Sid Meier's Civilization V

Sid Meier's Civilization V

Kingdom of Daein
94 Comments
Flik the Changeling 13 Aug, 2017 @ 3:28pm 
This is the Civ I always go as. I love the culture and defense gameplay and this gives me what I always dint see in other civs ^^ thanks for making this
xenoblademaser13 22 Jul, 2015 @ 6:49pm 
I am having troble the dawn brigade units are not showing up on the hex map
nukemind2012 28 Jun, 2015 @ 4:51pm 
So... going through all your mods- downloaded em a while back... never played as I finished awakening 3x. But, I am doing my semi annual Fire Emblem Athon- ever FE game I own I beat ovver a month (July)- FE:SS, FE: 7, FE: PoR, FE: RD, FE:SD, and FE: A. So.... my question is did you ever fix/update them?
Kiang  [author] 6 Aug, 2014 @ 1:15am 
@SasoriRinku: Wow, that definitely IS a huge bug, and, if there really is a problem in the code, one that must be solved immediately! Thanks so much for letting me know; I'll go double-check my code and let you know what comes up. =)
Rinn 5 Aug, 2014 @ 8:27pm 
Hey Kiang, I have a question regarding the UB for this civ. When I first tried the Civ out, I really enjoyed it, but I remembered never building the UB for some reason. And after a new game or two trying to find it, I realized that it was never even an option to build. Whenever I start the game as Daien, there simply isn't an option to build a monument/keep. And it's not auto-built either, as it does not show up under the city's buildings and it is not reflected in the culture gain (it's still +1 per turn at the start of the game). I even unsubscribed from the mod and subscriped to your collection of the Beoric civs, and the same thing is happening. I just wanted to let you know, in case it was a bug. Or, if you had any advice if it's just a problem that I'm having. Thanks again for your continued great work!
Kiang  [author] 1 Aug, 2014 @ 5:01pm 
@tolaburke: Don't know about the Anti-Cav promotion retainment. But yes, that does mean no Anti-Cav for Medieval Daein. That said, the ignoring terrain bonus stays on promotion, meaning that you have a bunch of highly maneuverable riflemen and infantry later on. It upgrades to musketman to avoid the awful lancer promotion line.
tolaburke 1 Aug, 2014 @ 12:48pm 
Note: Right clicking the Dawn Brigade UNIT(In the build screen, in the field, wherever) brings you to the Civilopedia entry for the Dawn Brigade PROMOTION which the unit has, not the unit page itself. Deliberate?

The unit itself....It's exactly the same cost and strength as the pikeman, but trades the mounted bonus for ignores terrain. No anti-cav for Daien during Medieval era unless they go Commerce. Do they upgrade from spears, and if so, do they retain Anti-Cav?
Alsariu 25 Jul, 2014 @ 7:57am 
1. yes. i stared i match as Micaiha and it showed me the picutre text and traits and let me biuld a base. but i played not further than the first 10 turns, (Thati s at leat what i rembemer)
2. No, i don't. I run G&K
3. i heven't tryed begion. i am no fan of that land and sepcialy sephirion for personal reasons.

4. i will give it a go
Thx for the Aswer^^
Kiang  [author] 23 Jul, 2014 @ 12:07am 
@Alsariu: Oh no! I'm so sorry about that! =(

