Sid Meier's Civilization V

Sid Meier's Civilization V

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Denmark Exploration
   
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29 Mar, 2014 @ 12:56am
29 Mar, 2014 @ 1:38am
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Denmark Exploration

In 1 collection by Keukotis
Buildings for those that don't have buildings.
8 items
Description
Requires Denmark DLC and Brave New World
Also available on Civ Fanatics[forums.civfanatics.com].

Rebuilds Denmark to make it focused on exploration. This changes the trait, the unit, and replaces the other unit with a building. Although all three parts are meant to be used together, this is modular, so if you do not wish to use one of the three parts for whatever reason, just delete the folder for that section.
Using all three gives Denmark a very unique "explore the world and write about it" play style that no other civ has.

Trait: Viking Sagas
Embarked units have +1 Movement and pay just 1 movement point to move from sea to land or when moving along rivers. Exploration earns Great Writer points in the Capital.
- Compared to Viking Fury, this is a loss of free pillaging for land melee units, but you now move faster along rivers and earn Great Writers just from exploring!

That last part is a unique bonus that I've been very careful to balance, especially considering the other aspects of the trait are already useful. Here's how it works: every time you discover a new panel for the first time, you'll gain points toward a Great Writer in your Capital. Panels are worth different point values based on their type (land is worth more than water, but coastal land is worth the most. Rivers get a bonus and Natural Wonders get a large bonus), and this value is then divided using the size of the map and multiplied using the game speed's great person cost setting, so this fully supports mod-added world sizes and game speeds. For balancing reasons and so there's no loss for exploring immediately, it does not care what your Capital's great person modifier is. The final value is balanced so that (on most map settings), if you never built a Writer's Guild, exploring every tile on the planet will generate enough points to get five Great Writers, but only barely.


Unit: Viking
Berserker was given a new exploration-based promotion and renamed to Viking. The word "viking" translates to something like "expeditioner," so it's a more fitting name for the unit's new purpose. The Viking may now construct Motte and Baileys, but this expends the unit. Viking still unlocks a bit earlier like the Berserker, but now it also obsolesces a but later too, at Rifling.
- The Longboats promotion allows defensive embarkation over Ocean with +2 Sight while embarked. This promotion remains upon upgrading the unit.
- Motte and Bailey is a unique improvement only a Viking may build. Construction is instant, but the unit is consumed. It claims the tile underneath it for your empire and provides +50% defensive strength to any unit stationed in the tile. Enemies that end their turn next to it take 10 damage. This makes it a weaker Citadel that can be built far away. Ideally, you'll use a wounded Viking to establish a "temporary colony" from which you can conquer or clear out barbarians, then settle a proper city later. Motte and Baileys do yield +1 Production, but should probably be replaced with something more useful once a city is there. Please note that this is not a third unique for Denmark (none of my mods ever break the 2-unique-per-civ rule), as the Motte and Bailey is not restricted to Denmark. It's part of the Viking unit. Any civ that gains a Viking from a militaristic City-State will be able to expend it to make a Motte and Bailey.


Building: Runestone
Ski Infantry was removed and instead Denmark now receives an Amphitheater replacement called Runestone. Compared to the normal Amphitheater, it has +2 Culture and +1 Faith. Perhaps a bit boring after the other two, but this is a welcome bonus that fits historically.


Credits: Ryan F. Mercer/Whys for SaveUtils[forums.civfanatics.com]
29 Comments
NocturnalEye 15 May, 2015 @ 11:05pm 
@LoOnEy_LoUiS

they had a lot of conflicts with the native americans and eventually said '**** this. it's not worth it'. also, the vikings could not fund large settlements in the armericas and no one from scandinavia was interested enough to raise money for it
jojoduck 16 Apr, 2015 @ 10:07am 
@resolha actually the danes discovered america in 1000ad but didn't build anything there, i think they thought it was bad or something
jojoduck 16 Apr, 2015 @ 10:06am 
the normans made motte and baileys
Keukotis  [author] 22 Jan, 2015 @ 2:23pm 
http://steamproxy.net/steamstore/app/99611/

You must not have the Denmark DLC, I'd guess.
amunoz 22 Jan, 2015 @ 11:35am 
I can't seem to use ANY mods that have vikings, norwegians, celts, danes, etc. Everytime I download these civs, and try to turn them on, I am told that I am missing this or that. How can I get this worked out? I have downloaded and paid for the Korean mod, Wonders mod, scrambled nations, etc. but no matter what I do, I am still unable to use ANY nordic civilization. Can someone tell me what is going on?
Søpølse123 11 Jan, 2015 @ 8:11am 
Whoa mate, its not for the fun of it that norway was under the danish kingdom till 200 years back, iceland 70, greenland 30 and parts of many other countries too!
chris371987 12 Sep, 2014 @ 10:38pm 
This is a really good replacement. The original denmark trait was a little bit shitty. Good job!
resolha 19 Jun, 2014 @ 6:20am 
As if the Danes ever explored anything, they did not know how (or dared to) navigate like the Norwegians did way back
Steven 18 May, 2014 @ 3:38am 
@SushiSquid - Thanks! That worked for me. Mod is great.
Keukotis  [author] 11 May, 2014 @ 3:46pm 
@Cthulhu
Very common issue with the Workshop. To fix it, you can try deleting the file Documents/My Games/Sid Meier's Civilization 5/cache/Civ5ModsDatabase.db in order to force the game to reevaluate which mods it has actually downloaded. Doing this will uncheck all mods.

However, you may simply have reached the weird limit the Workshop has. If you have too many mods subscribed (I don't know the actual number), the game will simply not recognize the rest of them. Copy your mods to somewhere else, unsubscribe from them, then stick them back in. Once you're under the limit again, the game will start grabbing new mods that you subscribe to, although you may still have to delete the Civ5ModsDatabase file to force it to recheck everything.