Sid Meier's Civilization V

Sid Meier's Civilization V

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Terrain - Polder Extension
   
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Jul 26, 2012 @ 3:59pm
Jul 29, 2012 @ 2:57pm
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Terrain - Polder Extension

In 1 collection by BlouBlou
Bloublou's "Utility" Collection
25 items
Description
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:
  • Make the 'Polder' improvement available to workers from any civilization.
  • Adjust the Netherland so they have a unique building just like other civilizations.

    Heres some infos:

    'The Polder mill is a windmill which moves water from a polder. Water is pumped by a scoop or by a jack (Archimedes principles) from the polder. This type of mill is still working especially in the lower polder areas of West - and the Nothern part of Holland.'

  • The Above historical info and all the new unique building info have been added to civilopedia (see screenshot)

  • The AI will use the Polders, the unique building is also properly flavored, meaning the AI will use it correctly and your advisors will recommend it.

Notes:
    This game has always mixed civilization culture, history and flavors in a fictional way. You can play a viking whose capital is in the African desert and who spawn a great merchant named Steve Job. Why not do it with terrain improvement too?
    The majority of the civ have a unique unit and a unique building anyway, I think that making terrain improvement a generic content offer more choice of customization for your cities and produce enjoyable landscape instead of boring cities full of farm or mines. Thats the point of all these 'Improvements Extensions' mods.

Compatibility:
  • Requires with Gods and Kings Expansion
  • Compatible with Brave New World Expansion

Other Mods from the same author:
  • You can find all my 'Utility' mods here, along with other collections:
    If you want to rate the mod at the top of the page, it's always appreciated =)

Troubleshooting:
  • Here are the basics if you are a beginner with civ 5 Mods: Mod Install Tutorial [forums.civfanatics.com]
  • 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.
56 Comments
BlouBlou  [author] Mar 11, 2019 @ 9:49pm 
@Dubbed Damara

And all references to the building int the code to prevent crash.
Catface (Stalvern)/sups.gg Mar 11, 2019 @ 8:44pm 
@BlouBlou Basically for point #2, clip off the Building information from the thing?
BlouBlou  [author] Mar 11, 2019 @ 3:27am 
@Dubbed Damara

Hi there,

You can unsubscribe the Mod and start a fresh new game.

But unfortunatly i think that if you started your game with these 2 mods, your save game will force you to use them.

If you are talking about deleting the unique windmill from this mod but keeping the public Polder, then you can alter your .XML locally in the mod folder if you know what you are doing, by removing the code related to the Unique building.

Hope it helps!
Catface (Stalvern)/sups.gg Mar 11, 2019 @ 12:37am 
Hi there! Old as this thread is, I just thought I'd ask... I'm using 5UC, and the Dutch get an even better Windmill from <that>. How do I remove <this> mod's Windmill?
BlouBlou  [author] Jan 11, 2016 @ 12:35am 
@grmagne

Unfortunatly, from what i know, i think the improvement building speed are all tied togheter, i think it would require some special code to apply a building speed % change to a specific improvement.

I may be wrong tho!
grmagne Jan 10, 2016 @ 10:34pm 
I like the mod, and I have no problem at all with the AI building polder.

I just wonder whether it's theoretically possible for non-Dutch civilizations to build polder at slower speeds. I've always wondered about that but have never been able to find a variable in the civfanatics wiki that modifies improvement construction speed by civilization. I like the idea of all civs being able to build all improvements but the original civ keeping an advantage in construction time.
BlouBlou  [author] Jan 10, 2016 @ 2:23pm 
@grmagne

i dont see why you say they loose advantage, for 2 reasons:

1) because they get a new unique building to compensate.

2) if you play the dutch yourself, you can disable the mod for this particuliar game so polder would stay exclusive to you.

i can understand that you would prefer the exclusive polder to the new unique building, but i dont think you care that much about the AI preference? :)

in any case, i think that with the lever you already have in hand with this mod, you can acheive what you want depending on the game you play.
grmagne Jan 10, 2016 @ 1:09pm 
Is it possible allow other civilization' s workers to build Polder at a slower speed so that the Dutch don't lose too much of their advantage? I looked for a variable that affects build speed on the civfanatics wiki but couldn't find such a thing.

http://modiki.civfanatics.com/index.php?title=CIV5Improvements
lankyjoe Dec 10, 2015 @ 5:53pm 
@BlouBlou I see your point. Thanks!
BlouBlou  [author] Dec 8, 2015 @ 10:28pm 
@lankyjoe

Hi joe!,

thanks for your comment and sugestion.

Heres my though. Giving their start bias, +1 to production on polder would be a little too strong. Having +2 free food and +1 culture is a more balanced and stable bonus imo.

What would seem more appropriate would be a plain +1 food on each polder, but then it would requires a lot of work since the in-game mechanic that we use for that is attached to ressources and not on improvement. (ex: the Mint wich requires a worked Gold Tile). So it would be a harder mod to make.

Because of these reasons, i think the current implementation is a better alternative for now. Hope you still enjoy it!

Good day!