Colonialist Legacies: Histories of the New World | Colonial + Pre-Colonial civs

Yeah, Icelandic is something special... actually Icelandic is the same as old Norse, except they also have words for modern concepts. The country has lead an immensive conservative language policy.

But I think that's as far we can go from Colonialist Legacies before we need to go somewhere else to talk. :lol:
 
I hate to be blunt here, but a lot of this stuff works, but I don't think it really plays as uniquely or as interestingly as many of the other suggestions.

I hate to be blunt here, but I'm essentially the one calling the shots here, so you're going to find it hard pressed to convince me to stray too far from that concept that I originally designed. I understand that you have a completely different frame of mind when it comes to designing this civ (you want it to be wide) - but you have to understand that I'll be making the executive decisions when it comes down to the final tweaks and designs. Interesting is subjecting, and it's gotten us this far. I'll say this again but here are the things that I want to be included and represented in this civ:

  • "A Favorable Name UA" that reprents settling in Polar regions and is representative of immigration
  • Walrus
  • Mead Hall
  • Incetive for Trade
  • Incentive for Exploration
  • Incentive for settling in Polar Regions

I mean, for example, the UA boils down to 'extra food from snow and tundra cities' which is almost exactly the Inuit UA, and considering a huge priority here is to avoid overlap, I think this is a poor UA to go with.

In the base game, Russia and Sweden both have Tundra start biases, yet none have any unique attributes regarding food. The Inuit have a Snow start bias, making their cities nice in snow, but godly in Tundra. The Inuit UA gains food after expanding unto a significant amount of territory to keep their cities just sustainable - the Greenlandingar will not have this problem.


The only thing this really changes is it would encourage the player to sent trade from all cities rather than one, which isn't fun nor game changing, and extra food from cities already at a food penalty (snow and tundra tiles are essentially worthless.) it just comes out as probably being more beneficial just to settle cities on grassland and get the extra food from the tiles there, as this UA doesn't even get a bonus from settling different continents, which was initially a key part of this civ.

I'm happy to tweak the design as much as is needed, heck I'll butcher it as much as is needed. But I find this to be the foundation upon which the civ needs to be built on.

I don't think the Walrus saves this UA either, the fact that it roams completely removes player agency, and so again it just means the player randomly gets +4 happiness if he/she's lucky, which is neither fun nor does it promote a new play style, no offence. The Sioux already have a stronger, more interesting version of this, and while I know plenty of civs borrow design elements, few do it and then give the new civ a more boring version.

I understand if you think that it's boring - but understand that unlike the Sioux - the Walrus is not meant to be the main focal point of the civ. It's meant to provide thematic flavor and an incentive for settling in Polar Regions. It's not a Luxury either, it's a bonus resource that provides Culture, Gold and Hammers.

So overall I think most of the other suggestions provide more varied and exciting playstyles, this, I think, is the weakest of all the CL civs, since all of them have really great UAs which do encourage varied and fun play.

I agree, this isn't really what you'd call super exciting gameplay - but it's certainly something that I'd like to play. I find that this design in it's current incarnation allows you to be as free as say the Boers without the restrictions of a civ like Vietnam. And you know what - sometimes less is more. Many complaints about CL civs is that they're too gimmicky. Hence why we're going through all of them again and giving them a makeover.

And finally, I like that the Mead Hall provides points towards 'We love the king day', its a cool idea, but I'm not sure any of the other bonuses actually match up to what a Mead Hall is. The slight boost to trade range, to me, doesn't shout 'exciting adventurers and wild parties', it shouts 'naval refit station', which is what the harbour is already for. Also, not sure why these Vikings get particularly excited when cargo ships get built in their town, but I suppose that's just for synergy. I feel I prefer all of the Mead Halls outlined beforehand.

I guess my interpretation was more subjective. I see it as breaking a bottle on the back of a boat -> prior celebration before a long (30 Turn) voyage. Where else would the adventurers and merchants celebrate such a thing?

While we're talking about going through concepts and properly discussing them rather than just throwing them around, could people give some feedback on mine?

