The Flemish Community

Ahh, neat. My first thought was two different mods for Vanilla and Gods and Kings. How did you work that out? I mean the Vanilla having buildings that add culture while Gods and Kings added faith. (I think it's called faith)
 
I have two sql files for handling the differences, one for vanilla and one for g+k. One of them will simply fail to execute, depending on what flavor you're running.

P.S. Nice to see Canadian interest in a Flanders mod :)
 
Ahh, you recognize the old flag of the Dominion (Or the fact I have my Location as Canada and my description as "An actual Canadian" heh). Yeah, it's nice to have some different civilizations besides the old Vanilla and DLC ones. It'll be interesting to play indeed, and the screenshots do make the civilization look interesting.

UPDATE: After playing a bit with this mod, I can say that it's pretty awesome. The icons used makes it feel like it's not a mod but an actual civilization in the original game. Runs smoothly and I quite like the unique ability of the Flemish. On a personal side, I like how they have a relatively small navy in real life, so my in game navy will be small, but powerful, a token to the size of my empire as well. And what's more funny, when I started the game, I actually think I started in Flanders...

Spoiler :
 
At last updated for BNW, with as a fat bonus: leader graphics by janboruta! Check them out in the attached screens :)

I needed to change the UA a bit because +1 culture per specialist would be horribly OP combined with the rest the civ has to offer. So Artistic Heritage became:
Urban Prosperity: +5% Gold and Production in your 4 largest cities for each Policy Branch finished. Can construct the Beguinage, an additional unique building.

New Belfort stats: +5 Defense (NO hitpoints), +2 gold for incoming trade routes for both owner and target, and +2 culture.
I moved it to machinery for better balance and flavor; a nod to the carillons that were installed in most of them in the early renaissance. Though I didn't do the "bonus culture at acoustics" thingy; I'd like to think of the culture more broadly as the flourishing of the arts due to trade links and foreign commissions (during the northern renaissance especially).

The Beguinage now requires flatlands to be built. I guess the link with Flanders is obvious here :D. This will also put you in a weaker defensive position still (see previous remark ;)) if you avoid settling on hills. I added +1 Food as it was "a city within a city". Flemish cities like Ghent were also among the largest in Europe during the middle ages. Besides, the beguines didn't take monastic vows and were allowed to (re-)marry and leave the order, so putting some growth there is no contradiction :)

Hope you enjoy!
 

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I don't know how Walloons would feel about being included in Flanders though :lol:. That mild animosity goes both ways I think.

They were at a certain point, since we have the Vlaamse Ardennen in the North of France... ;)

Also interesting to know (maybe) for non-belgians is that Brussels/Bruxelles comes from an ancient Flemish word Broeksele. English speaking folk know 'broek' as 'brook', but the Flemish word means swamp. 'Sele' is a seat; the word Broeksele literally meaning 'the seat in the swamp', pointing to the fact a King lived there, namely the King of the Nervians, one of the seven tribes living in the area known to Romans as Belgica Prima.

Haven't tried the mod, but am in the progress of doing so, so I''l be back :)
 
Works flawlessly with "Brave New World".

I usually play with a few other mods: "Legendary Earth", "Farm Replacement" (farms no longer show after a couple of hundred turns on a huge map with lots of activity, so this mod comes in handy to avoid confusion about which tiles have been worked and which are still virgin), "Beyond The Future", the "R.E.D. modpack", and "Faster Unit Production"...

No clashes whatsoever. :)

...()...And what's more funny, when I started the game, I actually think I started in Flanders...()...

Spoiler :
The spot on the map looks more like where Rotterdam in Holland (or The Netherlands as they prefer) would be situated, although on that map France, Belgium and Holland seem to have been squeezed into one.
 
Been playing with Flanders for a while now and cannot do else but applaud and congratulate you on an excellent mod. For some reason, after having added the Flemish civ, I no longer experience crashes when exiting to the desktop, something I had with most other original civilizations.

I have a question though. I've seen there's the possibility to add a 'Grote Markt' but thus far, I haven't been able to build it anywhere (the possibility doesn't show) or is this something which becomes possible later on in the game (am at the start of the Medieval era right now)?

I also suggest that maybe Hoboken or Temse could be added as a city, since both had important ship wharfs for longer periods of time. And maybe add 'het Zwin' as world wonder.

Being from Peutie, a small village which is now part of Vilvoorde, I'm over the moon that Vilvoorde is included in the list of cities (although I've been living in Antwerp for the past 23 years). Vilvoorde grew from a Roman villa at the river Zenne (the 'villa aan de voorde' or the villa at the furrow, since the river Zenne is rather narrow). Said villa was a stopping place on the Heir route between Antwerp and Brussels where couriers could change horses.

The river Zenne was at the time fast becoming a major trading route and merchants often stopped at the Roman villa to present their wares. Over the years, after the Romans made a connecting Heir route with Aarschot (also a major merchants town at the time) traders set up shop near the villa and people from the vicinity went to live there, starting the town now known as Vilvoorde...

The church in Vilvoorde was built around 900AD. The stones (sand-stones) come from a sand-stone quarry ('het Viswater' or fishing water) in 'Peuthy'. Het Viswater is where later the military barracks were built (and also the main reason why now, the barracks are slowly sinking into the ground). Het Viswater is the result of centuries of digging-up stones from the area so that the terrain forms a bassin which fills with the abundant ground water in the area (connected to the swamps in Melsbroek and Machelen --our house where we lived had a yearly level change of 120cm: up in the fall when the rains came and down in the summer when the swamps dried out).

