Sid Meier's Civilization V

Sid Meier's Civilization V

Vivala's Dorset Culture
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!
A U R E L I U S 25 Mar, 2019 @ 4:53pm 
is there anyway this could become compatible with the ethnic units mod?
troodon25 24 Mar, 2019 @ 8:20am 
Not a complaint (I’m understand that there are few colour combos, not taken), but I must admit I chuckled when I realized this Arctic civ shares a colourscheme with Henry Parkes’ Southern Australia.

From what I understand, the harpooner can defend against attacks, but not attack itself? That’s a nifty idea. And I love the unorthodox way you addressed the “snow civ dilemma”, with hunting units. That’s neat. Can’t wait to try the challenge of playing with their TSL!