Spoiler :
Greenland

A favourable Name.
When a :trade: trade route connects to your city, receive :c5greatperson: Aeventyra points for every polar tile worked in this city. Receive a free 'Morse' luxury resource in cities on other continents, provided they have at least one active foreign trade route.
Mead Hall.
Replaces Circus. Alongside the regular bonuses of the Circus, :trade: trade routes from this city have a +15% range boost. Provides +2 :c5culture: culture and +1 :c5happy: happiness whenever a unit is garrisoned in this city. When a High level unit or great person is garrisoned in a city with a Mead Hall, it receives the promotion 'Off on a Viking', allowing it to enter ocean tiles adjacent to Ice.(conferring said bonus to adjacent civilians). Also has a Merchant Specialist slot.
Aeventyra.
Replaces Great Merchant. Unlike the regular Great Merchant, the Aeventyra may perform a 'Native Contact' when inside another civs borders, which provide a lump sum of :tourism: tourism. (33% of a concert tour?) Whenever an Aeventyra is garrisoned in a city on another continent to the :c5capital: capital, all :trade: trade routes to this city have a +20% increase in range.


Just to add, I know the 'Great Merchant' thing is a weird direction to go, but try not focus on what it's replacing, but what it represents. This way, trade routes to your polar cities indirectly yield tourism, and the Aeventyra isn't really a 'Merchant' so much as an explorer and coloniser, perhaps he should be able to settle cities to fit this theme?

I'm not a fan of this UA, mainly because it encourages you to work Polar tiles. I don't think the Greenlandingar really worked Polar Tiles, rather settled near them and worked what wasn't. I also want to avoid overlap with Iceland, seeing as they get free bonuses for settling on other continents. Iceland also gets GP points for doing specific quests.

In terms of the Mead Hall, garrisons are nice and fun, but stand to be extremely powerful when combined with Oligarchy and Military Caste which would mean that each unit garrisoned would provide +4 Culture, +2 Happiness and no maintenance cost (and if it's an Aeventyra it'd provide all that and +20% TR range). This Mead Hall also has a crazy amount of abilities and needs to be simpified. A Merchant Slot, Garrison Buffs, Additional Garrison Buffs, Happiness, No Maintenance and a Trade Boost.

And I feel that too many CL civs have abilities related to Great People specifically or have GP replacements. Only the Philippines, Blackfoot and the Inuit do not have attributes that relate to GP. That's 6/9 civs that do. Concert Tours are additionally only powerful in the late game and are rather dull in the early-to-late game. It's a nice idea, but doesn't really hold much ground in terms of logic either.

I'm more than happy to include benefits for settling on other continents but keep in mind that if you are peachy with a side of keen about making a GP do that, then know that Iceland's Skald already does such a thing.
 
First, I'll say I like the most recent UB and UU you suggested. The UA still feels like I'd be playing civs I've played before (and the UA is the thing most causal mod users pay attention to so it really has to stand out on its own). I'm sorry if I'm repeating myself, but I think all mod civs should try to be as unique from not only the base game civs but from other mod civs on the forums.

One thing I want to address is that I want to avoid overlap with the Inuit - this means no Fish = Walrus or anything similar.

But the two still overlap, just because you're changing it from needing fish to spawn, its still almost the exact same base ability (spawn a unique resource near arctic cities).

I understand if you think that it's boring - but understand that unlike the Sioux - the Walrus is not meant to be the main focal point of the civ. It's meant to provide thematic flavor and an incentive for settling in Polar Regions. It's not a Luxury either, it's a bonus resource that provides Culture, Gold and Hammers.

But, that's why it works with the Sioux; it's integrated into the civ. With your design the whole roaming thing just feels tacked on. And for not being the focal point it sure seems to functional identical to the Sioux, down to almost giving the same exact yields.

Many complaints about CL civs is that they're too gimmicky. Hence why we're going through all of them again and giving them a makeover.

But, you're once again trying to add a gimmick with the roaming Walrus...
 
So tell me - what works about this design -

I appreciate that it's fairly reserved and that you have all three pieces aligned on the naval/trade axis. I think that's elegant (not a big fan of "gimmicky" civs.)

and what do you think doesn't?

Using the benefits of the Gjálfrmarr: I'd be worried about not having the trade range etc to actually get routes to/from from a far-flung tundra settlement that took advantage of the exploration benefit (Edit to get somewhere earlier than you could have otherwise.) Similarly, naval trade routes are pretty barb-vulnerable in the early game, so it feels like you'd be in a much riskier position counting on the UA for sustainability/growth.

