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
...
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
    ...
    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
    ...
    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
    ...
    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:
    ...
    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
    ...
    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
    ...
    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
    ...
    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
      ...
      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
      ...
      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 i
      ...
      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
      ...
      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
      < >
      215 Comments
      BigGuns Nov 5, 2016 @ 3:05pm 
      Do these mods work regardless of windows 10 messing up Civ 5?
      SlimSpySean Sep 26, 2016 @ 2:25pm 
      So many great mods to make the game better! Thanks for making this!
      fullmetal darkcow Aug 13, 2016 @ 2:15am 
      Odd question,
      If I want to use all the mods in this collections, is there any simple way to do it?
      Or do I have to subscribe each and every one of the 25 and later on enable each one on Civ V?
      Because I have quite a few mods now on Civ and its a headache to keep track...
      retrocity5 Jul 29, 2016 @ 8:00am 
      Will you ever make a mod that adds the Slinger and Battering ram to all civs? Possibly the Atlatlist too.
      NecroGod Jun 13, 2016 @ 5:00pm 
      The building upgrades is by far my fave. Thank you
      ComradeKommodore1775 Apr 3, 2016 @ 1:41pm 
      Amazing work, this stuff really helps out! Makes the game feel so much more fleshed out and awesome!
      Sandwich Mar 31, 2016 @ 7:48pm 
      dude you really need to compile all of your mods into a super mod.
      Crystal Seer 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.