1. Did they work before the patch?
2. Are you running BNW?
3. Does Begnion have this same error?

If it truly is just the new patches that Crimea and Daein recieved that are causing them to crash, I will get on that immediately. Until then, as a temporary fix, you can use the Beorc Civpack. The only difference is that they're all in one mod instead of three. For efficiency and stuff. Thanks for letting me know this important glitch!
Alsariu 22 Jul, 2014 @ 5:05am 
@Klang i have a littel problem with this mod and you Chrema civ. Since the last update every time i start a game with them as civs There is no picture just a red sparkel in the up left corner. Nither does the text about traits apear, I have no plan what causes it because all the other mods run smooth like butter. And in the game i can't chose any option because the option box in the down left doesn't apear.
Kiang  [author] 19 Jul, 2014 @ 3:38pm 
@Survivalist64: Thanks for your response! Part of their first UA/trait (not UU, I'm asuming that's a typo) was that they would survive so long as they had a unit left on the map. Usually, Civilizations that lose all of their cities are immediately eliminated (i.e. their units disappear, their influence with city-states is erased, and they cannot be contacted diplomatically). Because Daein still retained all of these things even after losing their last city, I had to make a note of it, because it set them apart from other nations.
Survivalist64 19 Jul, 2014 @ 10:26am 
Hello again, just posting my thoughts on another great job. After playing through two games with this civ with its new and old UU, I think that the UU and UB in the second version were perfect for Daein. The really brilliant part about the UU and UB is that it can be jointed with the honor policy, allowing strong military focus without compromising for lag in other departments. I find that this perfectly reflects the militaristic heritage that Daein holds with such pride, AND allows for a non-aggressive victory that which Micaiah would ideally go for, though it also makes domination a tempting thought. Overall a brilliant job was done here, keep it up man!

On the side, I'm curious, part of the first UU was that they could not be truly removed from a game. I know how to read and write XML, and I usually look through the XMLs of mods I download. I must ask why would you even bother writing in a removed from game quote, if they cannot ever be removed from game?
Professor Weeb 14 Jul, 2014 @ 5:16pm 
No problem. X3 I'll play the other two to give better feedback on them, and continue my file with Daein once I have a better grasp of the other two, though it doesn't quite take priority, if they're getting an overhaul. XD Still, I would love to give feedback I can on the other two~
Kiang  [author] 14 Jul, 2014 @ 5:07pm 
@Gen Fungus: Yes! I love feedback, especially since I'm not usually great at coming up with good Civ trait/UU/UB/UI ideas (although I occaisonally have a few golden ones). So thanks!
Professor Weeb 14 Jul, 2014 @ 5:05pm 
Indeed~ :3

On a different note, I have tried out this version of Daein. I really like the unique building, though I haven't had a chance to try out the UU just yet, myself. But they seem a bit weaker than Crimea and Begnion on paper, mostly because it seems like they really don't much of a focus on any particular victory path. You could do anything with them, I'm sure, but I guess it feels like it all comes down to how well you do at the start. I dunno how to explain it, really, since I'm not too great at this.

I saw in a previous comment that Daein is getting a sort of major overhaul at some point, if I read it correctly. So maybe my feedback doesn't matter so much, in the face of that. I just thought I would share my opinion, since you seem rather open to feedback. :3
Kiang  [author] 14 Jul, 2014 @ 5:02pm 
@Gen Fungus: Excellent, I see we agree. =)
Professor Weeb 14 Jul, 2014 @ 4:59pm 
That's fair~ I say take as much time as you need. The more time spent on it, the better the finished product should be! ^_^
Kiang  [author] 14 Jul, 2014 @ 4:51pm 
@Gen Fungus: Yay! I don't like setting deadlines, but it'll probably take about two weeks or so, mainly because there's a lot of art involved. ^_^
Professor Weeb 14 Jul, 2014 @ 2:37am 
Ooh~ Can't wait to see what this secret project is! :3
Kiang  [author] 14 Jul, 2014 @ 12:59am 
@Gen Fungus: Haha, after my current projects, sure. I'm working on a secret Fire Emblem project atm, and after that, it's on to Awakening or the Laguz civs. But it'll happen, eventually.
Professor Weeb 14 Jul, 2014 @ 12:42am 
I do like your Fire Emblem mods; or how that sound, at least. I haven't been able to exactly try them out just yet, but I plan on it tomorrow, at the latest. If you could make a militaristic Ashnard Daein, I would love you forever. <3
Kiang  [author] 13 Jul, 2014 @ 11:07pm 
@Gen Fungus: I was thinking about going back and making an Ashnard Daein eventually. =) But thanks!
Professor Weeb 13 Jul, 2014 @ 3:53pm 
I really wish Daein was militaristic and had the Mad King Ashnard as the ruler; he's one of my favorite villains in all of Fire Emblem. But this looks interesting, too. X3
Nargwulf 12 Jul, 2014 @ 4:03am 
ok. thanks anyways :D
Kiang  [author] 12 Jul, 2014 @ 4:02am 
@Shimmering Armet: I'm sorry! =( I have nothing against Vanilla or G&K people. Really. I don't. I love you guys (and girls). But there are a lot of things in the two expansions that just totally complete the game - they also give me some fun things to work with when trying to come up with a new mod.

