Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Barbarians Evolved (Civ 6)
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2020 年 7 月 12 日 下午 2:46
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Barbarians Evolved (Civ 6)

描述
Welcome to my attempt to recreate Barbarians Evolved, a Civilization 5 modification, in Civilization 6. When I tried to create this in Civ 5 I hit numerous problems, including but not limited to the fact that there was no "neutral" faction for which to create uncivilized cities, and that the Barbarians themselves had many game-breaking problems when they owned or administered cities.

With the advent of the Free Cities "civilization" in Civ 6, the entity that administers cities while they are in a rebellious state between loyalties, many of the issues I had with Barbarians Evolved in Civ 5 have a nice workaround.

Minor Changes and Bug Fixes:
Let's be honest here, the Barbarians don't need a lot of help.
  • Barbarian cavalry raids now spawn the correct heavy cavalry unit on higher difficulties.
  • Barbarian raids spawn one raider per turn on all difficulties.
  • Barbarian tribes spawn one defensive unit per ten turns regardless of type.
  • The gold reward from dispersing a Barbarian camp has been eliminated to prevent abuse.
  • The experience cap at level 2 for combat with Barbarians has been eliminated.

Major Changes and Features:

Barbarians will now found a Free City if one of their units passes over a Goody Hut during exploration. This will only take place if the tile is a valid site for a city. The Free Cities city will source its name from city states and start with a free monument and walls so it has some defense and initial loyalty.

Starting with the Mercenaries civic, your recon units can construct a Barbarian Encampment. These encampments must be built a minimum of 5 tiles from your borders, and will be hostile to all - including you. Each recon unit can build one such camp and is not consumed by this action.

I recommend the amazing Nomina mod by SeelingCat for those who want Barbarians to change names as the eras pass. I made a deliberate decision not to reinvent the wheel nor infringe upon an existing mod which already renames Barbarians as the eras pass.

Known issue: Building a Barbarian Encampment may cause your Recon unit to not display properly until its health updates.

To-Do's

In Civilization 5 you could play as the Barbarians. This is not possible with this mod -- yet. I am still thinking about how I would go about implementing it.

Additional Thanks:

In returning to modding with Civ 6, i've looked at a number of other mods to learn how to do things the right way. Comments throughout my code should reflect this, but I would be remiss if I did not thank Gedemo, SeelingCat, TheCrazyScotsman, SailorCat, and Firaxis themselves, as I did look at the way some DLC scenarios were coded (Poland, Australia and Nubia specifically).
热门讨论 查看全部(1)
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2020 年 7 月 21 日 上午 3:37
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Shiroyasha
33 条留言
Woke.But.Still.Sleepy 2024 年 11 月 3 日 上午 6:52 
This mod looks like poopy butt
Waves 2024 年 9 月 17 日 下午 6:20 
Is it possible for you to disable loyalty for free cities to make it so they're perma hostile, and to increase their hostility? They mostly just sit there.
Gorilla Corpse 2022 年 9 月 18 日 下午 2:10 
But your work here is not done cause you can't play as barbarians
Anyang 2021 年 8 月 14 日 上午 7:41 
A barbarian cannot evolve into a city-state. it will only become a free city, and a free city cannot be transformed into a city-state. Moreover, a free city-state cannot attack a barbarian, but it will destroy a barbarian's camp.
Adriaman 2021 年 4 月 16 日 下午 2:53 
@Charsi Nice work. There's a couple things I changed when I use your mod and you might want to include them:
- In BarbarianEvents.lua, I commented out the print on line 147 "CheckBarbUnitMove got barb player id..." as it spams Lua.log
- I do not load BarbarianModifiers.lua in Barbarian mode as spawning camps breaks the game after some point.

You can check my changes here: https://drive.google.com/drive/folders/1wA1H9n06J0PcwVcrt7Fa3Bpg8EVg5vdd
Charsi  [作者] 2021 年 4 月 16 日 上午 10:12 
Well, I was going to get around to updating this, and maybe doing city states evolved, but Firaxis has done it! The February update allows Barbarians to evolve into city states as a gameplay mode.

My work here is done, folks. It's been a great ride, but I am so very glad Firaxis maybe, just maybe, took a cue from this and made it a fully fledged gameplay mode.
Pubbles 2021 年 2 月 28 日 上午 1:57 
I am using this mod with the Free city states mod by tiramisu and they work together pretty well but the naming of the free cities being the same of the city states causes the displayed name of new city states created to display incorrectly if the city state spawning in already has a free city with the same name. For instance I have a game in progress that spawned in the city state beunos airies with the name mecca because a free city already existed with the name bueunos airies. In the city states tab, the citystate is still displayed as buenos aries, which is a little confusing at times. I was wondering if someone would know how to add an alternate names list for the free cities created or to link the names lists of civilizations that are not in the game to the created free cities to hopefully solve the problem?
Adriaman 2021 年 2 月 26 日 下午 1:35 
I played around with the spawn camp action (with recon units) and it gets a little bit insane in the Barbarians mode. The city-state conversion meter seems to never increase past a certain number of camps, and city-states may spawn on the camp they are supposed to replace.

Still, it works quite well. Surprisingly, tribes spawn with many different names.
Asa Shigure 2021 年 2 月 26 日 上午 11:32 
Scratch that, was a CQUI issue, seems to work perfectly fine with the new barb mode.
Asa Shigure 2021 年 2 月 26 日 上午 10:17 
So, tested it with the new barbarian mode. It partly breaks it. You get options for pillaging or destroying outpost when entering them and the posts do seem to turn into City States.
The whole diplomacy part though is completely broken.