It seems like you'd be more secure using the Gjalf to help locate and settle resource-rich non-tundra locations, essentially treating your UA as blank and using the Mead Hall for happiness and naval trade from pleasant tropical climes (Vinlandonesia!)

TPangolin said:
  • "A Favorable Name UA" that represents settling in Polar regions and is representative of immigration
  • Walrus
  • Mead Hall
  • Incentive for Trade
  • Incentive for Exploration
  • Incentive for settling in Polar Regions

Following this list: I think the last two points are something that could use some more support - ideally some sort of reliable (non-trade, non-wandering) benefit for distant (tundra,coastal) settlements.

A thought: Could the Mead Hall instead kick off its brief WLTKD when a city gains Walrus? That would make the meandering resource a bit more exciting and favors cold climes. (Also avoids kicking off a slew of WLTKDs when you have to replace the trade ships that barbs just ransacked. That sort of debacle shouldn't improve the king's public approval rating :p )
 
I'd love to hear your thoughts on how you'd include Walrus turingmachine. I don't necessarily see anything too blasphemic about a wandering naval resource. If anything yes, the Walrus I'd a gimmick, but far less so than 90% of the current CL civs.
 
I hate to be blunt here, but I'm essentially the one calling the shots here, so you're going to find it hard pressed to convince me to stray too far from that concept that I originally designed. I understand that you have a completely different frame of mind when it comes to designing this civ (you want it to be wide) - but you have to understand that I'll be making the executive decisions when it comes down to the final tweaks and designs. Interesting is subjecting, and it's gotten us this far.
I think this is a tad unwarranted, you explictly asked for us to come up with designs, and my reply was in response to you actually saying 'What don't you like about this civ?' which I answered to the best of my ability. Of course I know who's calling the shots, just there's no point asking people what's wrong with a design if you don't take in what they say. I'm not saying we have a right to change it, just if you don't want an answer, don't ask the question. :lol: (Also I dropped the wide thing ages ago man)


  • I'll say this again but here are the things that I want to be included and represented in this civ:
  • "A Favorable Name UA" that reprents settling in Polar regions and is representative of immigration
  • Walrus
  • Mead Hall
  • Incetive for Trade
  • Incentive for Exploration
  • Incentive for settling in Polar Regions
Yeah, I included all those elements in my design, not sure what the point is here, not least because the UA you presented doesn't provide an incentive for exploration, just the means to do it.

In the base game, Russia and Sweden both have Tundra start biases, yet none have any unique attributes regarding food. The Inuit have a Snow start bias, making their cities nice in snow, but godly in Tundra. The Inuit UA gains food after expanding unto a significant amount of territory to keep their cities just sustainable - the Greenlandingar will not have this problem.
I feel like this just enhances my point, Vanilla civs, Russian and Sweden, have the same start bias, but both deal with it in completely different ways, whereas both the Inuit and Greenland UA boil down to 'Extra food in snow and tundra cities', yeah the nuances of it are slightly different but at heart they are the same UA, especially when you throw in the Walrus. The Inuit is a great civ, and I think adding a similar but slightly less specialised version is a bit of a mistake because then, why bother playing Greenland?

I agree, this isn't really what you'd call super exciting gameplay - but it's certainly something that I'd like to play. I find that this design in it's current incarnation allows you to be as free as say the Boers without the restrictions of a civ like Vietnam. And you know what - sometimes less is more. Many complaints about CL civs is that they're too gimmicky. Hence why we're going through all of them again and giving them a makeover.
I don't think any of the many civ ideas given here are restrictive or gimmicky, if you ask me, I mean, yeah, yours isn't, but I'd rather you focus on making a great civ than making 'your idea work'. I dunno, I can see already a few people have made similar comments to me, I just don't know if everyone feels the same as you here.

I guess my interpretation was more subjective. I see it as breaking a bottle on the back of a boat -> prior celebration before a long (30 Turn) voyage. Where else would the adventurers and merchants celebrate such a thing?
Oh I suppose that does make sense actually, fair enough!

