Civilization Idea: Frisians

I don’t think so. At least, not according to the Wikipedia page on stirrups. But even if they did, that doesn’t seem relevant to me, since they were used in Asia already.

Technologies don’t require prerequisites
For eco bonuses techs this is perfectly fine you have to skip Eco upgrades in order to get them for free next age great on open maps where skipping Eco upgrades means getting more early military. The amount of resources and time you can save on tech switches can be insane, especially on closed maps where you can easily reach imperial age without military and save 1470F 520G on BS upgrades alone. This is busted I would nerf it to “techs from previous ages are 50% cheaper and 100% faster.”

Honestly, this bonus seems out of place and doesn’t synergies with the rest of your civ bonuses I feel like you put it in because you felt like it was cool (which it is). But it would better synergies with a counter unit civ where your ability to make tech switches faster and cheaper allows you to rapidly respond to whatever opponent decides to make. Or a civ with an open tech tree which would allow them to access all of their options.

Farms built around Mills last 20% longer
This has much more synergy With a civ that specialize in Calvary it however it seems underwhelming when compared to other farm bonuses. I would buff significantly to farms around mills regenerate 5f/m, provide +1/1 per age, and healing to villagers. This would need to coincide with nerf to or even the removal of the prerequisite technology bonus.

“Knights benefit double from Husbandry”
sounds balanced considering they lack bloodline. keep in mind lacking bloodlines is less impactful with paladins with more base health.
Unique Unit 1: Haadlingen: The idea of a unit that buffs nearby villagers is interesting but I think this just makesemphasized text hussar raids unviable also I don’t think it is viable as a main battle unit.

Unique Unit 2: Soldnerheere
Interesting UU Idea but I’m not sure how you are supposed to use them. One of the main advantages of Hussar is their lack of gold cost in exchange for this the Soldnerheere gets +5hp and 35 hp/m. HP regen is important on Gold intensive units but not very much for trash units whose tactics rely on their disposability. Hussars are often used for sniping siege and raiding eco both have very low survival rates
which makes the Soldnerheere a worse option. Instead, you need to use more passively for hit-and-runs or small skirmishes. However, I would argue Hussars are perfectly viable in this role yes they have a higher turnover rate but replacing them is not as big of a issue since they are trash units. I would give them some sort of buff to help solidify their role maybe give them same speed as hussars to help them pick fights, add charge damage to help in short skirmishes or maybe 1ma armor to solidify as being better against melee units. Also make sure all light cav bonuses also apply to them

Friesian Husbandry: Light Cavalry +40 HP
This can be really powerful in Imperial age but especially in team games you are nerfed for not being able to research bloodlines for your scout cavalry.

Redjeven: Villagers and Hussars can be produced from Pastures and Mills
I don’t see it being as useful as you think by the time you would research this tech you are already fully boomed in a 1v1 in most situations where you need to reboom beyond the capacity of your town centers are probably already dead. Still, the ability to make villagers from a cheaper none stone costing building can be game-changing, being able to make hussar is also useful. Unfortunately, the tech is prohibitively expensive. As for pasture themselves I think you overestimate the utility of herdable in imperial age they require micro to properly utilize and with Hand Cart and Crop rotations farms become the superior option you could fix this by increasing the shepherd collection rate each age.

Overall 8/10 I still would not like to see this civ added into the game as is but every idea Bonus, UT, and UU was original and interesting. Normally I would reject European Cavalry civs on principle they have been done to death but you did a good job differentiating them from every other civ.

A few things i know the lowlands are known for include the goedendag uses by these people and flemish alike. The Beguine monastic woman for a unique priest option and the holk for a possible naval unit.

It would be a good bonus to represent the Frisians, but the problem is that the Mayans already have a very similar bonus. While drawing inspiration from history is important, I think civilization bonuses should be as distinct from each other as possible.

I liked it. It’s unique and offers players an interesting strategic choice on when to upgrade.

I have the same problem with this one, unfortunately. The Cumans already have a very similar bonus.

I just dislike all the aura abilities in the game (like the Centurion or Georgian Church bonus). They’re not a fun feature for me.

I think I’m going to somewhat rework this civ, keeping the unique parts that work, while redoing the parts that aren’t so unique. I think I’ll also add some kind of naval bonus.

Guess this is going to a chinese adjecent civi now.

Also we live on swamps. They build huge dykes everywhere to dry out the swamps so they can farm easily. Basically the mill should be more expensive with free farms around it xD. The windmill was used to pump the water out the lower areas so they could use it to farm.
And in the castle age we should have that vineyard technology from Burgundians. Because we also took out a lot of mineralrich soil which we sold and used. They got really rich out of that. It’s called turf.

And if that is too OP then they should atleast be cheaper.
And we should atleast have Light Cavalry as opposed to the Teutons only having scout cavalry.

Because of the floods we weren’t always able to make farms. Only in early medieval times did we start building dykes and raise the land so we can safely have farms.

Maybe make it a regional unit as alternative upgrade to what is hussar.

