Sid Meier's Civilization V

Sid Meier's Civilization V

Kiang's Daein (Ashnard)
34 Comments
Blaze 16 Jun, 2022 @ 7:27pm 
So, I have no idea what might have caused it, but when playing as a very much not-Ashnard civilization, at one point in the late game, I randomly found two Feral Dragons next to my capital, and I have no idea how they got there. Not even a notice of receiving units from a City State. Confusing. (They did not see use, science ending go!)
Kiang  [author] 17 Dec, 2020 @ 4:39pm 
@Nightstar: IIRC the dragon model has eyes. I think it was just blinking when I took the screenshot. Happens to the best of us.
Nightstar 17 Dec, 2020 @ 12:13pm 
Awesome mod! But do the in game model lack eyes? Or is it some graphic setting?
Kiang  [author] 26 Nov, 2020 @ 6:05am 
@Reyson Fox: Mod works just fine on its own/with supported mods; if the game is freezing that's either because you're running incompatible mods or it's a client-side gpu problem. I have been modding this game for eight years and I have seen hundreds of softlocks and ctds, but never once a "freeze," so unfortunately, I can't diagnose that one for you.

As for the affinity issue, that's a text-only issue -- the gameplay should be unaffected (i.e. the affinities system will work as normal). The reason it's happening is that I never created mod support for affinities for this mod, so whoever tried to retroactively add-in mod support for affinities for Daein must have made a typo.

If you contact us on our Discord, we have an extremely active helpline and I can guarantee that someone will be able to help you fix all those nasty bugs and freezes, no problem! :)
Reyson Fox 25 Nov, 2020 @ 8:58pm 
Mods are not working, game freezes when loading and some of the races come up as TEXT_DAEIN_AFFINITY_ etc.
Kiang  [author] 12 Jul, 2018 @ 10:20pm 
@☯~Shady Diver~☯: <3
☯~Shady Divider~☯ 12 Jul, 2018 @ 9:49pm 
jeez, how the hell did i miss this one too? You truly are my hero
RunawayPrawn 19 Mar, 2018 @ 10:31pm 
wow DUDE SO FOOCOCOCL LFOSLSF
Kiang  [author] 22 Feb, 2018 @ 11:40pm 
@greekscreech: Despite what the Civilopedia tells you, for gameplay purposes, Vanilla Civ V does not treat Chariot Archers like regular mounted units, putting them in the "Archer" combat class, not the "Mounted" combat class. Thus, Ashnard's trait doesn't give culture from them. It also means that units like the Spearman don't do extra damage versus Chariot Archers.
greekscreech 22 Feb, 2018 @ 11:37pm 
Chariot archers don't add culture!
PhendranasEdge 31 Jan, 2018 @ 3:53am 
Ok, thanks for that I'm trying it now. So far so good!
Kiang  [author] 30 Jan, 2018 @ 8:15pm 
@PhendranasEdge: The Events & Decisions mod is required for the Feral Laguz questline (that includes the dragon) to show up. Events & Decisions is a fantstic mod, and if you don't have it, you're missing out on some amazing content. You can download it here:
https://forums.civfanatics.com/threads/sukritacts-events-and-decisions.528549/
PhendranasEdge 30 Jan, 2018 @ 6:09pm 
How do you get Ashnard's dragon for gameplay? Is that soley part of your civ mod or does that rely on the events mod you mentioned in the description?
Kiang  [author] 30 Jan, 2018 @ 12:05am 
@Vlat -- Glad you enjoy it! :)
Vlat 27 Jan, 2018 @ 7:25am 
Tried the new patch, and the readjusted Great Riders feel much more balanced than before. Also the culture line bug didn't show up anymore.

Great job, Kiang.
Kiang  [author] 22 Jan, 2018 @ 12:45pm 
@SilentSkye -- Thanks for the bug report. It's an easy fix, will include in update soon.
Vlat 22 Jan, 2018 @ 9:45am 
I have noticed that, also
SilentSkye 22 Jan, 2018 @ 9:22am 
I've noticed when Ashnard is an A.I. Player, at the start of all his turns the line "You noble Knights produce X Culture for the glorious Deain empire" appears. Should that be showing up only when you're playing as Ashnard?
Kiang  [author] 21 Jan, 2018 @ 5:00am 
@Vlat -- Thanks for your feedback, will be making balance adjustments soon.
Search 20 Jan, 2018 @ 2:21pm 
Hey would you be willing to do mod commissions? Thanks
Rhaeqell 20 Jan, 2018 @ 12:12pm 
wow, such review below
Vlat 20 Jan, 2018 @ 12:08pm 
I have finished my first game with this civ, and it was a blast! Great Rider is a really fun unit to use and the fact you can get it right at the beginning makes the early game feel much faster than usual. Culture gained from Ashnard’s UA also makes it rewarding to wage war since it helps you unlock more social policies, which in turn help improve your economy. Overall this civ feels really great to play at all stages of game.

