Sid Meier's Civilization V

Sid Meier's Civilization V

Denmark Exploration
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://store.steampowered.com/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.
Steven 7 May, 2014 @ 4:04pm 
I subscribe but this mod doesn't download for me.
Feurisson 23 Apr, 2014 @ 3:07pm 
Oh, thanks for clearing that up. Sorry, I should have read more carefully, I guess. I think I'll try this one out. It'd be awesome if you created specific norse Great Works, though. Is there a way to incorporate some actual excerpts from Old Icelandic Sagas, for example?
Keukotis  [author] 23 Apr, 2014 @ 3:04pm 
@Feurisson
When I say the Runestone has +2 Culture and +1 Faith, I mean in comparison to a normal Amphitheater. As you can see in the screen shot, the full bonus is 3 culture, 1 faith, and 1 writing slot.
Feurisson 23 Apr, 2014 @ 2:59pm 
Wait, where are you supposed to store the works of your Great Writers if the Amphitheater replacement doesn't have the necessary slots? Wait until Oxford? It really seems to be a cool and interesting rework of the somewhat underpowered Danish, though. Nice idea for a new unique ability, too.
Caleb Rogue 8 Apr, 2014 @ 3:53pm 
Viking translated into modern-day Danish means "Pirate"
Gokke 5 Apr, 2014 @ 12:22am 
hmmmm A Bit Sad It Auctally isnt the Flag of Denmark But Whatever
Didicet 3 Apr, 2014 @ 9:17am 
Sounds like a great mod. Now I can actually play Denmark!
Keukotis  [author] 2 Apr, 2014 @ 2:46pm 
@urien_ubael
I strongly considered giving the Viking the ability to found cities. I really, really strongly considered it. The only reason I didn't is the because the entire time I was doing this, I wanted to make sure not to "step on the toes" of other civs that were exploration-based (Polynesia and Spain mostly). I wanted something totally unique. The Motte and Bailey lets Vikings settle small "colonies", but not full cities like the Conquistador.
And better river movement is in this mod. It's part of the trait: all of Denmark's units move along rivers at full speed.
Kong Valfar 2 Apr, 2014 @ 8:33am 
Aaaaa !!!!
Playble and more stronger Denmark is good idea for mod
Hail Odin Thor Fröj Volund Njord and Frigg !!!
urien_ubael 2 Apr, 2014 @ 7:24am 
Great idea with exploring giving culture and ocean embarkation I agree with 100%. The motte and baily with the viking unit I'm not so sure about. Would prefer if they could colonize like the conquistador or gain gold like a weak great merchant. After all - they did settle in Normandy, England, North America, Island, Greenland etc. and beside their hunger for land - trade was an important role to. Another idea would be improved movement along rivers since they were able to go upriver with their ships. But a great mod with very interesting concepts.
Miath 1 Apr, 2014 @ 3:33pm 
No other civ has... Except for Portugal. :P
Erhart ( ͡° ͜ʖ ͡°) 31 Mar, 2014 @ 1:56pm 
@striker4life360
The viking culture was very religious.
Striker4life360 30 Mar, 2014 @ 10:43am 
Very interesting idea, probably one of the most unique mods i've seen on the workshop. However i do think the runestone bonues are a bit too much 3 culture early game per city is a lot and increase your boarder growth very rapidly. I would give it 2 culture and remove the faith, I ust don't see the vikings as a religous sect.
Tobbilainen 30 Mar, 2014 @ 5:42am 
By the way, Viking translates to someone who hides in bay's. Vik = Bay. It's not really close to expeditioner. I love the mod though!
NightShroud 29 Mar, 2014 @ 1:03pm 
Love this
Maybe keep the free pillage bonus
Keukotis  [author] 29 Mar, 2014 @ 9:43am 
@ragirk
Delete the building folder and use Barathor's standalone Stave Church Mod alongside this.

=( And I put time into the icon too. But as I said in the description, I understand that not everyone will want all three parts of this, so it's modular. Delete the building and the other two sections will work fine. The Stave Church standalone mod replaces Ski Infantry too, so it should be totally compatible with this mod once you've removed the Runestone.
ragirk 29 Mar, 2014 @ 8:47am 
Is it possible to change the runestone to be a Stave Church? It has an icon in the game already. :)
Keukotis  [author] 29 Mar, 2014 @ 3:28am 
Thank you! And yeah... figuring out if that was even possible to do took a while, but then the end result is actually a fairly lightweight lua script, so it's not even a big drain to run.

The reason that Motte and Bailey doesn't have a good yield is that it's intentionally meant to be a temporary settlement. It's already very powerful, letting you consume lands (permanently - it stays your land even if the thing gets pillaged) outside your borders and protect them. I didn't want them to have a good yield too. You're meant to replace them with other improvements once you have a proper city going.
Krajzen 29 Mar, 2014 @ 3:22am 
O_O I love it! Also, I am very very impressed by 'Exploration earns Great Writer points in the Capital.' - this was probably hell to program via LUA. New Demark is coherent and allows on very diverse tactics. This mod is much better than all other attempts at making Denmark fun, including my primitive 'free seaport in all cities' :D One more suggestion - please make Motte and Bailey receiving another +1 production at Chemistry/some tech like that so it would remain stron in later eras ;)