Sid Meier's Civilization V

Sid Meier's Civilization V

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Orry's Kingdom of Mann and the Isles
   
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9.391 MB
Nov 14, 2015 @ 1:32pm
Jan 27, 2016 @ 9:38am
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Orry's Kingdom of Mann and the Isles

In 2 collections by RJ
Civilizations, Great and Small
20 items
Manx Civs
2 items
Description
Mann and the Isles

This mod adds The Kingdom of Mann and the Isles, led by Orry!

The Kingdom of the Isles was the longest lasting Kingdom established by Norse peoples in the British Isles. Centred on the Isle of Man, the Kingdom controlled Mann and the Hedbrides, but at times also controlled Dublin and other territories, and became an established military power in the region until it's end in the late 1200s with the ousting of the Crovan dynasty. Possessing a distinct Norse-Gaelic culture, the Kingdom of the Isles made a great impact on the cultural development of the Hebrides and the Isle of Man.
DirectDownload (dropbox)[www.dropbox.com]

Mod details

Leader-Orry

Trait-"Kingdom of the Isles"

"Culture and Faith output of cities is increased while building naval units, buildings and wonders."

Unique Unit-"Birling"

"Replaces the trireme, slightly costlier to produce, but may carry upto two land units and gains an attack bonus against cities."

Unique Improvement-Keeil

"Unlocked at theology, not buildable next to an adjacent Keeil. +1 culture, +2 faith and increases religious pressure when worked. +2 culture at flight"

Strategy

Mann is a diverse civilisation in its own right, which can benefit from a wide empire. By beelining naval techs like Sailing and Optics, you can jump start your culture and faith production early. From then on, you can model your religion to suit conquest, culture or general expansion. The Birling is not only useful when it comes to invasions to easily deploy units, but can ferry civilian units like missionaries and settlers to new lands! The Keeil suppliments many of Mann's religious and cultural bonuses, use it to create an infectious religion, and benefit from tourism later.

For a more advanced strategy, head here

Supports-Core JFD's cultural diversity, YNAEMP, RED units, CIV IV leader traits, unique cultural influence, piety and prestige, Events and decisions, JFD's alt leaders

Please read the below!

-For Manx Gaelic city names, go to documents>mygames>CivV>MODS>Orry's Kingdom of Mann and the Isles>XML, and delete the file 'Manx Gaelic is only Gaelic'

-Keeils increase religious pressure on other cities by 8%

-Exact trait bonuses are +1 culture, +15% culture and +2 faith

-The birling ability to carry units does not carry on after upgrade. The ability to carry units is slightly buggy, after initally having units board the Keeil, cancel the movement orders of the unit or it may leave the Keeil unexpectedly next turn.

-Includes Kyte's dynamic culture overview

Special thanks!

Davey_henninger-Unit Icon, Leader Icon

Nix Map

Dynamic culture overview by Kyte

doktorapplejuice Leader scene, Birling Skin

Leader model adapted from This[www.deviantart.com]

BouncyMischa Keeil pillage and construction graphics

Calcul8or Decisions support

UighurCaesar Events support

Nomad or what Keeil model

Peace theme is Sheep under the snow by Northern Lights

War theme is Nordic Orchestra from mount and blade-viking conquest

I do not own
38 Comments
RJ  [author] Sep 3, 2021 @ 1:15pm 
Yes Max
Max Aug 21, 2021 @ 11:41am 
it seems you can build the Keeil on forest and marsh without chopping them, but you have to chop jungle. Is that intended?
Narrelama Dec 3, 2016 @ 2:19am 
Strangest thing.
When I first met Orry & the Isles the world map went totally glitchy and pixelized. When I scrolled away from the worldspace where his units (and cities) were located, the game corrected itself after some more seconds of glitch. This was consistent for several turns, and just when I considered abandoning the save and this mod, the error more or less went away.

Like; the buttons looks like they are of a lower resolution still, but otherwise it works fine, and tho I feared CTD and game-breaking, the save survived.
So, dunno what that's about. Been a modder for a long time, never seen anything like this before.
RJ  [author] Sep 2, 2016 @ 6:24am 
@noornavillus

You should be able to just move the unit onto the boat by moving it as if you were going to embark on the tile where the birling is situated.
marzipan Sep 1, 2016 @ 5:34pm 
How exactly do you get the Birling boarding to work in-game? It's showing me the same red circle you get from not being able to stack military units.
Solarak Aug 15, 2016 @ 4:11am 
Cool!
I was expecting Ivar "the Boneless" Ragnarrson as leader, considering the "Vikings" hype xD

Thank you ! Great job ! :KneelingBow: ^^
Nikiforos V Fokas Mar 3, 2016 @ 9:49am 
All good stuff. o7
CowboyRider Feb 25, 2016 @ 8:33pm 
Excellent civ. Well done! Finally I get to play the civ of my ancestors!
RJ  [author] Feb 18, 2016 @ 4:30am 
@ruhrgebietheld

Thanks for your comment! I might try resizing the Birling unit flag.
ruhrgebietheld Feb 16, 2016 @ 9:00pm 
Finally did a full game with these gauys. Fairly solid overall. The UA can be somewhat situational, but on any type of islands map you get a lot of use out of it. The Birling was nice and its transport function worked great. I will say that its unit flag was a little unpleasant to look at, because it had a whole bunch of lines crossing each other that were slightly fuzzy. That's just a cosmetic issue though. The Keeil was a wonderful UI. Got great value out of it but the restrictions prevented it from being OP. You might want to add into the description that it can't be built on snow, because it was a little disappointint to find that out firsthand instead of knowing that limitation upfront. Overall, a solid little civ.