However, Great Riders are perhaps a little too good. Like it has been said, getting one for free from Honor-tree might be a bit too much. Giving the player a Great Rider for building six melee units is fine, since there is an opportunity cost in that line of play (namely potentially sacrificing early game economy and potential expansions for power, also building less archers). Getting a free one from Honor, however, doesn’t really require any extra work from the player, since if they are going for military strat anyway, picking Honor is pretty much given.
Vlat 20 Jan, 2018 @ 12:08pm 
Also currently the player can get two early game Riders (one from UA, one from Honor; also the one got from Honor helps in getting the one from UA, since it counts towards the “six melee/mounted units”-requirement), which honestly is way too much power at that point of the game. While I don’t really think they can solo cities, two of them certainly can wipe out whole enemy armies, as long as you are careful to not overextend. The Riders you get early also tend to become overly powerful late game units, since they soak up the majority of EXP and can therefore get to the end of the upgrade tree with relatively low effort. This also makes the later Riders feel less good and special in comparison.
Vlat 20 Jan, 2018 @ 12:08pm 
If you want to rebalance this unit, I would suggest cutting its combat strength by about 10-20% (for example, Ancient era Rider would have 14-16 strength instead of 18) and reducing the amount of experience it can get from combat, if possible. Also, if you are able to prevent Honor tree from giving the Player a free Rider (maybe changing it to a regular General?), that could also be worth considering. If you don’t want/can’t do that, maybe you could simply make the UA’s Rider require more units to be build (something like 8-9) before it is given.

Again the unit itself feels great to use, but I think it is a bit too powerful at the moment. And while the inability to build Citadels is a pretty serious drawback when pushing into rough terrain or attacking a civ with Great Wall, it still isn’t enough to balance this unit currently.
Vlat 20 Jan, 2018 @ 12:08pm 
I wouldn’t really touch the culture part of the UA, since I think it is pretty balanced at the moment and rewards the player for keeping his mounted units alive. Also I didn’t get to really use the Fortress in my game, but on paper it sounds a little a bit too good. I would imagine placing a few of them on one’s border could make it almost impenetrable. But again, I would have to test it more to know for sure.

All in all, you have made great work with this civ. The UU feels great to use and the UA does good at supporting the more aggressive strategy this civ seems to strive for. It could use some numeral rebalancing, but overall the problems don’t distract from the enjoyment.

PS: Welcome back to modding, Kiang! Hopefully we can wait for more mods from you in the future.
chef109 20 Jan, 2018 @ 9:39am 
Holy hell this mod is OP. I haven't even used any fortresses yet. What I'm talking about are the Great Riders. They start more combat strength than a pikeman, double the speed of a scout, a fuck ton of health, AND get you extra culture per turn. If you go down the honor tree you're able to get one of these things before turn 10 and then you're basically set as it as the power to almost solo-take cities. That's not to mention you can make like Poland and just rush through the era's to have their combat scale up and up until you have an Infantry by turn 100.
Way 18 Jan, 2018 @ 7:51pm 
The Fortress should be toned far down if you're interested in a balanced unique tile improvement. Regular forts are already very strong when used in conjunction with units like crossbowmen and gatling guns.
nicovallejos 18 Jan, 2018 @ 7:16pm 
@Kiang has finally returned to the modding scene. With the release of the new Fire Emblem mod like this new Daein one, Here it finally comes.

I hope there might be renovations of the DiploResponses by Elincia's Crimea and Micaiah's Daein will be sure to follow that would based off of the Diplomacy XML in the Touhou - Eientei mod by Paul "Huitzil" Durant, which would be handled by Typhlomence.

I hope that the FE Civ V modding team will set eyes on new ones particularly Begnion that is led by Sanaki, and then Aytolis led by Lianna
Nom Anor 18 Jan, 2018 @ 12:14pm 
Great to see you making more stuff! I can't wait to try it out.
Yeem 18 Jan, 2018 @ 11:34am 
yeaaah FE discord represent!
Vlat 18 Jan, 2018 @ 8:44am 
Wow, it was a really pleasant surprise to see this mod today. Welcome back, I'm definitely gonna check this out this weekend.
Kobazco 18 Jan, 2018 @ 8:08am 
https://discordapp.com/invite/bCvvftW

Mentioned civ v fire emblem modding discord. Come join us :D
FellBranded 18 Jan, 2018 @ 8:07am 
Definitely something to push the Fire Emblem Modding community to greater heights. Good to have you back!
Miath 18 Jan, 2018 @ 6:59am 
Bias not biased. :3