Sid Meier's Civilization V

Sid Meier's Civilization V

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Bloublou's "Utility" Collection
 
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Description
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This collection includes all my "Utility" mods.

All the mods from all collections are compatible together and are also compatible with both civ 5 expansions and all DLCs. Some have individual requirements.

For bug report on a specific mod, leave a comment in their own section.

If you want to rate the mod at the top of the page, it's always appreciated =)

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*** UPDATE ***

Compatibility:

-All mods are tested for Brave New World Expansion and fully functional.

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TROUBLESHOOTING:

-Here are the basics if you are a beginner with civ 5 Mods:

http://forums.civfanatics.com/showthread.php?t=465972

-If you have a problem with a mod, the first step is always to test the mod alone before reporting any bugs.
-All mods from all my collections are compatible together.

-If you have troubles downloading the mod in game, it's a common cache issue, follow these steps to fix it:

1) Unsubscribe The mod, exit steam and civ 5 completly

2) empty your mod folder : C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS

3) Delete the "Civ5ModsDatabase.db" file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache

4) Restart steam, subscribe, restart civ 5.
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Items (23)
Barbarians - Unlimited Exp
Created by BlouBlou
This mod removes the maximum experience that you can get from barbarians.


Features:
  • You will now get experience at any level when fighting barbarians.
  • AI players will now get experience at any level when
...
Buildings - Upgrade System
Created by BlouBlou
This mod add a new concept to the game: 'Upgrading Buildings'.

It allows a city to upgrade existing buildings, improving the base bonuses but increasing the maintenance.



Features:
  • Every 'base' building can
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Promotions - Ancient Ruins Choice
Created by BlouBlou
This mod extend the ability to choose the bonus you receive from 'Ancient ruins' to Scouts from all civilizations.

Accordingly, The Shoshone Pathfinder receive New free promotions instead: Scouting I-II



Features:
...
Promotions - Expansion Pack
Created by BlouBlou
This mod add new promotions choices when leveling your units and also change the promotion tree system to improve customization possibilities.

It roughly triple your promotion choices for every unit, adding many new promotions, and rearranging depen
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Resource - Granary Includes Bison
Created by BlouBlou
This mod adds the new bonus resource introduced in Civ 5 lastest patch: 'Bison' to the list of resource already improved by the 'Granary'.


Features:
  • Extends the bonus of the 'Granary' building (which already upg
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Resource - Mint Includes Copper
Created by BlouBlou
This mod adds the luxury ressource : 'Copper' to the Mint's benefits and requirements.


Features:
  • Mints can now be built in a city if it has Copper within its city limit. Just like Gold or Silver.

  • Extend
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Terrain - Brazilwood Camp Extension
Created by BlouBlou
This mod extends the ability to build the improvement : Brazilwood Camp, to every civilization.

Accordingly, a unique building has been added to Brazil civilization:
the 'Jesuit Church', wich replaces the Garden.


Heres some infos:
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Terrain - Chateau Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Chateau, to every civilization.

Accordingly, The Foreign Legion Unique Unit have been returned to the French civilization.



Features:
  • Make the 'Chateau' imp
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Terrain - Feitoria Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Feitoria, to every civilization.

Accordingly, a unique building has been added to Portugal civilization:
the 'Reconquista Castle', wich replaces the Castle.


Heres some infos:

...
Terrain - Kasbah Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Kasbah, to every civilization.

Accordingly, a unique building has been added to Morocco civilization:
'The Riad', wich replaces the Garden.


Heres some infos:

'A Riad is a trad...
Terrain - Moai Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Moai, to every civilization.

Accordingly, a unique building has been added to Polynesia civilization:
' The Marae ', wich replaces the Temple.


Heres some infos:

'A marae is a ...
Terrain - Motte-and-bailey Fort
Created by BlouBlou
This mod add the ability to build the improvement : Motte-and-bailey Fort to workers of every civilization, adding another fortification option to the game.


Features:
  • Makes The 'Motte-and-bailey Fort' (From the 1066
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Terrain - Polder Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Polder, to every civilization.

Accordingly, A Unique building has been added to Netherland civilization: The 'Polder Mill' wich replaces the Windmill.



Features:
[list...
Terrain - Pontoon Bridge
Created by BlouBlou
This mod adds the ability to build the improvement : Pontoon Bridge to workers of every civilization, adding another Improvement option to the game that was normaly reserved for Firaxis scenarios.


Features:
  • Makes The
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Terrain - Poor Tiles Tweak
Created by BlouBlou
This mod gives a minor base yields and unlock some worker improvements possibilities for poor or useless terrains like snow and desert.

Removing the irritating penalty of having tiles that cannot be worked by the city within the city range and making
...
Terrain - Terrace Farm Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Terrace Farm, to every civilization.

Accordingly, A Unique building has been added to Inca civilization: The Stone Temple, wich replaces the Temple.



Features:
...
Terrain - Tipi
Created by BlouBlou
This mod adds the ability to build the improvement : Tipi to workers of every civilization, adding another Improvement option to the game that was normaly reserved for Firaxis scenarios.


Features:
  • Makes The 'Tipi' (F
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Units - Airship and Land Ironclad
Created by BlouBlou
This mod brings the 'Airship' and the 'Land Ironclad' units from the Smoky Skies scenario by Fireaxis in normal games, without hurting game balance or changing normal gameplay.