And good for defence.

Or add the functionality to the mill. Together with my other idea the mill should be more expensive.
Maybe the mill should get a towerfunctionality in feudal age. Thus making the mill cost wood and stone.
Then it will really feel like you have a defensive place, refering to the dykes.

This sounds OP man xD now you have a towncenter+stable for a very small cost.

I think they should atleast have a tradecog bonus. And if possible a galley bonus or make longboat a regional unit for Frisiand and Vikings.

Or maybe make the docks upgradeable to Fortified Dock. Making it very durable and give it attack. And let land units garrison inside it. Archers increasing the damage.

Or towers, towncenters and castles should do more damage to ships.

If you don’t want to give them twohandedswordsmen they should atleast get a infantry bonus for imp age. Because they did fight off Bishopry of Utrecht, County of Holland and HRE invaders from Saxony and Bavaria. Mostly through taking them into swamps and trapping them. But you would need some proper infantry with them, not just cavalry. Historically they shouldn’t be getting arbalester, halbedier im also not sure and also not paladin for sure. Militarily speaking in the game that would make them weak.

I would love to see them as a raiders civ. What if they get a unique tech to gain gold from plundering buildings with cavalry? like the berserks tech but differently.

Combined with what you have said above, I imagine the techtree like this:

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What are you discussing? I thought I misread the title.

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Oh I don’t remember but might, sorry

In this interview a dev discussed civs. And he said no smol dutch civs. So we shouldn’t expect this civ :frowning:
And that dev is a dutchie himself so xD

He meant no small random duchy like Liege and 100+ small duchies as civs, but larger cultural entities covering more land like “Frisians” or “Dutch” would be. He din’t say “No Netherlands’ civ at all”. It’s kinda funny he didn’t add his home civ yet.

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Burgundian.

Besides, he is wrong. The Prince Bishopric of Liège can serve as a representative of Walloons in the Middle Ages and be included in a DLC themed around Low Countries. It can be called Walloons or Wallonia.

This is very representative.

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Burgundy conquered ruled the Low Countries but they are French elite, I would not seriously say they represent the Flemish or Dutch culture at all (and you can’t say they do because Flemish Militia). To be represented, the civ should be ruled by locals.

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Great ideas, my beloved Frisia should absolutely be added but windmills are not part of its identity, dutch windmills are an early modern phenomenon associated with the Republican period, they weren’t a thing during the Frisian kingdom of the very early middle ages.

Jep, Floris van Alkemade had the first mill for watermanagement in 1408.

But the idea we have is that we want to use Frisians as a general civ for the Netherlands+Belgium (+Luxembourg? ->BeNeLux).

Just like we have Spanish and not Navarre, Leon, Castille and Aragon.
But “The Netherlands” weren’t a thing back then. There were different names for us. That’s kinda what we’re looking for. Like Lotharingia, Fraconia, Holy Middle Roman Empire.

The word “Holland” derives from the Old Dutch “Holtlant” (meaning “wooded land”). It first appeared in 9th-century texts, referring to a northwestern area of the Netherlands (now the provinces of North Holland and South Holland), and by the 11th century, it became the County of Holland, a key feudal territory within the Low Countries, which played a leading role in the Dutch Revolt (1568–1648) against Spanish rule.

We can definitely design a DLC with the theme of the Netherlands——Epic of Low countries

Add the following civilizations:

Holland:
Design a lengthy campaign spanning a century, starting from the County of Holland, discussing the establishment of the Union of Utrecht, and then developing into the Dutch Republic, and finally discussing the Eighth Years’ War.

Frisians:
Based on the Frisian Kingdom of the 7th and 8th centuries, the story focuses on Radbod’s resistance against Charles Martel, The stories of the Frisian freedom period can also be told.

Flemish:
Based on the County of Flanders, the story focuses on how the County of Flanders resisted the Kingdom of France during the Battle of the Golden Spurs led by William of Jülich and Pieter de Coninck in 1302.

Limburgers:
Based on the Duchy of Limburg, this story focuses on the War of the Limburg Success that occurred from 1283 to 1289, describing how the Limburgers resisted the Duchy of Brabant at that time.

Walloons:
Based on the Prince-Bishopric of Liège and County of Namur, it tells the story of the resistance of the Walloons against Burgundy, France, and Spain in the 15th and 16th centuries.

Luxembourgers:
Based on the Duchy of Luxembourg, it tells the tragic story of Luxembourgers resisting Burgundy in the 15th century.

This way, we can reasonably tell the stories of all the important ethnic groups in Low Countries today.

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You can take a look at the concept I proposed above.

Utrecht and Liege christianising The Netherlands and the Frisians opposing them.

Brabant inbetween everyone else struggling for survival.

The Hanseatic League with its race for trade between many cities. With viking raids lurking around. Meanwhile some cities gain rights through the HRE and the Danish Crown to compete with eachother. And everyone making bonds with other countries or bigger duchies in the HRE to gain access to mercenaries.

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