I wish it were as simple as deleting a few tables and lines, but it's not. Or, if there is a way to easily convert my mods between Vanilla and G&K and BNW, I wish someone would let me know. My research being what it is, and my skills being where they are, it would take a very, very, very long time to get them working for the other versions. And that means more mods to post, and comment threads to monitor, and more things to update. That said, I'm really not that busy right now, (waiting for feedback to see what direction I should head in next) so it's a distinct posibility. Also, brohoof. /)
Nargwulf 12 Jul, 2014 @ 3:53am 
I wish there were a vanilla version :(
HannibalCannae 9 Jul, 2014 @ 7:29pm 
ok will do
Kiang  [author] 9 Jul, 2014 @ 7:06pm 
@AssassinCaesar: Daein will be undergoing a massive revision next week, as part of my "Beorc Nations" modpack. It is likely that I'll make it G&K friendly during that time. Thanks for asking (again), or else I probably would've forgotten. Please, feel free to bug me about it all next week so I don't forget. =)

(Totally serious. Not sarcastic. Really, you're probably gonna have to remind me again)
HannibalCannae 9 Jul, 2014 @ 6:41pm 
any progress on the mod being enabled for gods and king
Vlat 9 Jul, 2014 @ 11:20am 
I personally feel that this civ has good balance currently. Like Kiang said, the extra culture from Keep and walls give strong enough snowball effect that Daein can competently pursue any victory type, including cultural one. They really don't need extra help for any particural victory condition.

If people feel that Daein needs some kind of buff in the late game, I would suggest making later defencive buildings yeald more culture (walls giving +2 culture, castles +3 etc). Maybe give Barracks, Armories and Military Academies some culture as well, keeping with the military theme.
Kiang  [author] 9 Jul, 2014 @ 1:44am 
@Gamer4125: Thank you for your feedback. Synergy and an overall "theme" are very important to me. Previously, Daein's UA was geared far more towards culture. Now, it's Sacrifice - it may be unbalanced, but rather than trying to balance it myself, I thought I should get feedback on it first. Partially out of repect to the author. That said, I think that the extra culture point on the Keep, as well as the extra two on the walls, set Daein up quite well for faster social policy adoption and the early-game "snowball" effect.

