Sid Meier's Civilization VI

Sid Meier's Civilization VI

p0kiehl's Norway Rework
100 条留言
Nightmare576 8 月 21 日 下午 7:53 
Is this compatible with the JNR workshop holy site expansion?
The Devil of Paradis 2023 年 4 月 13 日 上午 10:51 
Nice
LokiTricksterGG 2023 年 2 月 1 日 上午 12:11 
Please update (:
KQLY STYLE! 2023 年 1 月 26 日 下午 1:28 
doesnt work:(
Okami-Koruno 2022 年 9 月 11 日 上午 10:33 
why do people who mod norway always forget that they can sail on the ocean with shipbuilding. They always get rid of that ability.
DeadWeatherDrums 2022 年 5 月 19 日 下午 5:06 
Is this causing crashes or compatibilty issues for others? Pity, because I think this is a great adjustment and makes them more interesting and accurate and wantable in a game. Otherwise they are just an evil monster coming to devour you. The seaborne version of the Aztecs. The are Godzilla version of -- you get the point.

Thanks for the mod, though, good stuff.
daniel 2022 年 5 月 15 日 上午 11:38 
I'm not getting any production or faith in city centres from being adjacent to water. Please Help?
Red Shirt 2021 年 10 月 15 日 下午 1:38 
Longship no longer capable of fortifying until healed outside of friendly territory. Also can't pillage barbarian camps on shores. Imagine my disappointment on turn 45 of a marathon game when my attempt to enter the sanguine pact failed horribly because my longship had been neutered. Please fix.
accelester 2021 年 7 月 17 日 上午 6:59 
anyone else crashing with this ?
Æl 2021 年 7 月 7 日 下午 6:03 
Any chance of an update? Not sure if the issues commented would cause problems mid-game, but these changes look pretty solid.
wolf_brother 2021 年 5 月 3 日 下午 11:07 
Needs to be updated for the April 2021 update (Berserker should replace Man-at-Arms and it got a small combat buff).
writtendown 2021 年 3 月 31 日 上午 12:35 
Have you thought of creating a mod/ruleset for island maps?

Would be nice to give everyone the ability to coastal raid barbarian camps and tribal villages in earlier stage of the game. It is a neat feature but so restricted..
MooseVector 2021 年 3 月 29 日 下午 12:26 
If only the stave church was still in holy site...
Jup1ter 2021 年 2 月 5 日 上午 6:07 
this is literally what Norway should be....
Palo 2021 年 1 月 22 日 下午 12:59 
After I played this rework many times, I can say that it is an awesome rework, exactly what Norway needed. The Vikings gets the yield from the land through their Stave Church and sea. I think the mod makes Norway the way the intended to be, playing around Berserker and Stave Church. Great job! Also, I think the devs should make it the default Norway and give you credit for it.
MooseVector 2020 年 11 月 18 日 上午 7:16 
Id also prefer to keep the stave as a holy site building. Other than that nice rework
Hoshi 2020 年 8 月 16 日 下午 12:30 
I like the church in holy site better, but thats just my opinion.. other than that nice modifications
TwistedKitty 2020 年 7 月 30 日 下午 12:23 
Ah too bad
p0kiehl  [作者] 2020 年 7 月 30 日 上午 8:34 
Not possible
TwistedKitty 2020 年 7 月 30 日 上午 8:14 
A cool addition would be to tweak the longships a little. Idk how it’ll affect balancing but the viking longships were built to be able to row up shallow rivers. It’d be fitting if the longships could move along river tiles but with a movement penalty.
Gubbins 2020 年 5 月 23 日 下午 1:15 
Does this work if you don't have the Gathering Storm DLC?
Alejandro Diaz 2020 年 5 月 13 日 下午 4:39 
is anybody experiencing crashes?
jbrowes 2020 年 5 月 10 日 上午 8:02 
I now always make Norway a competitor - hope to see a few others in the near future,,thx.
IconaDeFun 2020 年 4 月 28 日 下午 4:29 
@eva-kun I've experienced that while suzerain of Phasis from the Civitas City States mod. Is that possibly the source?
p0kiehl  [作者] 2020 年 1 月 23 日 上午 5:09 
Never encountered that issue, but it's not caused by this mod.
Eva-kun 2020 年 1 月 22 日 下午 7:55 
It seems "any" tile that's adjacent to a forest is receive 1+ production while I play Norway? Anyone else running into this?
p0kiehl  [作者] 2020 年 1 月 20 日 下午 5:51 
The ability doesn't give gold, that's an earlier version. I've updated the text in the description to reflect it. The text in the mod has always been correct though.
Max 2020 年 1 月 20 日 下午 4:25 
I like these ideas overall but they are super OP. The yields you get and 50% off harbors is just nuts. If you want it to be balanced, maybe tone it down a bit
Max 2020 年 1 月 20 日 下午 1:47 
>Tiles with Breathtaking Appeal provide +1 Culture, +1 Food, and +1 Gold when adjacent to Water tiles.

The culture and food seems to work but not the gold
p0kiehl  [作者] 2019 年 12 月 14 日 上午 4:55 
@sdp0et - I think I know how I can fix the issue. Ill investigate today and update the mod.
sdp0et 2019 年 12 月 12 日 下午 4:43 
Would it be possible to make the changes to the Stave church compatible with mods that interact with it? I could live without some of the modifications, but I can't start a game due to database errors from mods that try to modify or reference it. Maybe disable the original somehow rather than delete it?

