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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 (21)
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 slightly to improve customization possibilities.

It roughly triple your promotion choices for every unit, adding many new promotions, and rearran
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Resource - Mint Include 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.

  • Exten
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Terrain - Brazilwood Camp Extension
Created by BlouBlou
This mod extend 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' im
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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:
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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 tra...
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:
[lis...
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 Th
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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 makin
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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:
    ...
    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 indu
    ...
    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.
      [
    ...
    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
    ...
    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 Br
    ...
    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 r
    ...
    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
    8 items
    Bloublou's Archive Collection
    4 items
    142 Comments
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    Lord Venmar Mar 27 @ 9:19pm 
    I'm not sure if you take sugestions, but is there anyway you could make a mod that simply gives the Landsknecht back to Germany as a unique unit in exchange for their UB, kind of how you did with the Foreign Legion for France? With or without altering Commerce, either way.

    Thanks either way, your mods are really great :D
    MrTechMonkey Mar 17 @ 9:59am 
    oh and if you where talking about the lake thingy then can't you just use the barringhar crater model without the mountain bit again i dunno how this stuff works so that could be the equivlent to climbing a videogamy everest
    MrTechMonkey Mar 17 @ 9:57am 
    ok well i don't really know much about programing/ modding but couldent you use a sort of greyish recoloured variation of the river for either the canal or the irrgation duct but am not sure how the irrigation duct would work as you would need to be able to put both the duct and a farm on the same tile for it to be effective soooo
    i dunno
    BlouBlou  [author] Mar 16 @ 6:19pm 
    @Mrtech

    Hi MrTech, these are interesting suggestion. Unfortunatly, what you listed as "Simple additions" are actually, Extremly complex, maybe even impossible to do without editing the game core file, wich we dont have access anyway.

    none of your suggestion could be made as a mod, except maybe the new improvement you mention, but that would requires custom 3d model.

    Regards
    MrTechMonkey Mar 16 @ 7:30am 
    oh BTW ships wouldent be able to travel accross the irrigation duct
    MrTechMonkey Mar 16 @ 7:29am 
    hey a few surggestions here

    Simple addtions

    1. add a canal that allows ships to move accros it but with a debuff to their defence as thay are an easy target and the canal can only be built like 6 hex's from a scourse of water

    2. add an irigation duct thingy dunno what you would call it but it gives the same bonus as rivers do to farming and can only be built 3-6 hes's away from a scourse of water

    3. allow ships to travel through rivers but with a debuff to their defence

    Complex additons

    4. allow a tile known as artifial lake to be built (late on improvemt) that once built will take x ammount of tuns to fill at whitch point it will become a lake

    5. to counteract the artifical lake add an improvement called reclaim land witch allows a player to essentaly fillin a lake but would maybe cost gold or just take ages to make it not op
    gp8456 Feb 20 @ 10:31am 
    WHoward made a mod that allows ships to enter forts and citidels, thus allowing you to build a line of forts across land tiles that act as a canal. Maybe Blou can replicate this?
    [IPH] Leldy22 Feb 17 @ 6:47am 
    YES, WE NEED CANALS!
    Firedash Feb 16 @ 12:32pm 
    I have a suggestion for a tile improvement; a canal. Basically, it's the opposite of the pontoon bridge, allowing ships and embarked units to cross one tile of land between two bodies of water.
    BlouBlou  [author] Feb 9 @ 11:50pm 
    @Anglo-Saxon

    You mean the free scenario they gave? I will definitly check the content to see if there is a mod idea in there. thx for the heads-up, idnt noticed this new free content.