Sid Meier's Civilization V

Sid Meier's Civilization V

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Vivala's Dorset Culture
   
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6.104 MB
23 Mar, 2019 @ 6:55pm
29 Mar, 2019 @ 11:11pm
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Vivala's Dorset Culture

In 1 collection by Vivala
Vivala's IRL Civs
19 items
Description
To the ancient Inuit, they were the Tuniit: a race of powerful, reclusive giants. To modern archeaologists, they are the Dorset culture: a mysterious civilization of the Canadian East Arctic. They mostly kept to themselves, mastering the arts of carving and hunting atop the ice, before mysteriously vanishing over 500 years ago. In this mod, you can choose to unleash the Dorset's might upon the world, but it may be wiser to focus on surviving the Arctic tundra.

UA - Gentle Giants: Cities receive +10% Unit Production for each adjacent Tundra, Snow, and Ice tile. When not attacking, land units stationed on snow, tundra, or forests and sea units adjacent to tundra, snow, or ice hunt, generating +1 Food per hunting unit per turn. (screenshots are currently outdated)

UU - Harpooner: Replaces the Spearman. Far stronger than any other Ancient Era unit, boastin 16 strength (equal to a Pikeman), but can't attack.

UB - Ivory-Caver's House: Replaces the Monument. Provides additional Culture equal to 10% of the city's total Food yield.

Currently compatible with YNAEMP, Unique Cultural Influence, and Historical Religions.
The Civ shown in the UCL screenshot is Colonialist Legacies' Greenland: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822079735&searchtext=Greenland

Big thanks to EmeraldRange for helping me improve the design for the UA!
12 Comments
whokilledreno 18 Oct, 2022 @ 5:23am 
ill give this a try, any tundra working civ is welcome.
hootie420 12 Apr, 2019 @ 3:23pm 
MAHAAHAAA!
ashsilver94 3 Apr, 2019 @ 7:42pm 
Hey, the civ isn't showing up on YNAEMP's TSL civs.
Fantastic Fwoosh 29 Mar, 2019 @ 8:49am 
I had to do a double take to make sure these weren't rosy faced english farmers, mod seems nice though.
Firelizardss 27 Mar, 2019 @ 5:58pm 
I was just reading about the Dorset and Thule people so cool to see this
Vivala  [author] 27 Mar, 2019 @ 7:56am 
@Tnesniv Yørel thanks for the constructive criticism! One part of the UA that isn't mentioned in the description (I'll make sure to update it once I find the best way to phrase it) is that all of the food from units is put into a pool and allocated according to need. This process prioritizes cities with the lowest net food output, so in general no plains city will receive any of the food until the snowy/tundra cities' food is brought up to their level.

That being said, you're absolutely right about it making more sense to settle fertile areas, and your point about luxuries/trading posts makes it clear to me that the UA needs to be altered a bit. I have some potential ideas, but I'll need to test them out (while also working on other mods), so it'll be a bit before those changes happen.
Tnesniv Yørel 27 Mar, 2019 @ 4:41am 
*facepalm*
Now I see that in the screens you mention 10% of the food goes to culture. That's not mentioned in the description. That's one issue down.
Tnesniv Yørel 27 Mar, 2019 @ 4:39am 
Very interesting civ! Though I think there are some conceptual problems.
1) The UB favors cities in food-rich regions instead of snowy regions. Even without any bonuses it's not that difficult to get cities with +12 food or so in classical or earlier in grassy environments. Constantly generating +6 tot +12 food in most cities seems just OP. Why not limit the bonus to cold regions? Food production will never go through the roof there.
Tnesniv Yørel 27 Mar, 2019 @ 4:39am 
2) The UA can help cities in plains etc grow even faster; since these cities will always be better, it's always a more strategic choice to focus settling in ordinary regions instead of the cold areas. On top of that, the UA is more like spending gold for increased food production. And where can't you build trade posts and where can't you find luxuries? In the snowy areas. This further makes the UA problematic in snowy areas, as you will most probably lack the gold to sustain units giving your city food.

Sorry if I made crucial mistakes. I read the description and immediately had some concerns. I'm grateful that you made this awesome-looking civ.
Vivala  [author] 25 Mar, 2019 @ 5:22pm 
@V E C E T O R I X I'm not particularly familiar with that mod, so I don't have any plans to at the moment. Plus, from what I can see, it goes beyond my graphical skills. Sorry!