I'm not a fan of this UA, mainly because it encourages you to work Polar tiles. I don't think the Greenlandingar really worked Polar Tiles, rather settled near them and worked what wasn't. I also want to avoid overlap with Iceland, seeing as they get free bonuses for settling on other continents. Iceland also gets GP points for doing specific quests.
Oops, that was meant to be 'workable' not 'worked' as in the original design at the very start, when they provided culture rather than GM points. The only bonus right now for settling other continents is the Walrus when a trade route is connected, which I think is pretty different to JFDs Iceland, requiring a trade route and tundra tiles.

In terms of the Mead Hall, garrisons are nice and fun, but stand to be extremely powerful when combined with Oligarchy and Military Caste which would mean that each unit garrisoned would provide +4 Culture, +2 Happiness and no maintenance cost (and if it's an Aeventyra it'd provide all that and +20% TR range). This Mead Hall also has a crazy amount of abilities and needs to be simplified. A Merchant Slot, Garrison Buffs, Additional Garrison Buffs, Happiness, No Maintenance and a Trade Boost.

I suppose, but I'm not sure that's actually a huge amount of culture, 4 is a lot, yeah, but it requires a social policy and a garrison, and the happiness isn't much more than the circus it replaces, as the base building only provides 1 happy while noone is garrisoned. I never suggested the MH having no maintenance, and I'd be happy to sacrifice the Merchant slot, I just liked the idea of Adventurers swapping stories and providing entertainment, and hopefully leaving with grand ideas about sailing off to find adventure of their own. This is definitely my favourite part of my design, and I'd be interested to see what other people think of the 2 mead hall designs.

I'd love to hear your thoughts on how you'd include Walrus turingmachine. I don't necessarily see anything too blasphemic about a wandering naval resource. If anything yes, the Walrus I'd a gimmick, but far less so than 90% of the current CL civs.

Honestly, I think my earlier idea of 'Polar cities on a different continent to the capital gain the unique 'Walrus' luxury resource when a naval trade route is connected to that city. ' is separate from any other civs (mainly thinking the Sioux crossover here.) and not very gimmicky. It also makes sense, Walrus were hunted for their Ivory, why would they hunt them if there was no trade going on?
 
Greenland
Erik Thorvaldsson
Start Bias: Tundra
A Favorable Name: Trade Routes from Cities founded in Snow and Tundra yield additional :c5food: Food for the City owner. After Trapping is discovered, a Walrus Bonus Resource may periodically roam near Coastal Cities founded in Snow and Tundra.
Gjálfrmarr: Replacing the Trireme, the Gjálfrmarr gains the "Steed of the Sea" promotion, allowing it to enter Ocean tiles adjacent to Ice before Astronomy. Civilians stacked with a Gjálfrmarr also gain this ability, alongside the movement points of the Gjálfrmarr. It additionally has +1 Sight, rivalling the Caravel.
Mead Hall: Alongside the Happiness benefits of the Circus, the Mead Hall does not require any nearby sources of Ivory or Horses. Additionally, Naval Trade Route length in cities with a Mead Hall is increased by 15% and upon the completion of a Trade Unit, the city enters a 5 Turn "We Love the King Day".

Perhaps it'd be easier to break down one central idea and focus on amending it like we did with South Africa (and subsequently provide reasons). Currently everyone is pushing forth their own ideas and the thread is slowly imploding.

So tell me - what works about this design - and what do you think doesn't?

The Mead Hall as it stands is good; I think having it somehow intersect with naval trade is inevitable because of your desired characteristics. It could be tweaked a little bit but doesn't especially need it. The Gjálfrmarr is likewise a good UU. For people like me who don't use Triremes a lot, it will be difficult to incorporate them into our gameplay, but having an incentive to try something different is a good thing to have in a mod, in my opinion. With the UA, I think that if you're really dead set on the Walrus, you should keep the roaming as is. For the first part, however, I'm in agreement with a few others who say it's too much like the Inuit. Perhaps there could be a tourism bonus for international trade routes (that's what it was in my mock-up), or even something more obscure like +1 sight to every unit trained in the city for every trade route passing through it. I know that's bizarre, but within the constraints of exploration and trade, that's where I'm headed.
 
I'd love to hear your thoughts on how you'd include Walrus turingmachine. I don't necessarily see anything too blasphemic about a wandering naval resource. If anything yes, the Walrus I'd a gimmick, but far less so than 90% of the current CL civs.

