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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
You must not have the Denmark DLC, I'd guess.
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.
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.
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.
Playble and more stronger Denmark is good idea for mod
Hail Odin Thor Fröj Volund Njord and Frigg !!!
The viking culture was very religious.
Maybe keep the free pillage bonus
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.
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.