Sid Meier's Civilization V

Sid Meier's Civilization V

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(WHF) Principality of Ostland
   
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12.390 MB
28 Dec, 2018 @ 12:32pm
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(WHF) Principality of Ostland

Description
This mod adds the Empire's hardiest province the Principality of Ostland under Elector Count Valmir von Raukov to the base game of Sid Meiers Civilization V!

Huge thanks to TheMH06 for the advice, Lua and bugtesting help on this mod, couldn't have done it without you buddy! Check out his mods at: https://steamproxy.net/sharedfiles/filedetails/?id=1120310324

This mod was borne simply out of the desire to see the Ostlanders be represented in Civilization. There are a couple of Warhammer Fantasy mods on the Workshop, but not nearly as much as there could be! Despite the cancellation of the WHF model lines, fact remains that Games Workshop has created a rich and detailed world within the setting, and there are many factions and figures within the lore that deserves a spot on this very workshop, starting with Ostland!



" The Grand Principality of Ostland is a major and founding Imperial Province that lies at the very northern border of the Empire of Man. Ostland is a realm of damp, creeping mists and shifting shadows, and is covered almost entirely by the dark canopy of the Forest of Shadows. The people of this land have learned to live out a rugged life among the ancient trees, clearing patches of land for their farms and settlements, and keeping a watchful eye on the dark depths of the forest... "
-- From the Warhammer Fantasy Fandom Wiki.


Read more about this hardened province in the civlopedia in game!

Strategy
Ostland was designed as as a very wide-friendly civ thanks to the safety net of their uniques. Settling closer to other civilizations and aiming for prime city spots is less of a risk due to how easily defensive the civilization can become without major investment with buildings, letting the player focus on other buildings/units rather than Castles and those types of buildings, which tend to take up production for little reward besides defensive bonuses. Thanks to the inherent bonus that forests provide to your cities defense, settling Forest cities can make them nigh impenetrable, plus letting you become more aggressive with your religion thanks to the lumbermill bonuses.
Overall, Ostland is best played as an "aggressive-turtling" civilization, where capitalizing on prime city spots to create a wide-empire will be the key to your success. Just make sure to build some troops alongside those absolutely chunky cities

Credits
I'd like to stress that this mod was made completely out of a love for Warhammer and Civilization, and is thus wholly non-profit. Copyright to the respective owners. Following is a list of sources from which I used assets that weren't my own;
- Games Workshop for their amazing setting and license of the Warhammer Fantasy Franchise
- Darko- Stojanovic-Art on Deviant-Art for his initial portait of Valmir von Raukov. Check out his other amazing work here: https://www.deviantart.com/darko-stojanovic-art
- Sega, Creative Assembly/Feral Interactive for their great Total War Warhammer games, from which I used the tracks "Ride of the Demigryphs" and "Protector of the Empire"
-SeZereth and Deliverator for the Stoneskin Ogre unit model as well as Zwei833 for the Renaissance Era Revisited Mod, which I got the model for the Fireloques from.

For those who are having troubles getting the mod to show up in their MODS folder, I've gone ahead and included a Direct Link here, just go ahead and extract the folder in the zip to your MODS folder and you should be good to go!
https://drive.google.com/open?id=1n_H65Dg72TW4WrqaShOYCGuML9zTaL5T

This civilization is meant to be the first in a longer line of WHF civs, and I already have a few others I'd like to do like the Chaos Dwarves (Dawi-Zharr), Mariënburg and Khorne's Realm under Valkia the Bloody. I haven't decided which one to do next though, so suggestions are appreciated!
6 Comments
KhornV2 30 Oct, 2019 @ 1:01pm 
KHORNE!!!!!
BillyTheKid 3 Jan, 2019 @ 2:42pm 
i know im just happy their is a diffrence province besides riekland.......my favorites are middenland and nuln
FellBranded  [author] 1 Jan, 2019 @ 7:50am 
Never said I was going to restrict myself to doing factions that happen to be featured in Total Warhammer. Literally the only thing I used from that game is the music because there barely is any out on the web. I just like the setting by itself and Ostland is my favorite Empire province.
Also not going to touch mods that other authors have made (unless they specifically permit people to change them, and even then I would rather widen the pool of Warhammer civs than deepen the existing ones) as I find it awkward and a bit haughty to rerelease other people's work.
nicovallejos 31 Dec, 2018 @ 7:05pm 
@Liberty_Prime

But the TW:W civs, particularly the mainstream Empire and Bretonnia factions, the two civs belong to @RSJ-87; are in need of peace and war music as well; RSJ-87 failed to add the music to his mods, thus, I hope @TheMH06 will rebuild the two of them, not only he adds UUs, but also peace and war music as well
BillyTheKid 31 Dec, 2018 @ 9:54am 
YES Warhammer in civ 5!!!! thank you!!
nicovallejos 28 Dec, 2018 @ 7:07pm 
@TheMH06
@Kaizoku_Panic

Finally, the civs from Total War: Warhammer are here. It is already regretful since @RSJ-87 is already inactive, thus, none of them are to update his mods in the past years. @MooncatXVI is still being pinned down hardly in his work on Valkyria mods. I hope you can finish what they did not started.

The following civs from Total War: Warhammer belonged to @RSJ-87 that needed to be updated or rebuilt:

The Empire: Karl Franz (UA: Leader of Men) (UU: Reiksguard (Knight), Silver Bullets (Musketeer), Sigmar's Sons (Long Swordsman), and Halberdiers (Pikeman)
Bretonnia: Louen Leoncoeur (UA: Chivalry) (UU: Grail Guardian (Knight) Foot Squires (Long Swordsman)) (UB: Cathedral of the Lady (Temple) Livery (Stable))