But, you said yourself that you want to include Walrus because its integral to Greenlandic trade history, and a roaming bonus resource doesn't do anything to play into this. I understand also not adding it as a luxury, but you could go say a strategic resource route (once again adding the trade aspect back to it) that gives a bonus to any civ that has it. In that way you won't be limited to just happiness and gold (just whatever lua ability you can come up with).

To expand on this, say for every strategic walrus a civ owns you get something like a % bonus to growth, production, or worker speed in your cities (walrus hide and bone were used for tools and construction materials, and the oil for lamps) You can once again trade it to other civs without worrying about excess happiness or we love the king days, and its unique for being a strategic resource that boosts the city building aspect of the game instead of the war aspect.
 
Also, so I'm not just ruining other peoples concepts, I'll actually contribute something useful, here's a city list.

:c5capital: Brattahlid
Gardar
Hvalsey
Sandnes
Vinland
Herjolfnes
Anavik
Dyrnes
Thingvellir
Lysufjord
Petursvik
Svalbard
Dyrnaes
Tórshavn
Bardaströnd
Vatnahverfi
Alftafjord
Snaeland
Húsavík
Ludney
Jan Mayen

Note, a few of these are from elsewhere in the North Sea, not just Greenland, as there are only a handful of recorded settlements in Greenland.

Where's Godthaab?
 
Honest mistake, I just wanted to keep them pretty generally old Norse, to avoid overlap with Denmark or Denmark-Norway. Given how complicated it's been to nail down this really simple and precise civ, I didn't fancy throwing later Colonial Greenland in the mix :lol:
 
Greenland
Erik Thorvaldsson
Start Bias: Tundra
A Favorable Name: Trade Routes from Cities founded in Snow and Tundra yield additional :c5food: Food for the City owner. After Trapping is discovered, a Walrus Bonus Resource may periodically roam near Coastal Cities founded in Snow and Tundra.
Gjálfrmarr: Replacing the Trireme, the Gjálfrmarr gains the "Steed of the Sea" promotion, allowing it to enter Ocean tiles adjacent to Ice before Astronomy. Civilians stacked with a Gjálfrmarr also gain this ability, alongside the movement points of the Gjálfrmarr. It additionally has +1 Sight, rivalling the Caravel.
Mead Hall: Alongside the Happiness benefits of the Circus, the Mead Hall does not require any nearby sources of Ivory or Horses. Additionally, Naval Trade Route length in cities with a Mead Hall is increased by 15% and upon the completion of a Trade Unit, the city enters a 5 Turn "We Love the King Day".

Perhaps it'd be easier to break down one central idea and focus on amending it like we did with South Africa (and subsequently provide reasons). Currently everyone is pushing forth their own ideas and the thread is slowly imploding.

So tell me - what works about this design - and what do you think doesn't?

I think this idea is shaping up and would enjoy playing it as is, but if I may suggest a few tweaks and thoughts I had that might help the Trade/Polar expeditions aspect that you want to replicate:

A Favorable Name: Cities founded in Tundra or Snow spawn a roaming Walrus bonus resource and gain food from originating trade routes. Naval units have double movement along Trade route tiles.
Gjálfrmarr: As you have it.
Mead Hall: Alongside the Happiness benefits of the Circus, the Mead Hall does not require any nearby sources of Ivory or Horses. Additionally, any Naval units trained in this city while it has Walrus within it's borders gain the "Morse Trader" promotion.

The Morse trader promotion would be like Portugal's trading promotion, possibly giving culture/tourism instead of experience if able to be coded?

Think this really encourages your main points of settling in polar regions to get the food bonus and walrus, exploration to find the best spots and trade partners, mead hall for Morse Trade and faster travel along trade routes to make this trade faster.

I also think this helps "solve" (for want of a better word) the gimmicky-ness of the Walrus. When it is in range of a city you should flood that city with production domestic trade routes to churn out as many Gjálfrmarr as possible to make the most of the Morse trade. And when it moves on to another city switch focus to that region, mimicking the moving hunting grounds.