I will be revising all of my Fire Emblem mods after Begnion comes out (etiher Wednesday or Thursday) so that I can put them all into a modpack. I will definitely tweak Daein then.
Gamer 8 Jul, 2014 @ 11:43pm 
I feel like the UA should be something to help with culture wins cause as of now, this civ has no specific enhancement to a victory type. I don't think that the culture from defensive buildings adds tourism with hotels/airports, even then it would be a measly amount. Sacrifice is unique I suppose but not very helpful since that's only equal to 50hp of healing which could just be a promotion heal instead of wasting the faith to take a prophet into battle, only to (likely) die. Maybe each defensive building (including the Keep) adds 10% more tourism for the city it's built in for a total of 50% with military bases? Or maybe Diplomats give a 25% percent boost to tourism for each capital they occupy? Maybe Great Works provide 4 tourism compared to 2? Perhaps Wonders past the medieval era provide raw tourism on top of the culture tourism from Hotels/Airports. I'm out of ideas, but you get the gist of what I'm asking here.
Kiang  [author] 7 Jul, 2014 @ 11:46pm 
Hey everyone, I've reuploaded the mod to Dropbox, and I've made a big change! I took out the "Staying alive after zero cities," and added in a cool new lua feature, ever-so-kindly coded by ViceVirtuoso! =) As usual, your feedback would be greatly appreciated! Thanks!
alrkitty 7 Jul, 2014 @ 6:38am 
just a quick note to anyone trying to find kiang's other mods like criema, just look to the right under created by and under their name click on veiw all shared files. all the mods they created will pop up. well thats what I have noticed anyways.
SparkleKitty 7 Jul, 2014 @ 2:41am 
It's not your fault! Silly people not making their game with multiplayer mod support, thanks for the epic mod anyway!
Planewrong 7 Jul, 2014 @ 2:39am 
@Lhyonnaes: Now, I'm probably vastly underestimating the complexity of this type of thing, but unless gaining happiness from luxuries is somehow coded in a way that faith would be impossible to do, couldn't you basically just repeat the process it uses?
Kiang  [author] 7 Jul, 2014 @ 2:39am 
@aanontue & Lhyonnaes: Anything is possible with the magic of dll editing, but, as Lhyonnaes puts it, "you'd have to futz with things that are much better left un-futzed with." I do not know the full capabilities of all Civ modding, what I do know are my own limits, and getting a bonus from traded luxuries is far beyond my reach. That said, having the UI improve luxuries and garner a faith bonus from them, for examle, is only a few keystokes away.

Furthermore, as much as I enjoy this coversation, it'd be fantastic if we could mov eit to my CivFanatics page: http://forums.civfanatics.com/showthread.php?t=529081
It's lonely, and needs comments, whereas poor workshop Daein is drowning in 60 comments as of now. =)
Thanks for your input!
Lhyonnaes 7 Jul, 2014 @ 2:33am 
@aanontue: Ah, geez. I have no experience looking at the Civ V code myself, so that's a bit of a tough question to answer. Depends on how the UI was coded, would be my guess. If it functioned as a replacement to, say, a mine or a plantation or a quarry etc etc, it would almost certainly only give bonuses only from worked luxury resources. And I suspect that you couldn't make a UI that would effect your traded luxury resources - after all, even if you had such a property, it woud probably trigger once for each UI for each luxury resource you acquired in a trade. Which would be... problematic. And I suspect that the Improvments are coded as instances of a larger Improvement object class of some sort, and so if you wanted to make each instance of the UI tied to a single luxury resource regardless of that resource's source, you'd have to futz with things that are much better left un-futzed with.
Lhyonnaes 7 Jul, 2014 @ 2:12am 
Not a problem, glad to help with anything and everything related to FE lore. Probably can't help too much with precise mechanical balancing/numbers tweaking - I'm just not experienced/good enough at Civ for that - but broader ideas I would be more than willing to help with, if you're ever planning on doing more of these.

Also, on an aside, it's an interesting coincidence that Krad-Eelav made the Daein symbol for you - we used to know each other (over the internet), a long long time ago. Funny how these things happen.
Planewrong 7 Jul, 2014 @ 2:11am 
Also, strange enough, I can play against Daein, but not as them. Hopefully the fix later works everything out.
Planewrong 7 Jul, 2014 @ 2:09am 
@Lhyonnaes: I was trying to think of something to do with the fact that the people of Begnion hold the apostle and her word in so much regard and believe that she straight up gets instruction from the goddess, but I also really like the luxury faith bonus idea. I don't know a thing about coding, but is it only possible to get bonuses from worked luxury resources, or can you get them from traded ones as well? It would definitely give and incentive to trade as much as possible.
Kiang  [author] 7 Jul, 2014 @ 2:03am 
@Lhyonnaes: Awesome. Thanks. =)
@Durandal: Yes. Well, I'll reupload the most recent version, but beyond that, I don't know what would be causing the problem.
Lhyonnaes 7 Jul, 2014 @ 1:59am 
@Kiang: I think for Begnion we run into the problem of lack of art - the best candidate by far would be Misaha (Sanaki's grandmother), but that might be impossible. I'd go with Sephiran, then - it's certainly not out of charcter for the faction leader in Civ to have never been a head of state (See Bismarck), and Sephiran did far far more to govern Begnion then Sanaki ever did.

