Sid Meier's Civilization VI

Sid Meier's Civilization VI

p0kiehl's Norway Rework
99 Comments
The Devil of Paradis 13 Apr, 2023 @ 10:51am 
Nice
LokiTricksterGG 1 Feb, 2023 @ 12:11am 
Please update (:
KQLY STYLE! 26 Jan, 2023 @ 1:28pm 
doesnt work:(
Okami-Koruno 11 Sep, 2022 @ 10:33am 
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 19 May, 2022 @ 5:06pm 
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 15 May, 2022 @ 11:38am 
I'm not getting any production or faith in city centres from being adjacent to water. Please Help?
Red Shirt 15 Oct, 2021 @ 1:38pm 
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 17 Jul, 2021 @ 6:59am 
anyone else crashing with this ?
Æl 7 Jul, 2021 @ 6:03pm 
Any chance of an update? Not sure if the issues commented would cause problems mid-game, but these changes look pretty solid.
wolf_brother 3 May, 2021 @ 11:07pm 
Needs to be updated for the April 2021 update (Berserker should replace Man-at-Arms and it got a small combat buff).
writtendown 31 Mar, 2021 @ 12:35am 
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 29 Mar, 2021 @ 12:26pm 
If only the stave church was still in holy site...
Jup1ter 5 Feb, 2021 @ 6:07am 
this is literally what Norway should be....
Palo 22 Jan, 2021 @ 12:59pm 
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 18 Nov, 2020 @ 7:16am 
Id also prefer to keep the stave as a holy site building. Other than that nice rework
Hoshi 16 Aug, 2020 @ 12:30pm 
I like the church in holy site better, but thats just my opinion.. other than that nice modifications
TwistedKitty 30 Jul, 2020 @ 12:23pm 
Ah too bad
p0kiehl  [author] 30 Jul, 2020 @ 8:34am 
Not possible
TwistedKitty 30 Jul, 2020 @ 8:14am 
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 23 May, 2020 @ 1:15pm 
Does this work if you don't have the Gathering Storm DLC?
Alejandro Diaz 13 May, 2020 @ 4:39pm 
is anybody experiencing crashes?
jbrowes 10 May, 2020 @ 8:02am 
I now always make Norway a competitor - hope to see a few others in the near future,,thx.
IconaDeFun 28 Apr, 2020 @ 4:29pm 
@eva-kun I've experienced that while suzerain of Phasis from the Civitas City States mod. Is that possibly the source?
p0kiehl  [author] 23 Jan, 2020 @ 5:09am 
Never encountered that issue, but it's not caused by this mod.
Eva-kun 22 Jan, 2020 @ 7:55pm 
It seems "any" tile that's adjacent to a forest is receive 1+ production while I play Norway? Anyone else running into this?
p0kiehl  [author] 20 Jan, 2020 @ 5:51pm 
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 20 Jan, 2020 @ 4:25pm 
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 20 Jan, 2020 @ 1:47pm 
>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  [author] 14 Dec, 2019 @ 4:55am 
@sdp0et - I think I know how I can fix the issue. Ill investigate today and update the mod.
sdp0et 12 Dec, 2019 @ 4:43pm 
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 30 Nov, 2019 @ 12:46pm 
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 24 Nov, 2019 @ 8:46am 
ETA ?
corro 1 Nov, 2019 @ 1:59am 
this is really good news, that mod was always my favourite :p
p0kiehl  [author] 31 Oct, 2019 @ 2:18pm 
@corro - it's coming!
corro 31 Oct, 2019 @ 1:37pm 
wonderfull mod, as always. this does make me want an update of the original improved civilizations mod :p
Ashmaker9 24 Oct, 2019 @ 12:00pm 
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 20 Oct, 2019 @ 7:37pm 
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  [author] 19 Oct, 2019 @ 7:11am 
@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 19 Oct, 2019 @ 12:52am 
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 10 Oct, 2019 @ 11:11pm 
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 28 Sep, 2019 @ 12:25pm 
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 28 Sep, 2019 @ 10:30am 
Can you pleeease do a Germany rework!
TexStarshine 27 Sep, 2019 @ 2:12pm 
@p0kiehl maybe if you want to do a compatible version, make the berserker their unique longswordsman?
p0kiehl  [author] 26 Sep, 2019 @ 11:36am 
@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 26 Sep, 2019 @ 6:03am 
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 26 Sep, 2019 @ 5:55am 
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 26 Sep, 2019 @ 5:54am 
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 26 Sep, 2019 @ 5:50am 
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 26 Sep, 2019 @ 5:49am 
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.
TexStarshine 25 Sep, 2019 @ 12:08pm 
have you considered giving viking longships the ability to cross oceans? and to carry escorted units across oceans? I'd give up the combat strength to have the longship heal in nuetral and cross oceans.