Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nere's No normal Camps in barb mode
   
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Type: Mod
Mod: Gameplay
File Size
Posted
204.091 KB
1 Mar, 2021 @ 2:43pm
1 Change Note ( view )

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Nere's No normal Camps in barb mode

Description
Background
When using Barbarian Clans mode, some camps a bit into the game will spawn as "normal" camps. This means you can't interact with them, and they cant turn into city states. To make matters worse, it means that they will not spawn any units.

What this does
Implements a work-around to the bug of normal (not interactable) clans spawning when using the Barbarian Clans mode. It does this by increasing the cap before the mode bugs out.

Limitations
  • There is still a cap, it is just 3 times as large. So the chance of it happening should be very slim. If you experience it feel free to report it. I could increase the cap further, it is jus very tedious work.
  • Names and icons are reused. For example: It is possible (but unlikely) to have two Yellow Goat clans in the game at the same time.
  • This can be loaded into an existing game and will help with future camps. Existing camps which have been broken is not affected.

Check out my other mods
Rebalanced Secret Societies : https://steamproxy.net/sharedfiles/filedetails/?id=2406253078 rebalances the Secret Societies to reduce power creep, enhance flavor, making them more equal. Includes malus to give some hard choices and rework of Voidsingers to avoid AI issues!

Inland Flooding mod : https://steamproxy.net/sharedfiles/filedetails/?id=1690507099 if you want climate change to be 1) more impactful 2) more fair so it affect both coast and inland cities.

Better Barbarian Clans mode : https://steamproxy.net/sharedfiles/filedetails/?id=2412920721 makes several changes to the Barbarian Clans mode. Mainly makes snow camp less likely, and make conversion to CS slower unless some major civ (such as you!) actively help them.

Better World Congress : https://steamproxy.net/sharedfiles/filedetails/?id=2429588635 Improves the World Congress by reworking most Resolutions. Generally, if you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect. Upping the stakes also helps to make WC feel more interesting and impactful.
11 Comments
Truewan 8 Sep, 2024 @ 12:11pm 
Great mod! 10/10
Nerevatar  [author] 16 Mar, 2022 @ 12:26am 
@Olafr: I'm not sure I understand your question, but this mod makes no changes to the AI.
Nerevatar  [author] 16 Mar, 2022 @ 12:25am 
@♥♥♥♥♥♥♥: As far as testing went back in the day between me and other civFanatics members , the issue is that there is a limited number of "names" for each tribe, and Firaxis for some reason didn't handle the scenario where this limit was reached, which in turn introduced the bug. They didn't bother fixing this bug before abandoing Civ6, so I made this mod. It is more of a bandaid, but it should fix the bug in almost all cases. Only Firaxis can make a proper fix for this if they ever return to finish up Civ6.
Olafr_the_Viking 18 Nov, 2021 @ 1:57pm 
Will the AI ever build these, or just humans?
Nandybear 21 Aug, 2021 @ 9:04am 
Don't camps only spawn like this because you ran out of CS ? For example if you only allow 24 CS in your pool, start the game with 20, and 4 camps become CS, no other camps can turn into a CS because your pool is empty.
Pilatian 27 Mar, 2021 @ 7:37pm 
Somehow still bugged after the patch. Thanks for this!
Nerevatar  [author] 2 Mar, 2021 @ 12:26pm 
I uploaded my personal mod as-is. Other then the below stuff, I also added a minor fix that allow the "Treat with Tribe"-popup to be closable by the ESC key. See the recommended section.
Tigranes 2 Mar, 2021 @ 5:46am 
It's very interesting, exactly what I need actually. Especially the snow thing. It just makes no sense to see very harsh climate barbs getting civilized without any contact with civilizations -- never happened in human history. And now we see all those arctic region ripe with cool city states. Please upload it to steam!
grisa 2 Mar, 2021 @ 2:15am 
@Nerevatar It does. I've been thinking about a barb mod as well, but it's hard to find a balance that is undoubtedly better for everyone, it's more a matter of personal preference.
I doubt that the price and promotion changes are necessary. Camps in snow are also a good thing, as long as they don't convert as quickly.

That said, have a look at the increment chance modifier. This goes (counterintuitively) from 0 (increment every turn) to 100 (never increment), so a high value both slows down conversion and makes it more unpredictable. You could then leave the other values alone or tweak more subtly and achieve a similar result.
Nerevatar  [author] 1 Mar, 2021 @ 11:43pm 
@Tigranes: I have a personal mod that does something like that. It contains:
1) It takes 2.5x time for a camp to passively convert to a CS (140-180 ish on standard)
2) Actions that boost conversion to CS is 3 - 3.5 times more effective
3) Raid decreases conversion to CS at 2.5 times the normal rate
4) Decreased chance of camps spawning in snow
5) Increased number of camps slightly
6) You can now get 2 promotions from barbs before "soft cap"
7) Incite is half price

Overall, it makes it so remote camps take a long time to convert, but camps which you or the AI actively wants to convert can be done about the same time. And Raid is more effective if you want to prevent a camp to turn into a CS. There other changes speak for themselves, and I feel they fit nicely with the mode.

Let me know if the above sounds interesting.