Sid Meier's Civilization V

Sid Meier's Civilization V

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The North Atlantic: The Boatbuilders
   
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23 Apr, 2017 @ 5:07pm
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The North Atlantic: The Boatbuilders

In 1 collection by Renlav
The North Atlantic
3 items
Description
Part of The North Atlantic: a series of mods focused on the seafearing cultures of the North Atlantic and Circumpolar regions, particularly Norse vikings and the cultures contemporary to them.

Background:
The Classical Mediterranean is known for the trireme, but in Northern Europe, an entirely separate tradition of boatbuilding developed simulaneously. Clinker- or lapstrake-style boatbuilding uses overlapping planks that allow boat hulls to twist and bend with water currents, gliding through waves that would capsize a less flexible ship.

This mod features an overhaul of the early naval system, representing this separate evolution: from the hide and woodframe canoes that made life in the Stone Age Arctic possible, to the Viking era longships that raided Europe's coasts and reached as far as North America, to the cogs and cruisers of the Hanseatic League and Kalmar Union.

Content:
The mod adds 2 totally new units and 1 unit replacement:
  • The Umiak, the hide canoe of the Inuit and their ancestors, is a naval equivalent to the Scout. Although having only 4 combat strength and 2 movement, they have the added benefit of being able to traverse ice tiles. Available at Agriculture.
  • The Snekkja replaces the Galleass as the first naval ranged unit. It is weaker, but cheaper and available at Optics.
  • The Skeid, the Viking age's largest longship, provides the Medieval Era with a piracy unit, possessing the bonuses of the Privateer but with stats equivalent to the now-nonexistant Galleass. Available at Compass.

The mod also re-skins 3 pre-existing units:
  • The Karvi, the smallest longship of the Viking Age, replaces the Trireme. It has the same stats, but fully updated unit art.
  • Caravels and Privateers are also updated to look more like their Northern European equivalents, which historically continued to use clinker-built hulls.

Credits:
All unit textures, icons, and flags by me except where otherwise noted.
Umiak unit art edited from TPangolin's Getanget unit (from the Colonialist Legacies: The Wabanaki mod).
Karvi unit art and icon slightly edited from Barathor's Galley re-texture (from the Galleys for Civs mod).
Caravel unit art edited from JFD's Gun Holk (JFD's Kalmar Union mod).
Snekkja unit art and Privateer unit art and icon duplicated from Firaxis' Danish Longboat and Dutch Sea Beggar, repsectively.
This mod was the first from this series I began working on and my first introduction to modding in general. It would not have been possible without the diverse and ubiquitous advice left for others by whoward69 and LeeS on the CivFanatics forums.

Other mods from The North Atlantic:
Ancient Era Buildings (Thule, Sami, and Norse buildings)
Pagan Religious Units (Shamans and Priests)
12 Comments
Renlav  [author] 8 Nov, 2020 @ 4:07pm 
To Lord Funk Jr. and anyone else having issues installing this mod, I apologize for dropping support for it years ago. The issue is because, at the time I made it, I unknowingly compressed the files in a format Civ 5 doesn't recognize. I never caught the issue myself because I always manually installed mods, which in my experience improves mod load and cuts down on bugs. This method also lets you use mods only available elsewhere than Steam, like Civfanatics and Nexusmods.

Anyway, it's pretty simple to install a Steam mod "by hand". First, download it manually (google "steam workshop downloader" and enter the link to this mod). Once you've done that, you can extract the file to your Mods folder using 7zip. It should load on starting a new game of Civ.
Zane0d 6 Nov, 2020 @ 5:47am 
This mod does not show up in the mod list any idea?
S-Man 17 Dec, 2017 @ 2:55pm 
I'd be happy to take over the projects. Will keep them updated, and may play around with consolidating them into a mod pack - something I think that makes sense, given their wide range of capability.

I've created a collaboration space on civifantics:

https://forums.civfanatics.com/threads/renlav-mod-transition-collaboration-space.625597/

I'd definitely appreciate getting all the .civ5sln and the .civ5proj files (esp. the latter).

You've also put together some striking artwork - if you have any .xcf files you used, I'd appreciate those as well. Not the icon files, but anything used to create the artwork.

I believe you can upload files to the link above. So, send me anything you have, and I'll make sure they keep current in the future. Thanks!
S-Man 17 Dec, 2017 @ 2:52pm 
I chuckled when you mentioned civ v modding as a form of therapy. I retired recently, and never having any interest in gold, I discovered I needed to either find a hobby or take up drinking.... ;)

It's definitely been a great way to improve focus and actually push the ol' brain around more than before. At my age, a really good thing. It's definitely a great way to get your mind into a better place if you need it!
Renlav  [author] 16 Dec, 2017 @ 7:16am 
@S-Man - So cool to see my mods getting return traffic this far down the line--and thanks for the improvement!

Truth be told, learning to mod civ in its own weird way wound up getting me through a particularly rough patch in my life; that said, I don't really see myself returning to any of these projects. Would you be interested in taking them over? The Tom Sawyer in me is seeing a golden opportunity...
S-Man 20 Nov, 2017 @ 12:31pm 
@Renlav - just FYI... Was playing around with your mod, specifically the Baltic Caravel model. If you look closely at the 4th picture for this mod, you'll see water where the hold is. Looked kind of hinkey to me, so I added this command to your BatlicCaravel_artdefine.xml file, in the ArtDefine_UnitMemberInfos table:

<ZOffset>2</ZOffset>

just after the <Scale> entry. Raises the boat just a bit, so that the water disappears and the boat looks seaworthy again. ;)

Love the mod!
blackarmyjacket 28 May, 2017 @ 7:26am 
Please make a scenario. Like Expanding upon 1066. Like have Saxons, Normans, Danish, Norwegians, everyone
MosileZ 6 May, 2017 @ 6:22pm 
It worked. Thank you.

Mods are great... Only thing now is that I now miss trireme and galasses.....
Renlav  [author] 29 Apr, 2017 @ 8:30am 
@Mosile Zanzari If your problem happens with these and only these mods, I'll have to look into it. In the meantime, what you can do is extract the files manually. Download a free compression utility like 7zip, then navigate to Documents\My Games\Sid Meier's Civilization 5\MODS. Using 7zip, extract each .civ5mod file that isn't loading to its own folder within the MODS folder. When you next run Civ, they should now show up in Mods list.
MosileZ 29 Apr, 2017 @ 8:06am 
all the mods in this collection don't convert to files, thus don't appear in the mod menu Ingame.
Any help you can give?