Sid Meier's Civilization V

Sid Meier's Civilization V

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The North Atlantic: Ancient Era Buildings
   
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Apr 23, 2017 @ 4:41pm
Apr 26, 2017 @ 4:36pm
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The North Atlantic: Ancient Era Buildings

In 1 collection by Renlav
The North Atlantic
3 items
Description
Part of The North Atlantic: a series of mods focused on the seafearing cultures of the North Atlantic and Circumpolar regions, particularly Norse vikings and the cultures contemporary to them.


This mod provides new icons for several Ancient Era buildings inspired by the Dorset, Thule, Sami, and Norse cultures. It also adds 1 new building and 1 bonus Classical Era national wonder. Buildings with new icons include: Monument (now Petroglyph), Granary, Shrine, Stone Works (now Tumulus), and Barracks.

New assets are designed to make Tundra and Snow cities a more viable option without being overpowered or crowding the Production list:



Seal Camp (available at Trapping) is sort of a second Granary available only to coastal cities on or adjacent to Snow. It has base yields of +1 Food and +1 Production, and also adds +1 Food to all sources of Fish, Whales, and Furs.

Keldur Hall is a National Wonder (available at Engineering) with a global terrain requirement instead of a building requirement; it can only be built if all cities are on or next to Tundra. Keldur Hall has a base yield of 2 Food and +15% Food for the city in which it was built. Additionally, Tundra and Snow tiles worked by the city get an extra +1 Production.

Mod support:
  • Colonialist Legacies: The Inuit: Seal Camp +1 Food bonus applies to the Inuit's unique Seals resource
  • JFD's Cities in Development: Construction audio, Crimes support

Credits:
All concepts, code, and art by me except where otherwise noted.
Keldur Hall concept originally conceived by Xelight. You can check out their version, which is a world wonder, here.
Lua code for the Keldur Hall national wonder was conceived with extensive and indispensable help from Troller0001.

Other mods from The North Atlantic:
The Boatbuilders (Viking Age Naval Overhaul)
Pagan Religious Units (Shamans and Priests)
4 Comments
Renlav  [author] Nov 8, 2020 @ 4:07pm 
To Lord Funk Jr. and anyone else having issues installing this mod, I apologize for dropping support for it years ago. The issue is because, at the time I made it, I unknowingly compressed the files in a format Civ 5 doesn't recognize. I never caught the issue myself because I always manually installed mods, which in my experience improves mod load and cuts down on bugs. This method also lets you use mods only available elsewhere than Steam, like Civfanatics and Nexusmods.

Anyway, it's pretty simple to install a Steam mod "by hand". First, download it manually (google "steam workshop downloader" and enter the link to this mod). Once you've done that, you can extract the file to your Mods folder using 7zip. It should load on starting a new game of Civ.
Zane0d Nov 6, 2020 @ 5:49am 
This mod doesn't show up in the mod list any idea?
SkaarSmashKikou Aug 17, 2017 @ 9:25pm 
Your mod look very good, but, unfortunately, when I download it, it don't appear in my mods list and, instead, appear as an invalid files in my MODS folder. Do you have an manual download for it?

Also, do you tink, that it could be possible (eventually) to extend the effects of the Seal camp to the Greenland Civilization, from Colonialist Legacies, as it add walrus as an ressource?
Vanadius May 1, 2017 @ 11:34pm 
Making a senario on my Northern Seas Map and these are amazing, keep 'em coming!