMP_MAX_PER_MAJOR_CIV to 4, so it has a target of 4x12=48 barbarian camps, but there are only 7x6=42 clans in the game. The issue occurs before it runs out of clans entirely, but it only happens when one of the 7 clan types is totally used up (in my testing so far, it looks to always be MELEE_OPEN. So, it looks like the game wants to place a MELEE_OPEN, but it's out of MELEE_OPEN clans, so it bugs out. I imagine this situation just doesn't arise on smaller maps where it's placing fewer camps
buedefixe Jul 4, 2024 @ 2:10pm 
Thanks. I accidentally deleted my original comment and it seems I can't undo. I think there's more going on than that because the notification will re-occur every single turn until I clear a barbarian camp, at which point the tribe I cleared respawns in exactly the place the ghost notification has been showing and the notifications stop.
Nerevatar  [author] Jul 4, 2024 @ 11:39am 
If I remember correctly this is a vanilla issue if the notification cant show you the proper place, then it takes you to some edge of the map which is usually also snow.

This mod doesn't remove camps after they are placed, it simply makes camps less likely to spawn in snow, so there will never be a notification that shows you a camp that is gone (unless of course the AI managed to clear it before you clicking).
Gray Pockets Feb 27, 2024 @ 9:54am 
I created an extension mod that makes the below change: Nere's Better Barbarian Clans mode - Cooks

@Nerevatar feel free to include this in your mod if it's to your liking.
Gray Pockets Dec 31, 2023 @ 5:49pm 
I had hoped this code would just disallow it, dang. I don't see any obvious things missing.

I found a small error for the snow camps for naval, the "Types" entry is missing:

-- No snow camps for naval
INSERT INTO Types (Type, Kind) VALUES ('TRIBE_CONDITION_SET_MELEE_OPEN_NO_SNOW_NAVAL', 'KIND_TRIBE_MAP_CONDITION_SET'); <!-- CUSTOM -->
Silver Felyne Dec 31, 2023 @ 9:59am 
@Gray Pockets I believe that's just a casualty of snow being somewhere were vision range... isn't. Even if it lowers the chance, no Civ wants to settle in Snow and so it's left without any vision on it.
Gray Pockets Dec 31, 2023 @ 9:57am 
This mod works great, and taught me a lot about how Barbarian Clans work.

Strangely, I am still getting a lot of Tribe Clan Melee Open out in the Snow, and even on Snow Hills.
Zyxpsilon Nov 26, 2023 @ 4:38am 
@Felyne,
You would have to edit this file...
"steamapps/workshop/289070/2412920721/barb_tweaks.sql"

Costs are handled by the second section (near or after line #15... --Changes related to costs).
@Nerevatar has given plenty of comments/details on how to proceed.

For example, this parameter controls the *ransom* system; **'BARBARIAN_CLANS_RANSOM_COST_SCALAR'**
Default is (0.75).

There's also BRIBE and HIRE costs to deal with.
Follow his instructions and test your new variables.
Silver Felyne Nov 25, 2023 @ 9:01am 
If it's all possible, I wonder if Ransom could be scaled up. This would mainly be to "fix" the tempting exploit where you send a 1-charge builder to be ransomed by Barbarians and get a 3-charge back for just 200~ gold and not increase your builder cost.
Nerevatar  [author] May 14, 2023 @ 5:35am 
Nope, not without some more info, sorry :) If you post the diff between the original and your version I can give it a shot.
Nandybear Mar 2, 2023 @ 4:13am 
I changed some stuff around and now barb camps are spawning straight into CSs which I'm not against lol, I kinda love it, but would just love to know what it is I changed to make this happen, don't suppose you know ?
Nerevatar  [author] Feb 25, 2023 @ 12:50pm 
Nope. As far as I remember that is based on average tech in the game, but it might have changed since I last play a few years ago.
maobe Feb 6, 2023 @ 8:54am 
does this mod prevent barbarians spawning modern units in an unfitting era, such as cruisers spawning during classical era and such!?
Cooleatack Jan 10, 2023 @ 2:46pm 
Would it be possible to add an option to the game setup menu with a slider for the percentage chance a barbarian camp will spawn in snow tiles? The amount of city states there is ridiculous
Maatissi Dec 4, 2022 @ 6:47am 
Hate how arctic areas get spawned with useless cities.
Dr. irked- Dec 3, 2022 @ 6:10pm 
I'd like to suggest turning up the odds of a camp offering unique units for hire and expanding the units to incorporate a larger pool of units. I could be wrong, but I dont think its possible for barb camps to have certain unique units up for hire or spawn from them.
Arcadian Jun 6, 2022 @ 11:46am 
Increased spawn rate? I thought there were too many of them. When you clear one it doesn't take many turns until a new camp spawns somewhere.
Porkenstein May 8, 2022 @ 2:21pm 
Could you make a standalone version for the snow tile chance decrease? I honestly want to just disable barbarian camps on snow due to its impact on this game mode.
Ripz Feb 18, 2022 @ 11:00am 
for the longest time i was confusing raid with incite and couldnt figure out why it wasnt updating. for anyone wanting to change the incite cost as well, its easy to add to barb_tweaks.sql:

UPDATE TypeProperties SET Value = -15 WHERE Name = 'INCITE_CONVERSION_POINTS_CHANGE';--default -5
Ripz Feb 8, 2022 @ 1:24pm 
@Zyx yeah i decided to try messin with the mod files and figured it out pretty quick. tweaked it real good, thanks!
Zyxpsilon Feb 2, 2022 @ 9:28am 
@GWG,
Scroll down to May 10th below.. i offer a config file editing trick.
Ripz Feb 2, 2022 @ 1:44am 
What determines the amount needed to convert a clan? Just game speed? Cuz im playing on standard and the amount needed shows 300, and even with your mod the best i can do in a single turn is +28. It'd take me 500 gold about 10 times just to convert one clan. At that rate im better off just not using the mod and let them convert on their own for free at least :/ its just still not worth it at all to interact with them.

maybe i'll try editing the mod. i like the barb clans converting to city states feature, but its so poorly implimented its never worth it to interact with them, and very rarely do they actually ever become city states on their own. what a waste.
Roy Aster Nov 10, 2021 @ 8:47am 
I would be curious on if you can do more with the Barbarian Clans Mode. It feels like there should be a more diplomatic version of helping speed up conversion than the 3 simple options you can do. I always though there should be a minor barter option like "Provide us 10 iron, you'll get back [maybe a nearby resource to the camp] a certain thing, and it builds toward becoming a city state. Do this so many times before conversion and you get an envoy upon becoming a city state.
Zyxpsilon Aug 5, 2021 @ 4:05am 
@Lucifer.. Have you tried my edited/zipped Config file and its values linked below on May/10?
Lucifer Aug 3, 2021 @ 7:41pm 
Are the barbarian conversion rates still default for anyone else? I had been trying to extend how long it takes for a camp to become a city-state and nothing worked (even modding the core Civ 6 XML in the BarbClan game mode file). Your mod also doesn't seem to delay them. They always convert in about 60-100 turns.
MooseVector Jul 23, 2021 @ 10:45am 
I appreciate these fixes to clan mode i cant find them anywhere else. Specifically when it comes to curbing all those polar city states that pop up.
Castellan of sea Jul 16, 2021 @ 7:54pm 
Can't recruit unique units from barbarian camps, never seen one except barbarian type units...
Is this mod causing it?
GAFM Jun 16, 2021 @ 11:05pm 
@Atola, I'm not sure why you don't like the idea of recruiting just a unit or 2 from a Barb clan and using it against the clan, there is so much historical precedent for this it's not funny! Factions within a clan being bought for gold and used against others in the clan is, well, pretty normal. In fact, I think it's more realistic than being able to convert the whole clan to do your bidding.
Maatissi Jun 1, 2021 @ 2:52pm 
Aye, can't load my Barb clan savegames atm because graphics resources allocation fails.

Other saves work fine, even when they are considerably more advanced in turns and stuff...