The recreational domain 'Hofstade' near Zemst and Mechelen came to be after it was decided that the railroad track between Vilvoorde and Mechelen (the first railroad on the European mainland) should be built on an embankment. The soil for that embankment was dug up at Hofstade, forming an enormous pit. Again, groundwater rose up and formed the large ponds which are now exploited as recreational area. It was people from Vilvoorde (from the Sophie family) who got the idea to rent rowing boats at the Hofstade ponds, thus paving the way for the Provincial domain.

Belgium became known as a country with famously good railroad track layers. Forges De Clabeque became known as excellent foundries and Sidmar was in high demand for its steel. So much so that when Wimpy got the green light to build the London Underground, the rails used came from Sidmar and half the labourers were Belgians...

I could go on for a while, but I'd better stop. Or start a forum of my own :p

Cheers Moriboe
 
You must settle a lot of cities before getting Vilvoorde ;) The city closest to my residence I included is Herentals, number 30 on the city list. A prosperous city in the middle ages and location of a bloody battle against the French regime during the boerenkrijg. Flanders has plenty of good picks for the list, I'd say 30 is enough though.

As for the Grote Markt: it is automatically assigned to your four largest cities to get the UA bonus, you cannot build it. Happy you like my mod :)
 
I don't know how Walloons would feel about being included in Flanders though :lol:. That mild animosity goes both ways I think.

I'm a Walloon (and I guess we have the same feeling about Belgium). When I see this map my reaction is : "damn, we need a complete Ancient Netherlands civ pack". I would just prefer "Namur" and "Mons" instead of "Namen" and "Bergen" ;)

Great mod ! If you ever decide to expand it, it would be my pleasure to help you as far as I can.
 
When I see this map my reaction is : "damn, we need a complete Ancient Netherlands civ pack". I would just prefer "Namur" and "Mons" instead of "Namen" and "Bergen" ;)

I'm sorry if that hurt your feelings, but I wanted this map to be language-consistent... :crazyeye: If it's historically correct for the middle ages for those names to be in French, it'll be no problem for me to change. I'm no expert in the history of that region and I thought that including all names in Flemish was more accurate for the selected time period.
 
No problem. It's a complicated area. I would probably do the same kind of mistakes about Poland, Silesia... ;)

Actually, while it was part of "the Netherlands", the regions south of a Lille-Liège line (approximately) never spoke germanic languages. People there have been speaking romance (Latin, then Walloon and Picard, finally French) languages from the 5th century. The so-called "linguistic border" sometimes moved north, but not that much, except in Westhoek (I hope Moriboe can confirm this). If you accept to change it, here is the short list of name to fix :

Henegouwen -> Hainaut / Hinnot
Bergen -> Mons / Mon
Namen -> Namur / Nameur
Artesïe -> Artois / Artoé
Atrecht -> Arras / Aro

The left word is in standard French (easier to understand). The right word is in local languages (more acurate for Middle-Age and Renaissance).
 
"damn, we need a complete Ancient Netherlands civ pack"
I guess you mean with separate Vlaanderen, Brabant, Hainaut, Namur, ...? I'd be interested to hear what you come up with, but I'm not doing any more serious modding, sorry. Thanks for the appreciation though :)

As for the Westhoek, this page gives an idea, especially the image bottom right.
 
It wouldn't, just low priority. Not sure it's all that wondrous, but it would take a nice spot in the tech tree. Any suggestions for its effects?

P.S. Going away for two weeks now, don't expect a reply soon ;)
 
It wouldn't, just low priority. Not sure it's all that wondrous, but it would take a nice spot in the tech tree. Any suggestions for its effects?

P.S. Going away for two weeks now, don't expect a reply soon ;)
The Atomium is a large-scale rendition of an iron crystal, so my first thoughts were speeding up the building of iron-based units in the city where the Atomium is built. Swordsmen are way too soon for the Atomium (built for the 1958 World Fair/Expo) so we have a bit of a dilemma there. Maybe add it as a recompense building when winning the "World's Fair" race? Since the time-scales are screwed-up regularly in Civ5, we could still give the Atomium a speeding-up power when building certain units like Swordsmen or Lancers. Or simply speed up production in cities that have a source of iron.

I should read-up on "how to's" about making mods since I have quite a few ideas bouncing around my head.

Adding "smelters" as new building in order to be able to melt iron for swords and other iron-based weaponry.
Adding yeast and hop as vegetation in conjunction with breweries as buildings (hey, I'm/we're from Belgium, so beer's a must!)
Adding Cacao (pralines anyone?) as food resource. Cacao-based chocolate may be a typically Belgian product, cacao-based products were in fact used by the Aztecs.
Adding first "Brabanders" (the world famous Belgian draft horse) --and later maybe tractors-- for speeding up the working on farm- and other tiles.
Adding gas as a natural resource and gas-turbines for power (preceded by coal and/or coakes turbines instead of the too loosely used "factories").

And that's just the tip of the iceberg...

Have fun on yer trip/holiday! ;)
 
Courtesy of janboruta and myself, I've linked a compatibility patch for this mod to work with Gedemon's YnAEMP (http://forums.civfanatics.com/showthread.php?t=397387). The first link is the patch itself, which may be installed like any other mod by extracting its contents into My Games/Sid Meier's Civilization V/MODS, whilst the second link is the project file for Moriboe should he return.

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