Sid Meier's Civilization V

Sid Meier's Civilization V

The County of Flanders (BNW)
126 Comments
Swedra 6 Jan, 2021 @ 5:18am 
...now that I checked "goedendag" apparently does indeed mean "good day" (if Wikipedia is correct) XD This just gets better!
Swedra 6 Jan, 2021 @ 5:16am 
@isolate Literally the first thing I see after remeniscing over the fact that "Goedendag" almost sounds like "Guten tag" or as we'd say in Swedish: "God dag / goddag", theres absolutely no way that I can "unsee" this now X'D
isolate 14 Sep, 2017 @ 7:55pm 
howdily doodily neighbor
Tum 8 Jul, 2017 @ 8:55am 
VLAANDEREN BOVEN
Legodudelol9a 23 Aug, 2016 @ 2:23pm 
I think belforts should be a UI instead of a UB because they where more than just castels and where more common than castels, and besides, they had Belforts AND Castels
Norton 15 Aug, 2016 @ 8:45am 
@johandegelas Mod incompatability
johandegelas 15 Aug, 2016 @ 4:12am 
Hi, With the communitas mods, the moment I research "guilds", the production of Ghent is no longer accessible. Big show stopper as this means I can not play any further. Thanks from another Flemish guy playing your mod!
olivernoens 12 Aug, 2016 @ 10:55pm 
I do not get any culture boost by building Belforts, the only thing it does is increase the hitpoints.
Meneer de burgemeester 10 Jul, 2016 @ 1:33am 
Hey JFD, I like this Flanders MOD a lot, really, it's amazing, the belfort needs indeed some tweaking, because it does not generate more gold in the cities. However great job also to the rest of the team that worked on this.
I wonder could you make also a simular new civ, the Duchy of Brabant, a yellow lion on a black background, there is one on the workshop but it would be amazing if you made a better one.
SkarLend 17 Feb, 2016 @ 4:53am 
I have testet the mod for a time now, and the Belfort dosen't seems to work. No extra gold or culture. By the way I love most of the extra civs form JFD
Spesh 26 Dec, 2015 @ 10:44pm 
Enjoying this mod alot, I was particularly hyped for being able to shuffle population around with Goedendags, but unfortunately all it seems to do is change the pop number in the city view, not the actual tiles being worked. Scientic and Moriboe have already pointed this out, and provided a fix, itd be great if you could roll it into the mod itself.
Peacemaker 29 Nov, 2015 @ 7:47am 
Stupid sexy flanders!


