Sid Meier's Civilization V

Sid Meier's Civilization V

48 ratings
Kirkwall (Dragon Age)
 
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File Size
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14.988 MB
May 18, 2015 @ 11:10am
Oct 26, 2015 @ 8:09am
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Kirkwall (Dragon Age)

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In 1 collection by DoktorApplejuce
The Dragon Age Mod Project
7 items
Description
From the Intricate bronze and marble epitaphes adorning Hightown, to the dark and dingy underbelly of Darktown, Kirkwall is a City with as much history as any nation of Thedas. This mod lets you play as the City of Chains from Bioware's Dragon Age franchise



Feel free to check out the mod's forum page
here[forums.civfanatics.com].

*note: there may be typos; I am only human after all. If you spot any, please let me know, so that I can fix them.

0-0-0-0

Why not leave a rating? If you like the mod, let people know. If you don't like the mod, it's still good to let people know, right? (Though if you don't like it, it would help to let me know why, so I can fix it).

Special Thanks:

  • LeeS/Ishipp, for helping with some trouble-shooting. Check out his Civ-link Great General name mod here.

  • Darkscythe, for also helping with some trouble-shooting. Check out their Spice and Wolf civ here

  • JFD, for letting me take a look at some of his coding for an example for this mod. Check out their Belgian mod here

  • Papyrus for recording the Dawn of Man speech. Check out his Gravity Falls mod here.





Direct Download Link[www.dropbox.com]

Soundtrack
I've put together a mod that adds music from the Dragon Age series to the game. It's compatible with any of my Dragon Age mods, or the Qunari and Darkspawn mods put together by Gunaka. Unfortunately, it's too big to upload to Steam Workshop, so if you want it, you'll have to download it here[www.dropbox.com]
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13 Comments
LMeire Aug 10, 2016 @ 10:54am 
The tradition finisher adds a free undercity to the first four cities instead of an aqueduct regardless of whether Kirkwall is the one getting the free buildings. Incidentally, this doesn't block the cities from getting the normal aqueducts on top of that, resulting in 90% of the food being saved between growths.
Marcvsiulius Feb 8, 2016 @ 2:20am 
So much production for Kirkwall is a bit op. I recommend +1 production for each sea tile.
Modrian Dec 3, 2015 @ 7:53pm 
Play note: something in this or another DA mod is causing city scapes (and associated Wonders) to erase leaving only blank space. Testing has not revealed if this is common to all or driven by only one Civ. In my specific game Kirkwall and some Antiva cities are blank, but so are cities in other non-Dragon-Age Civs. (These other mods have never had this problem). Thought it might be triggered by Wonders, but counterexample exists. Note you still get the benefits of everything in the cities, so it is just an aesthetics problem. Straightforward fix? Any confirmation from any others?
DoktorApplejuce  [author] Oct 21, 2015 @ 1:01pm 
Bit of an update; despite the bit of a hiatus that this project has gone through, it is now back on its feet. Right now, I'm updating all of the previously released civs with better art assets and a fourth unique component (Ferelden's update has been released; go check it out!).

Also, despite my initial reservations towards doing so, I have decided to create an Inquisition civ. A map and a Leaderscene have already been made for it; check it out on the CivFanatics page (link above)!
Orangetotodile Sep 13, 2015 @ 2:41pm 
If you feel unsure about Hawke being the leader still, you could change it to Varric. In the newest Inquisition DLC Varric gets appointed viscount. Hawke also gets chased away by red templars even if they are the viscount as part of the standard Inquisition storyline, so I think Varric would fit well.
Dr.Shotgun Aug 25, 2015 @ 10:22pm 
Hey, I just want to say I love the dragon age project and each civ but, I have to say my favorite is Kirkwall beacause of the production and that does make a little OP.(Not saying to change it though)
Dudu May 26, 2015 @ 3:43pm 
No problem. The mod itself is great. And I love this idea of the whole Dragon Age Project.
DoktorApplejuce  [author] May 25, 2015 @ 1:19am 
Ah, thank you for pointing both of those out. I had initially just put in the Himeji promotion just to test the mod, and was going to go back and replace it with a custom-made one. That clearly slipped the net.

As for the Liberty thing; i didn't even think of that. Good catch. As soon as I figure out how to replace the settler there (maybe with the UU?), I'll make an update for the mod with both flaws patched.
Dudu May 24, 2015 @ 3:04pm 
The UU uses the Himeji Castle for inside protection. If I build the Himeji Castle, will that boost double?
And if you go Liberty, you gain a settler via the Social Policy and can found a city as usual. You should fix that and replace for some GP like Venice.
Chrevix May 21, 2015 @ 3:14pm 
Just tried it out great work just like others in the project keep up the great work! :)