Features:
  • Adds 2 new units to the indus
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Units - No Futuristic Units
Created by BlouBlou
This mod disable the Giant-Death Robot and The XCOM Squad from normal games, letting you play in the latest age without the Sci-fi components.


Features:
  • The Unit: Giant Death-Robot has been disabled.
    [*
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Units - Scout to Explorer
Created by BlouBlou
This mod introduces a new recon unit in industrial age, the explorer. It also give to scouts an upgrade option to become explorer when obsolete.


Features:
  • Adds a new recon unit: the explorer, to the game, which was i
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Units - Starting Scout
Created by BlouBlou
This mod replaces the starting 'Warrior' with a 'Scout' instead.


Features:
  • Everyone (including AI players) get their starting warrior replaced with a scout.


Notes:
    If you own Bra
...
Units - Throwing Axeman
Created by BlouBlou
This mod unlocks and incorporate a new unit in the classical age, The Throwing Axeman.

A new range-unit type that was introduced in Brave New World but is currently reserved for barbarians.



Features:
  • Adds a new ra
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War - Less Damaged Captured Cities
Created by BlouBlou
This mod reduce the damage to population and buildings that is instantly applied to a city when you capture it.


Features:
  • Population survival has been increased from 50% to 75%
    (For example, capturing
...
Linked collections (2)
In 3 collections by BlouBlou
Bloublou's "Religion" Collection
6 items
Bloublou's "Eras" Collection
9 items
Bloublou's Archive Collection
4 items
< >
211 Comments
NecroGod Jun 13 @ 5:00pm 
The building upgrades is by far my fave. Thank you
ComradeKommodore1775 Apr 3 @ 1:41pm 
Amazing work, this stuff really helps out! Makes the game feel so much more fleshed out and awesome!
Sandwich Mar 31 @ 7:48pm 
dude you really need to compile all of your mods into a super mod.
Silver Knight of Anor Londo Sep 25, 2015 @ 1:15am 
All of your mods are really well done! I didn't even know you made so many when i first started looking into the workshop and found stuff like Unlimited Barbarian EXP and the Promotions Expansion Mod. Glad i looked into more of your fantastic work! Keep up the great work!
BlouBlou  [author] Sep 12, 2015 @ 7:25am 
@Fury of the Tempest

As i said, when modding, you are using a tool provided by the game, the SDK. The premise is that mod wont work in multiplayer unless they change the game to allow it.

Your trick, even if its really interesting and a good initiative from the creators, is in fact a hack. How would i know how the game would react to a hack when the only thing i do while coding is using the normal game code to alter some of the base variable, like a unit strength or a technology.

You say i know the diference beetween my mods, yes, i know that some mods add unit and other add technology for example. That doesnt mean i know why a new unit works with your hack and a new tech doesnt.

Only Fireaxis dev who know what is hidden and hardcoded into the game base dll could answer you, we modders dont know that, civ 5 isnt open source.
Fury of the Tempest Sep 10, 2015 @ 6:06am 
Yeah, but your the one that actually knows the difference between your mods, not those who know the trick. I mean, its quite simply. Putting the mods into the DLC folder, than adding the names of the XML files into the Civ5Pkg document... I mean all seen here. http://steamcommunity.com/sharedfiles/filedetails/?id=233428613

Yet for some reason some of your mods work and some of them don't. You know your mods, they don't... you should be able to identify why some of your mods don't work using this trick, or at least have a much higher chance as to why.
BlouBlou  [author] Sep 7, 2015 @ 2:01pm 
@Fury of the Tempest

Thats a question you should ask where you found the trick/hack to play mods in multiplayer :)

Since the game doesnt support mod in multiplayer, there isnt anything different in these mod that can be done for this.
Fury of the Tempest Sep 6, 2015 @ 11:23am 
So... I've recently taken a liking to these mods, but the majority of my playstlye is through multiplayer and Civ 5 doesn't support multiplayer mods. Now, through a steam community guide that tricks the game into thinking the Mods is DLC, by synching the mods up with my friends, I can play modded multiplayer.

Except, not quite.

You see, for some reason, not all of the mods work. All of the Scout/Explorer Mods, as well as the expanded promotions works. So does the Polder and Tipi, but a lot of them don't. The Building Upgrade System, Chatue, Brazilwood Camp, Kasbash amongst others don't appear in the multiplayer, despite having double checked everything but the guide to make sure in lines up....

Any idea why some mods work and some don't?
Techpriest Enginseer Aug 11, 2015 @ 5:16pm 
If you believe, that would be best, so be it.
BlouBlou  [author] Aug 11, 2015 @ 1:32pm 
@Techpriest Enginseer

(2/2)

After that, you put a dependency on the original modders's mod and the patch you talk about. That way you wont steal any of his work and you wont hurt the modder userbase by stealing his users too. Also, its a much more efficient approach since everytime i update these mods, your users will automaticly have the latest version instead of being stuck with the obsolete copy.

Making an alterated copy of the mod and rendering it incompatible with the original one isnt the way to go and thats not something i would agree on and will not give my permission.

Therefore i would prefer that you make your own mod and put dependencies on these ones like i explained earlier. You could also link this mod in your Mod page to make life easier for your users.

Hope you respect those criteria if you decide to go forward and distribute your mod.

Regards.