Hope some of these are at least interesting :)
 
I'll say this again but here are the things that I want to be included and represented in this civ:

  • "A Favorable Name UA" that reprents settling in Polar regions and is representative of immigration
  • Walrus
  • Mead Hall
  • Incetive for Trade
  • Incentive for Exploration
  • Incentive for settling in Polar Regions

In the base game, Russia and Sweden both have Tundra start biases, yet none have any unique attributes regarding food. The Inuit have a Snow start bias, making their cities nice in snow, but godly in Tundra. The Inuit UA gains food after expanding unto a significant amount of territory to keep their cities just sustainable - the Greenlandingar will not have this problem.

m happy to tweak the design as much as is needed, heck I'll butcher it as much as is needed. But I find this to be the foundation upon which the civ needs to be built on.

I understand if you think that it's boring - but understand that unlike the Sioux - the Walrus is not meant to be the main focal point of the civ. It's meant to provide thematic flavor and an incentive for settling in Polar Regions. It's not a Luxury either, it's a bonus resource that provides Culture, Gold and Hammers.

I have to say I like this as a basis, and the Walrus adds an appropriate flavor - the culture bonus in particular, as it was this sort of export that allowed the Greenlanders to import European cultural items (among other things) that they couldn't produce locally - hence the more bonuses from trading out of snow/tundra the better imo as well. :)
 
I think this is a tad unwarranted, you explictly asked for us to come up with designs, and my reply was in response to you actually saying 'What don't you like about this civ?' which I answered to the best of my ability. Of course I know who's calling the shots, just there's no point asking people what's wrong with a design if you don't take in what they say. I'm not saying we have a right to change it, just if you don't want an answer, don't ask the question. :lol: (Also I dropped the wide thing ages ago man)

There are no hard feelings whatsoever, I was just responding in a similar way. Apologies for any offence caused.

A Favorable Name: Cities founded in Tundra or Snow spawn a roaming Walrus bonus resource and gain food from originating trade routes. Naval units have double movement along Trade route tiles.
Gjálfrmarr: As you have it.
Mead Hall: Alongside the Happiness benefits of the Circus, the Mead Hall does not require any nearby sources of Ivory or Horses. Additionally, any Naval units trained in this city while it has Walrus within it's borders gain the "Morse Trader" promotion.

I really really like this idea! I love the thought of the Sea Steeds using Trade Route lines to boost Polar Exploration :)

It looks and feels like a conveyor belt of awesome. I've had many games where I've needed Naval units on the other side of the continent and they just didn't get there in time.

How's this?

Greenland
Erik Thorvaldsson
Start Bias: Tundra
A Favorable Name: After Trapping, Coastal Cities founded in Tundra or Snow reveal a roaming Walrus bonus resource. Naval units receive double :c5moves: Movement along Trade Routes.
Gjálfrmarr: Replacing the Trireme, the Gjálfrmarr gains the "Steed of the Sea" promotion, allowing it to enter Ocean tiles adjacent to Ice before Astronomy. Civilians stacked with a Gjálfrmarr also gain this ability, alongside the movement points of the Gjálfrmarr. It additionally has +1 Sight, rivalling the Caravel.
Mead Hall: Alongside the Happiness benefits of the Circus, the Mead Hall does not require any nearby sources of Ivory or Horses. Additionally, when a Walrus Bonus Resource is being worked, Naval Trade Route length is increased by 15% and upon the foundation of a City upon another continent, the city enters a 5 Turn "We Love the King Day".

Peace Theme
War Theme
 
It seems like everything has lots and lots of abilities.
 
I really really like this idea! I love the thought of the Sea Steeds using Trade Route lines to boost Polar Exploration :)

It looks and feels like a conveyor belt of awesome. I've had many games where I've needed Naval units on the other side of the continent and they just didn't get there in time.

Great, glad you liked it! it had been running around my head as a possible Exploration tree buff for a while, but here it seems a perfect fit.

Can I ask your opinion on the "Morse Trader" promotion I proposed? I thought it coupled really well with the faster movement along trade routes to foreign cities for gold and culture/tourism.
Also, as it stands the only bonus from polar tiles are the Walrus yields, a bit longer trade routes and WLTKDs. Without having played it, it seems as if they would do better to ignore the polar areas entirely (which are likely to not be great city spots) and just found the best coastal city available towards the equator with the most trade partners.
 
