Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Barbarians Actually Get No Free Techs
   
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Jul 27, 2023 @ 11:32am
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Barbarians Actually Get No Free Techs

Description
This mod will make barbarians no longer get Sailing, Bronze Working, and Shipbuilding Technologies for free. While this mod will work on its own, it is more of a fix for the "Barbarians No Free Techs" mod by Weraptor, which has gone unfixed for 2+ years. I'd also like to thank Sailor Cat for their assistance in catching a typo in my "code", if it can be called that.

Despite the Workshop apparently saying this needs Gathering Storm, this work fine in Vanilla and with any and all DLCs.

Since there was a little confusion about exactly what this does, I'll elaborate here. Normally, the barbarians are granted several technologies immediately so they can spawn units which are gated by those techs. From there, they are granted other techs once enough major civilizations have unlocked them and only then can the barbarians spawn units gated by those later techs.

The 3 relevant technologies unlock the following units:

1. Bronze Working, which unlocks spearmen,
2. Sailing, which unlocks galleys, and
3. Shipbuilding, which unlocks quadriremes.

Since barbarians camps normally spawn with a scout or naval unit as well as an anti-cavalry unit to defend the camp itself, this means this mod will prevent anything other than a scout from being spawned until enough civilizations have unlocked the requisite techs.

I have made an alternate version (link below) of this which only blocks barbarians from getting Bronze Working for free. This prevents them from spawning spearmen right away but they can still manage naval units. Credit for this alternate goes to emperor_ike and their friend pyrojester009. I'd considered doing it but wasn't certain if it was something folks would want. If there's demand, I can also make an alternative version of this which only stops quadriremes from spawning but allows spearmen to be spawned in the camps as well.

It isn't terribly complex to change these up but may get a bit confusing if folks subscribe to more than one of them. This really is meant more as a way of making the barbarians less of an issue early on for players who prefer that sort of thing, of course, so personal preference definitely enters into it here. Regardless, the point of mods is to make things the way we like within reason so I'm happy to assist of folks would like that.

The alternate version of this is here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3014557785

The original mod by Weraptor is at the last link below, though they have redirected folks to this mod now. Regardless, they deserve the credit for the idea since I'd never have done this is it weren't for their mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=2184619823
16 Comments
GJC Feb 1, 2024 @ 8:44am 
If I add:

UPDATE Technologies SET BarbarianFree ='0' WHERE TechnologyType ='TECH_APPRENTICESHIP';
UPDATE Technologies SET BarbarianFree ='0' WHERE TechnologyType ='TECH_MACHINERY';

to the code will Man-At-Arms and Crossbows also not be spawned until the medieval age?
Nilt  [author] Oct 18, 2023 @ 9:02pm 
Sorry for the delay, @eatyourbladder but I've been offline with Steam due to some Steam issues. The mod would be pretty easy to set up like that. It'd be relatively straightforward but will have to wait a bit until I finish getting my main system all back up and running properly with Steam now that it's running again.

Let me know if you're still interested in it.
eatyourbladder Oct 4, 2023 @ 10:41pm 
I would absolutely love if there was a version of this mod that just took the boat techs because I'm trying archipelago maps for the first time and I'll encounter 4-18 quadriremes in the early game depending on luck. This seems like a huge problem, but I guess not many people play archipelago
Nilt  [author] Aug 4, 2023 @ 5:10pm 
You bet! Glad that did the trick for ya. Thanks for testing it for me. I'll have to type that up into the main description later.
emperor_ike Aug 4, 2023 @ 3:42pm 
With the new mod I've got boat clans selling boats, and land clans defended by warriors!
I'll take it!
Well done, and thank you again, sir.
Nilt  [author] Aug 3, 2023 @ 8:35pm 
You bet! I'll be sure to keep an eye on both threads tomorrow afternoon and evening.
emperor_ike Aug 3, 2023 @ 8:23pm 
EPIC. Thanks much! I'll give it a test hopefully tomorrow and report back.
:lunar2019piginablanket:
Nilt  [author] Aug 3, 2023 @ 6:19pm 
Also, you're more than welcome, @emperor_ike! Forgot to say so and my grandmother's voice in my head scolded me. :P
Nilt  [author] Aug 3, 2023 @ 6:16pm 
Here ya go, @emperor_ike

https://steamcommunity.com/sharedfiles/filedetails/?id=3014557785

It really wasn't much work at all. It took me longer to get the description set up than to make the changes. :D I'm 99% certain you'll also need a new save for this to work properly. I'd suggest also setting the current one here to inactive and using the only the alternate. I tried to set it up so that one should override this one if you forget but best to take no chances. I didn't have time to test it yet so let me know if you have any issues. :)
emperor_ike Aug 3, 2023 @ 5:51pm 
Nilt, thank you, no way am I going to ask for more work out of ya, but I won't stop you volunteering an alt file either!
Having the seas be dead before 100+ AD was a very odd sight indeed.