Will Firaxis ever fix their faulty product? IMO they owe a $hit load of refunds to people... :steamfacepalm:
Zyxpsilon May 10, 2021 @ 1:09pm 
@Atola..

Check this personal solution which simply edit the config file with some wacky values!
(( http://forums.civfanatics.com/threads/barbarian-clans-game-mode-discussion.667535/page-11#post-16085300 ))

Adjust anything to your needs... following written up instructions into the file itself. :)
Atola May 10, 2021 @ 12:36pm 
Thanks for this MOD! I was OK with the vanilla feature until i got to the point in the game were i was finding a dozen city states on snow, most on the very edge of the map. Ridiculous! It would be nice to be able to tweak the numbers to fit our play style. Either to get a few more conversions to CS or to basically make conversion turn off entirely. Even without the conversion to CS this feature is much better than standard barb camps IMHO.

That said the recruit feature seems a bit overpowered. Today I recruited a Galley (the recruit fees are quite cheep), and turned around and killed one of the same tribe's ships with it, all in the same turn! Something seems a little wrong with that. Has anybody seen a mod that addresses this? Even simply not having any movement points on the turn of recruitment would be better...
Nerevatar  [author] Apr 23, 2021 @ 11:33pm 
@Adiaman: Thanks for letting me know! I checked it out, as well as the changes to BarbarianClansMode_GameplayData, but none of those changes affect this mod and are mostly cosmetic stuff. I will incorporate the cosmetic stuff, but currently I am unavailable for modding.
Adriaman Apr 22, 2021 @ 12:49pm 
Hi, the following files have been updated, you might want to take a look:
..\DLC\BarbarianClansMode\UI\Replacements\CityBannerManager_BarbarianClansMode.lua
..\DLC\BarbarianClansMode\UI\Additions\TreatWithTribePopup.lua
arkavianx Apr 5, 2021 @ 6:03am 
Hmm, k...i've been running a few other barb mods and theres definitely more camps, and its kinda weird to have 100 citystates form...
Nerevatar  [author] Apr 4, 2021 @ 11:51pm 
Not that I know of. Might be able to do some tricky stuff to give them a loyalty debuff, but that would be outside the scope of this mod to be honest.
arkavianx Apr 3, 2021 @ 2:12pm 
Anyway to change the clan from always spawning a CS and actually a 'Free City,' need influence to claim or siege...
Nerevatar  [author] Mar 30, 2021 @ 12:32pm 
I wish, but AI modding is veeery time consuming (way more then I have) and the results are very limited unless Firaxis releases the DLL.
BlackCat Officer Mar 30, 2021 @ 8:25am 
really like those mod, any chance make something like AI+? would be really really nice
Nerevatar  [author] Mar 25, 2021 @ 12:52pm 
Haha true :D

New version is up now.
Adriaman Mar 25, 2021 @ 12:48pm 
Well, the issue was thay they forgot to code it :47_duck:
Nerevatar  [author] Mar 25, 2021 @ 11:23am 
Thanks for letting me know. New update coming up to incorporate the changes from Firaxis. I find it pretty funny that they say "Fixed an issue where the ESC key would not close out the Treat the Clan UI." - this is PR speech. There was no code for this present, so it was simply not implemented.
Adriaman Mar 25, 2021 @ 9:20am 
The last patch updated ..\Sid Meier's Civilization VI\DLC\BarbarianClansMode\UI\Additions\TreatWithTribePopup.lua . They appear to have improved the banners and tips (related to the X turns remaining text).
Nerevatar  [author] Mar 19, 2021 @ 2:28pm 
Just uploaded a new mod to improve with World Congress (Yes a bit late I know). Check it out :-)
Zyxpsilon Mar 12, 2021 @ 11:01pm 
Strange.. the BARBARIAN_CLANS_CIV_CONVERSION_POINTS_STANDARD (Value) dictates the Maxed stack itself at 2/3rd of our custom value. No map.. no Civ.. just a strict operand.
Sooooo.. my re-adjusted 600 still converts as <../402> with a slight calculated flaw.

Must be 0.67% rather than the conventional "floating-point" 10 numbers after dot.