Danization (Danish MOD)

Kristian95, those are some really great ideas.
"Industrial Port" - why didn't I think of that? So simple and yet it is perfect.
I think the idea about Dybbøl is good ("Dybbøl Memorial", requires "Muzzle-loader Rifle" a new military tech that has been added in the beginning of the indsutrial era). But such a wonder would have to be a GW (it wouldn't make sense to have all 31 civs remembering the same defeat and using that memory to make their citizens beleive that a war against another civ, which has a memorial to the same defeat, is righteous). We could of course make the name more generel - a SW called "Memorial of Defeat" or something like that (we Danes have lots of military defeats to remember... Dannevirke and Dybbøl in 1864, "Slaget på Reden" etc.). Or maybe it would be a good idea to have just one anti-WW GW so that the different tribes would have to hurry before the others build it - only one will have its WW reduced. I will have to think about that.
Hmmm... Since the WW of Consitutional Monarchy is "high", one SW or GW would only reduce WW but not eliminate it completely. So maybe having 2 wonders wouldn't be a bad idea. Maybe a GW (like "Dybbøl Memorial") and a SW (like "Satellite Television"). One Cons.Mon. could have almost no WW and therefore be able to go to war without any problems, while the other Cons.Mon.s would only be able tom reduce their WW a bit. What do you think about that?

This is quite off topic, but I just wanted to say that this thread has finally become 10 pages long (182 comments, 20 on each page). So I would like to use this occasion to thank all the great civ fanatics that have posted here and helped me so much with my mod.

edit: I think that I have found a unit that can be used as a Snaphane. It's not perfect - far from it - but it's from the 17th century. The only problem is that it's a Swedish musketeer. But of course we could use it anyway. What do you think?

edit2: Steph, who has converted the Cossacks units to CivIII, suggested that I could use this unit instead. Which one do you prefer?
 
Juul, I definitley think you should include a Tivoli wonder, in your scenario. In my opinion is Tivoli something unique Danish, and that civ who builds it, should gain huge benefits. IM not sure what I could be, but I am imagining something like a massive culture boost, or 2-3 happiness through out the country.

Btw I think the Swedish musketeer is looking like a good option if you fall to get your own unit created.
 
abefar, I have made a Tivoli wonder. It's included in the PtW version and was actually there from the very first version. It requires Electricity, makes 6 citizens happy (in the city in which it is built) and gives a culture bonus of 3. I don't think a nation-wide happyness bonus would be realistic, since Tivoli really only affects the local citizens (and the tourists, but they're not there more often than once a year). However, in the new version the culture bonus has been increased to 4 and, if the wonder becomes old enough, it can become a tourist attraction.
 
Perhaps the Tivoli wonder should then give the 6 happy faces in the city it's built, and also give some culture as you describe and on top of that generate income (from the tourists) :)
 
Btw, I like your idea about having both one GW and a SW to reduce WW.... btw, will they both work if you've built both or will you only get one of the wonders' benefits ??
 
Also, I think you should consider the various colony wonders to give both trade, money and happiness (luxuries) while they're working :)
 
Kristian95 said:
Perhaps the Tivoli wonder should then give the 6 happy faces in the city it's built, and also give some culture as you describe and on top of that generate income (from the tourists) :)
That's exactly what it is going to do.
Kristian95 said:
Btw, I like your idea about having both one GW and a SW to reduce WW.... btw, will they both work if you've built both or will you only get one of the wonders' benefits ??
Thanks for asking. It wouldn't have been good to have to wonders if you can only benefit from one of them. Luckily, the "reduces WW" effect is cumulative (at least that is what CyberChrist says in this thread)
Kristian95 said:
Also, I think you should consider the various colony wonders to give both trade, money and happiness (luxuries) while they're working
Maybe you're right. I think I'll add a happyness bonus to the colony wonders. Actually the time the colony wonders work has been made longer, since I've moved the tech Slavery Ban to the early Industrial Era.
 
After realising that the "+1 Ship Movement" and "+2 Ship Movement" effects are not cumulative (I thought they were), I have removed those effects from various wonders like East India Company, Danelagen etc. The result is that we do now not have any real ship movement wonders. One of the wonders that have been removed from the PtW scenario is "Erik's and Leif's Expeditions", since they were really Norwegian.
Now the question is how much these effects are actually worth in a scenario like this where the naval movement rate has been increases a lot. However, I read about a method that can be used to triple the effect of these wonders. If you decrease your ships' movement rate to 1/3 of the original and then give all ships the "treats all terrain as road" effect, then they will have the same movement rate as before. The difference is, that when they get their movement increased, 1 will be the same as 3 and 2 will be the same as 6 (did you understand that? I'm not srue I explained it properly).
Anyway, here are my ideas for wonders - and if you have some, I would like to hear them:
GW: "Vitus Bering's Expeditions" (Danish guy from Horsens who had the Bering Sea near Russia named after him). Requires Steam Engine, Refining or Steel (?).
SW: "Sun Compass" (Special naval equiment of the Vikings, which allowed them to navigate as well as if they had had a magnetic compass). Requires Longfaring, maybe made obsolete with Medieval Seafaring (a new tech).
SW: "Naval Academy" (I found some great graphics with a naval academy with a Norwegian flag on it. I got the maker's permission to change it to a Danish flag. I think it would look great). Requires Rennaisance Fleet (I think that's a new tech, too, but I'm not sure).
 