As for a UI, a Ducal or Senatorial Palace would seem to be the logical choice - the Begnion aristocracy seems to have a noted preference for grand homes out in the countryside. As for what it would do, I dunno. I'm assuming Begnion will have a faith-based UA, so it might make sense to have some luxury-related faith bonus to fit in to the idea of the Begnion Senators also being the chief ministers of the theocracy, and being exclusively Bishops and Saints in-game.
Durandral 7 Jul, 2014 @ 1:59am 
Great! I hope to see it updated soon! I have the same issue with the Crimea download so will that be fixed as well?
Kiang  [author] 7 Jul, 2014 @ 1:33am 
@ranma.tamae and Durandal: Alright, you guys. So sorry about the epic failing of the direct download. I am going to upload a new, working version (yay!) to dropbox once I get ViceVirtuoso's new lua working (which should be, like, Tuesday-ish). Hopefully, this should fix the issue. I have downloaded it just fine off of dropbox and have had it work, but god knows why and I realy want to help you guys out. THIS WILL BE DONE! =)
Kiang  [author] 7 Jul, 2014 @ 1:32am 
@Lhyonnaes: I totally pardon you for saying so. While I'm not going to change Daein as drastically as you mentioned (read: what's done is done), I definitely appreciate your feedback. My Tellius lore is sketchy at best, and the vast majority of my research comes from the Fire Emblem wiki. What would be a huge help, actually is Begnion lore, as that's I'll be working on after I finish debugging Daein. For example, Sanaki or Sephiran? Any good UI ideas (I really, really, really want a UI for it because I'm OCD and then the three Tellius civs will have a UU, UB, and UI for their second unique). This is a fantastic chance to put your FE lore to good use. =D
Lhyonnaes 7 Jul, 2014 @ 12:47am 
If you'll pardon me for saying so, I'm not really sold on this being an accurate representation of Daein as the nation that we know it for the majority of its history.

Now, granted, it works quite well to represent the Dawn Brigade, and the insurgency lead by Pelleas and Micaiah in Act 1 of Radiant Dawn. But I don't think that's representative of Daein, really.

I personally would give Daein a very different UA. Perhaps something that would improve Great Generals, to represent the Four Riders of Daein? Or (as has been mentioned before) something to do with mountains and/or mining (though I think there would be better FE civilizations for such a bonus, though not on Tellius). I'd similarly also not have Micaiah as the faction leader, but that's maybe less significant.

Anyways, that's just the idle observation of someone who spends far too much time and energy worrying about Fire Emblem lore. Feel free to pay them no heed if you so desire.
ranma.tamae 7 Jul, 2014 @ 12:26am 
That is the problem everything looks good including the install. After I hit enable there is a shot of the program loading. No error messages, I operate a Dell t-5400 workstation using win 7 64 pro. Thanks for your assistance!
Durandral 6 Jul, 2014 @ 11:47pm 
Hey, I'm having some problems with your mods. I followed your discussion guide and that did not fix it. The folder had been opened with 7zip and checked in game but I still get a random civ. Any ideas how to fix it?
Kiang  [author] 6 Jul, 2014 @ 7:19pm 
@SparkleKitty: Hello! Glad you're enjoying the mod. Unfortuntely, the "Supports Multiplayer" option is checked by default, and I sort of forgot to uncheck it when I uploaded the mod. Long story short, it is quite difficult to get Civ V multiplayer working with any mod. The only way to do it seems to be to edit and move a few files, and even then, it doesn't work with
"fancier" mods. I am ever so sorry about this. =(