Sorry I cant help it
Guy 15 Oct, 2015 @ 12:22pm 
if i play this wth YNAEMP will it replace the city state belgium?
scientic 1 Oct, 2015 @ 6:43am 
Actually (please excuse the double post), on investigation, reloading does not fix the workable tiles issue. Moriboe's fix, however, does. In JFD_FlandersFunctions.lua, there's a JFD_OnHireMilitia function. Changing city: ChangePopulation(1) to city:ChangePopulation(1, true), and the same for the (-1) line works wonders. This fix isn't retroactive, though, so be warned.
scientic 1 Oct, 2015 @ 6:18am 
Brilliant civ. I had great fun setting up tiny 'feeder' cities around my empire in order to massively increase my population gain. 2 Things I noted, however:
1. When pop increases/decreases in a city, I don't seem to gain or lose citizens for the purposes of working tiles. This is fixed when I reload, but it's a little tedious.
2. I can only recruit Goedendags in cities that I originally built. Is this intentional? I suppose it prevents people doing what I intended: conquer a bunch of cities and feed my capital.
League of Attorneys 30 Aug, 2015 @ 10:08am 
Diddley
Mr. Meeseeks 24 Jul, 2015 @ 9:24pm 
Best music!
Legodudelol9a 19 Jun, 2015 @ 10:13pm 
have to admit that when it comes to modding your good
Legodudelol9a 19 Jun, 2015 @ 10:12pm 
I have noticed a major typo (assuming you want your mod to be historicly acurate) but the guy's name wasn't robERT it was robRECT wich translates to the modern version
Venusaisha 5 Jun, 2015 @ 4:52pm 
sorry,must be the rum i am drinking.
JFD  [author] 5 Jun, 2015 @ 4:46pm 
@venusaisha You know, it's actually really annoying to have to go through each of your rather pointless comments.
Venusaisha 5 Jun, 2015 @ 4:23pm 
i'll haffta avoid this sorry, flander civs seem to glicth my game. like missing text in leader mod screen. untill source of problem found i'll skip it.
Koni 27 May, 2015 @ 10:06am 
Nice Work!
Katzenhaft 11 May, 2015 @ 3:12am 
the music!!! oh god the music... its so fantastic!
egnap 6 May, 2015 @ 12:28pm 
Hello JFD
I appreciate your work. I took suscribtion to many of your creations.
I have a little bug with Robrecht III. It seems work normally but i can t see ''Robrecht'' in the window of heroes and civilizations but a long line of printed script with letters and few numerals... It resembles to a process line or a key line for a program. have you met the same problem with anybody else?
Bye
Illuminare 9 Apr, 2015 @ 4:03pm 
how do i use goe guys?
Mojave Neon 6 Apr, 2015 @ 6:31pm 
This one was quite a bit of fun, and definitely unique. I thought the UA would be underpowered because of how specific it is, but it wound up being good enough. A 30% production increase in any of your larger cities winds up being quite powerful, so the UA is pretty good as is. I loved the goedendag, but the fact that it obsoletes is a big negative. I can see not being able to produce or buy them after metallurgy is researched, but they should continue to be able to be pulled directly from the population. Plus, once they obsolete you can't return any existing ones to your cities, which is a gigantic negative. Other than that though, really great job with this one. I'm awed at how perfectly such complex mechanics worked with this one, so congrats on pulling off some incredible coding.
Lexstock 6 Apr, 2015 @ 6:45am 
Hahaha, laat da maar ni aan Bart de Wever zien, of hij begint CIV 5 te spelen en de wereld over te nemen :p
Shizzazzle 8 Feb, 2015 @ 11:53am 
Sheep-based UAs 10/10
Modrian 5 Feb, 2015 @ 1:24pm 
Wonderful, inventive mod but a couple of play notes:
1. If you build a Wonder that gives a free Castel (eg Himeji Castle), you receive a Belfort but do not get the culture bonus that should come with it. Also if you purchase a Belfort, you do get some culture bonus, but in two cases in which this was tried , did not get the full 3xG amount.
2. Goedendag terrific mechanism for distributing population, but disappears with Lancer (its upgrade). Request consider allowing Goedendag to continue to exist, at least until Modern era.
Croconauta 27 Jan, 2015 @ 12:13pm 
One more wonderful mod. Congratulations JFD
Av Rand 26 Jan, 2015 @ 3:55pm 
@JFD EPIC! I look forward too it! If you couldn't tell by my avatar, Egypt is my favorite Civ :P
JFD  [author] 26 Jan, 2015 @ 3:51pm 
@Av Rand I actually plan to have a dual release with Hatshepsut and Akhenaten; should be fifth or so on my list of releases
Av Rand 26 Jan, 2015 @ 3:46pm 
@JFD you should make Egypt led by Hatshepsut. I haven't found any mods adding more ancient egyptian leaders to the game yet.
mustard_pretzel 25 Jan, 2015 @ 4:25pm 
I got an event that turned my leader into Flanders from the Simpsons, 10/10 best mod ever XD
ianandsue5 25 Jan, 2015 @ 8:50am 
JDF, which Civilization are you planning to add next to this brilliant List?
Nicola 24 Jan, 2015 @ 10:22am 
yes! eindelijk eentje voor het vlaandere :) thx!
⚓⚡AnchorSpark 23 Jan, 2015 @ 8:06pm 
Stupid sexy Flanders...
Nord of the Rings 23 Jan, 2015 @ 7:57pm 
love your maps JDF, I have subscribed to all the modern-civilizations for a pre world war one scenario map. Could you possibly make a king emmanuel III as the Kingdom of Italy? Thanks
karlborneman 23 Jan, 2015 @ 3:35pm 
I'm sure I'm not the first one to say this but I got excited when I thought this was the Simpsons neighbor and was a little disappointed to be honest that it wasn't. Still, really cool part of history that I didnt know about
Bowl of Pho 23 Jan, 2015 @ 12:48pm 
Needed more neigboureenos
Moriboe 23 Jan, 2015 @ 12:36pm 
The recruit goedendag is bugged: the population decreases, but the number of worked tiles stays the same. Very exploitable. The solution: somewhere in the code city:ChangePopulation(-1) should become city:ChangePopulation(-1, true). Same for returning to city.
Still, I find this massively OP. Maybe add a pop limit of 10 to be able to recruit and 15 to return? It is just too good to have a food pump city to drive the population of the others through the roof.

Apart from that: fantastic work! Thank you :).
Bulltrue 7 22 Jan, 2015 @ 10:31pm 
Have you considerd a Welsh Civilization?
Euronymus |LMC| 22 Jan, 2015 @ 8:22am 
hwy bro , this doesnt work with ldh mod manager
TRusheeRush 22 Jan, 2015 @ 6:10am 
Hi diddly ho, Flanderino
Euronymus |LMC| 22 Jan, 2015 @ 4:08am 
lol linguistic tensions. n1 . great work guys i ll test it this weekend
♡ Lucy ♡ 22 Jan, 2015 @ 3:38am 
And still NO AUSTRALIA, comon you already added Uluru, it could be a tribal Civ, like the Myans except Indigenous.
Karl Hungus 22 Jan, 2015 @ 3:29am 
diddely
(Āgend)Orde van Dan 21 Jan, 2015 @ 6:06pm 
Still man an ISIS civ would be awesome.
Always Build Radiance 21 Jan, 2015 @ 5:14pm 
Another amazing and intriguing Civ, JFD. You never fail to dissappoint!