Regarding sea movement, it sounds good :)
I have another wonder you might consider, since you have Mærsk, why not have Novo Nordisk as a GW.... perhaps let this biotech wonder give free hospitals or some other population increase benefit... apart from that it should generate trade and income... perhaps a science booster also ??
 
Perhaps you would make a SW "Stavnsbåndets ophævelse / Grundloven" which is required to change to constitutional monarchy ?? And having that wonder can create a tiny bit of happiness or such ??
 
Good ideas, Kristian95. I have also considered making Novo Nordisk... and maybe also Grundfos and B&O. But I'm not sure. I'll think about it.
Unfortunately, a Government cannot require a wonder. But I actually had Grundloven as a SW for a few weeks (it gave a happyness bonus), but I removed it. Fisrtly, because those few turn between your tribe changes to Cons.Mon. and before they build Grundloven does not make sense. How does the Cons.Mon work without a constitution? We must presume that one is written in the very first turn of the new government. Secondly, I needed Women's Suffrage to have a happy bonus for the C.Mons. (I didn't want it to reduce WW, and I didn't want to have 2 wonders giving a happy bonus).
 
I'm happy to chip in with whatever ideas I get :) and once more, I can't help myself from saying how much I look forward to seeing the finished mod :)
 
Thanks, Kristian95. I'm glad I'm not the only one who wants this mod to be finished.
But I have a few problems. Firstly, I can't find a proper wonder splash for the Ting (SW). Do you have any ideas where i might find one? Secondly, nobody has sais what they think about this:
me said:
2) Which units should be Amphibious? Right now the Viking, Berserk and Modern Infantry have it. But that gives us a problem: How do you take a city on a single-tile island in the middle and industrial age? I've been thinking of giving the Amphibious ability to all kinds of infantry. This would make infantry a combined defense and offense unit, which I think could be interesting. It would also make it more important to guard your coastal cities properly, since you will not have that one-turn warning that you usually have when the AI simply unloads some units near your cities. But I'm not quite sure if it's a good idea...
 
I don't know where to find a decent splash, sorry :(

Argh, and I forgot to chip in on the amphibious part ;)
I think, that in all ages, you should have a "standard" foot soldier / infantry unit and then a more expensive unit which is able to do amphibious assaults... unless the AI doesn't understand that point... in case it doesn't, I agree, with all the tiny islands, there should be amphibious units in all ages.
 
JuuL,

No, you are not the only one who wants this mod to be finished. I've played your mod a month ago and it was really fun and educational experience. Though I know not much about Denmark and had some problems with installation process (Ø symbols) ;)

So I'm waiting for the C3C version and it looks very promising.

BTW, It was funny to see a woman face inside a crowd of ragnars :lol:
 
Thanks for the comments, Kristian95 and NeverMind.
Kristian95, I will think about your idea with the two different kinds of infantry. It might be interesting to have some for defense and others for offense (and amphibious attacks). I actually already have one unit like that: the berserk. Right now he upgrades to Knight (because they are both strong units), but it might be fun to hve him upgrade to another kinds of heavy infantry. Any ideas about that? I will need some unit names (and graphics) - the Berserk is enough for the Viking age, but we will need some for the other ages (something like "heavily armoured swordsmen" --> "elite musketeers" --> "offensive infantry" --> "marines" --> "commandoes"). And I think the AI can use the units (I just have to give them the proper AI strategy).
NeverMind, I'm glad you liked it - and I'm glad to hear that I have succeeded in making this both fun and educational :) And don't worry about the ÆØÅ symbols - they have already been removed (from the file names... not the names of wonders).
 
I guess for the modern age, Jæger Korpset would be pretty ok... or Frømændene (sorry, I don't know their proper military names)... as for the other ages.... uh, I'll have to think alot more... and cannot promise I can come up with anything good :(
 
Good nwes, everyone! Even though I didn't win any of the two unit lotteries, we now have a Snaphane unit. utahjazz7, one of our really great unit makers, made it. The link is here. They will be so great to have in the mod.
I just remembered that we have another unit for our amphibious infantry: the Medieval Swordsman (I use the Crusader graphics for that one). So know it is:
Berserk (Berserkergang) --> Medieval Swordsman (Medieval Warfare) --> ???

I also found something that could be used as a splash for the Ting, even though it is not very good. I hope to find something better later.

edit: Actually the Ting splash wasn't that good anyway, so I still need one. But more importantly, we need to decide which abilities the Snaphane should have. I want it to be able to sneak around inside the enemy's territory (invisible, ignores movement costs of Hills, Forests and Marshes) and make a few but strategically important attacks. But it shouldn't be too good either. Right now it also has the Rader ability (line of sight of two squares). I was thinking of maybe giving it the bombard ability, but maybe that would make it too good.
 
Hep hey JuuL looks the leaderhead look really cool whith that font and so... Good idea with the sea movement that would be cool... but you're you can do that with naval units as well?

Oh and btw hva filan is a Snaphane?
 
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