Just trying to revise some of the wording to make it a bit more readable, TPang! :D

Greenland
Erik Thorvaldsson
Start Bias: Tundra
A Favorable Name: After Trapping, Coastal Cities founded in Tundra or Snow reveal a roaming Walrus bonus resource. Naval units receive double Movement along Trade Routes.
Gjálfrmarr: Replacing the Trireme and gaining extra sight, the Gjálfrmarr gains the "Steed of the Sea" promotion, allowing it and stacked civilian units to enter Ocean tiles adjacent to Ice before Astronomy.
Mead Hall: Unlike the Circus, the Mead Hall does not require any nearby sources of Ivory or Horses, and grants a 5 Turn "We Love the King Day" upon the foundation of a City upon another continent. Additionally, when a Walrus Bonus Resource is being worked, Naval Trade Route length is increased by 15%.

There. I believe all the unique abilities are accurately covered here, and appear as less 'Oh my goodness so many abilities' as the previous wording. Oh, and in terms of actual analysis of these abilities, it all depends on how strong the walrus resource is. It does seem like they'd do better to just found maybe one or two cities in the northern areas, and the rest in normal lands. That may, of course, fit the theme - since the settlers only really settled Greenland because it was liveable at the time, not because it was a frozen snow paradise. But I definitely would not set their start bias to anything more extreme than coastal tundra.
 
Great, glad you liked it! it had been running around my head as a possible Exploration tree buff for a while, but here it seems a perfect fit.

Can I ask your opinion on the "Morse Trader" promotion I proposed? I thought it coupled really well with the faster movement along trade routes to foreign cities for gold and culture/tourism.
Also, as it stands the only bonus from polar tiles are the Walrus yields, a bit longer trade routes and WLTKDs. Without having played it, it seems as if they would do better to ignore the polar areas entirely (which are likely to not be great city spots) and just found the best coastal city available towards the equator with the most trade partners.

Morse Trading sounded great, but we've had issues with custom buttons in the past and getting the Unaaq to work was positively painful. We could ask Leugi again, but I think he's busy enough as it is. I'm excluding it logistically, but if it's demanded I'm more than happy to revive it.

Regarding Polar Areas, I mean we say "Polar Areas", but really we mean Tundra. Snow is there because it'd feel awkward that Walrus wouldn't reveal itself there and it'd feel a bit sad without a nod to Snow (what with being Greenland and so forth).

It's only really the initial Capital of Greenland that I wanted to emulate anyway, seeing as a potential "Vinland" could really be any climate.

Just trying to revise some of the wording to make it a bit more readable, TPang! :D

Greenland
Erik Thorvaldsson
Start Bias: Tundra
A Favorable Name: After Trapping, Coastal Cities founded in Tundra or Snow reveal a roaming Walrus bonus resource. Naval units receive double Movement along Trade Routes.
Gjálfrmarr: Replacing the Trireme and gaining extra sight, the Gjálfrmarr gains the "Steed of the Sea" promotion, allowing it and stacked civilian units to enter Ocean tiles adjacent to Ice before Astronomy.
Mead Hall: Unlike the Circus, the Mead Hall does not require any nearby sources of Ivory or Horses, and grants a 5 Turn "We Love the King Day" upon the foundation of a City upon another continent. Additionally, when a Walrus Bonus Resource is being worked, Naval Trade Route length is increased by 15%.

There. I believe all the unique abilities are accurately covered here, and appear as less 'Oh my goodness so many abilities' as the previous wording. Oh, and in terms of actual analysis of these abilities, it all depends on how strong the walrus resource is. It does seem like they'd do better to just found maybe one or two cities in the northern areas, and the rest in normal lands. That may, of course, fit the theme - since the settlers only really settled Greenland because it was liveable at the time, not because it was a frozen snow paradise. But I definitely would not set their start bias to anything more extreme than coastal tundra.

Thanks! That was a much needed rewrite. And i totally agree with your assertion regarding settling patterns.

Is "A Favourable Name" actually the UA name? I guess not, but you never know...

It was a working title that I wanted the abilities to replicate. Mind you, it is growing on me.

When Erik returned to Iceland after his exile had expired, he is said to have brought with him stories of "Greenland". Erik deliberately gave the land a more appealing name than "Iceland" in order to lure potential settlers. He explained, "people would be attracted to go there if it had a favorable name".
 
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