-More Great Works tries to add slots to it (could be iive without the changes to the one building, but would like them on others)
-Radiant National Wonders lists is as a requirement for one of its new buildings
-Unique Tiles in Forest/Rainforest reference it in changing valid build locations.
Expo 2019 年 11 月 30 日 下午 12:46 
Ever since I saw that post on Reddit a while back I've been dying for something like this. Thanks a ton!! Excited to give this a few playthroughs
Gokudo31 2019 年 11 月 24 日 上午 8:46 
ETA ?
corro 2019 年 11 月 1 日 上午 1:59 
this is really good news, that mod was always my favourite :p
p0kiehl  [作者] 2019 年 10 月 31 日 下午 2:18 
@corro - it's coming!
corro 2019 年 10 月 31 日 下午 1:37 
wonderfull mod, as always. this does make me want an update of the original improved civilizations mod :p
Ashmaker9 2019 年 10 月 24 日 下午 12:00 
pOkiehl u did an amazing job, i follow every of your content!

May I give u an idea.

Can u think u can do The City of TROY in Civ with for example, walls for some districts ? like government place ? or every district adjacent to the capital ? XD

Zero 2019 年 10 月 20 日 下午 7:37 
Oh man, just played norway on a massive archipelago map with this mod, it was out of control. Easily an era ahead of the immortal ai just from those bonus yields to sea resources.
p0kiehl  [作者] 2019 年 10 月 19 日 上午 7:11 
@Junk glad you like it! To verify the City Center yields, open the city manager menu thingy and check the Districts tab. It doesn't show up as a yield on the map.
Zero 2019 年 10 月 19 日 上午 12:52 
Love this rework, turns norway from a bottom tier civ into a top tier civ- however, the production bonus from adjacent water tiles to city center doesn't show up for me; not that its necessary, these guys are good enough without it; but i don't know if that s on my end or the mod. Also, love the rework of the stave church.
Kgarz01 2019 年 10 月 10 日 下午 11:11 
Have you ever considered putting your Civs and Civ reworks into collections? Your gameplay mods as well? It would make finding and picking which ones we want to use easier?
pysia.dk 2019 年 9 月 28 日 下午 12:25 
Hey p0kiehl! First of all - great mod, upgrading Norway was a must, it was weak civ in my opinion. I'm curious if it's possible to retain original abilities - naval prod bonus, healing outside friendly territory and earlier ocean crossing? I would love to play that kind of super-duper maritime OP civ. :) Oh, and btw, these Stave Churches look awesome!
Fagoth 2019 年 9 月 28 日 上午 10:30 
Can you pleeease do a Germany rework!
TexStarshine 2019 年 9 月 27 日 下午 2:12 
@p0kiehl maybe if you want to do a compatible version, make the berserker their unique longswordsman?
p0kiehl  [作者] 2019 年 9 月 26 日 上午 11:36 
@pajamathekid - Thank you so much for your kind words! That's a great question about the Steel & Thunder add-on; I'm not quite sure how it will work to have 2 Swordsman replacements, but I'll investigate tonight and make any necessary changes. Thanks for bringing it to my attention!
pajamathekid 2019 年 9 月 26 日 上午 6:03 
Only one question I have is that while you mention compatibility for Steel and Thunder I would ask if it has compatibility for "Steel and Thunder Everything Enabled?" that mod also adds the Hirdman unit which uh... I can't remember 100% but I think the Hirdman was also a Swordsman replacement which since you have modified the Berserker to fill that role, would there be an incompatibility? I just like that Hirdman unit, Norway needed some good housecarls and he fills that void for me. Just a thought I had and it never hurts to ask cuz you might get an answer. Anyway love you guys.
pajamathekid 2019 年 9 月 26 日 上午 5:55 
A faith focused norway with a pantheon that amplifies that or a full Naval Raid focus? This time you made Norway more like real life. You isolated the Stave Churches in nature and gave them bonus for placement there which is my favorite change. You Reworked Haraldr's Leader Ability to reflect his reforms and the fortune he stole from the Byzantines and others (I really feel like his life would make a great movie lol) and gave Norweigan Cities simple bonuses based on understanding of location and appeal to be more similar to perhaps the Maori which I think is a good comparison. The changes reflect the Norway I know much more than the Gimmick of crossing oceans earlier based on Erik the Red's expeditions, and I must commend this work. I cannot understate how much I feel these types of mods are needed here in the workshop as I feel they add the most depth to the game.
pajamathekid 2019 年 9 月 26 日 上午 5:54 
Like, this time is it Poland with Relics build or a more Militant Poland? Great Work focused America or National Park/Seaside Resort? Which Build? Khmer Relics or Population Khmer with Specialist in Districts? The Pantheon you choose, the path in the tech and civic trees, the resources you choose to harvest and those you keep they all change your build every time!
pajamathekid 2019 年 9 月 26 日 上午 5:50 
Games like Dark Souls that allow one to tackle enemies with a Bastard Sword in two hand whilst stacking all forms of health regen, or going for a build where one uses the Slumbering Dragoncrest and Obscuring Rings paired with a simple Dagger - backstabs galore. Games like modded Skyrim (enaisiaion's mod in particular) that allow one similar freedom, do I go for an enchanter character with a staff this time? or a full poison Shout build? Endless combinations. Or Path of Exile where you can take any skill, a simple melee Cleave! and support it with the power of Multistrike, Ruthlessness, and added damage, slot an Overwhelming Odds Jewel and Gain the Fortify bonus where Cleave lands a hit in addition to increased Cleave radius... but similar builds exist for Frost Nova and Frostbolt, and completely different builds for Cyclone. When I play Civ 6 it is that kind of freedom I search for.
pajamathekid 2019 年 9 月 26 日 上午 5:49 
The mods that rework the civs have always been my favorite. These mods add a special type of diversity to gameplay, bringing a unique playstyle, goal, and roleplay to each civ. Over my years as a gamer I have always enjoyed games that allow one to create or access extremely different build paths.