Sid Meier's Civilization V

Sid Meier's Civilization V

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Terrain - Brazilwood Camp Extension
   
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2.390 KB
14 Jul, 2013 @ 1:12pm
14 Jul, 2013 @ 1:28pm
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Terrain - Brazilwood Camp Extension

In 1 collection by BlouBlou
Bloublou's "Utility" Collection
25 items
Description
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:

'Tomé de Sousa, first Governor General of Brazil, brought the first group of Jesuits to the colony. More than any other religious order, the Jesuits represented the spiritual side of the enterprise and were destined to play a central role in the colonial history of Brazil. The spreading of the Catholic faith was an important justification for the Portuguese conquests, and the Jesuits were officially supported by the King, who instructed Tomé de Sousa to give them all the support needed to Christianise the indigenous peoples.

The first Jesuits, guided by Father Manuel da Nóbrega and including prominent figures like Juan de Azpilcueta Navarro, Leonardo Nunes and later José de Anchieta, established the first Jesuit missions in Salvador and in São Paulo dos Campos de Piratininga, the settlement that gave rise to the city of São Paulo. Nóbrega and Anchieta were instrumental in the defeat of the French colonists of France Antarctique by managing to pacify the Tamoio natives, who had previously fought the Portuguese. The Jesuits took part in the foundation of the city of Rio de Janeiro in 1565.'


Features:
  • Make the 'Brazilwood Camp' improvement available to workers from any civilization

  • Adjust the Brazil civilization so they have a unique building just like other civilizations.

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

  • The AI will use the Brazilwood Camp, 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 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.
34 Comments
Crazy-AK47 11 Jun @ 5:35pm 
After playing some time with unlocked all nation improvements, I realized why they were locked behind civilizations.
This one is basically upgraded trading post in late game as provides gold and culture and there's no point using regular traiding post on jungle tiles.
Motte-and-bailey Fort is a buildable citadel which makes regular fort obsolete. No wonder why it was used only in two scenarios (Korea had womething similar).
Terrace farms. This one basically means you can ignore building mines on hills as you can grow your city - you can even build it on snowy/tundra hills. Regular farm has limitation on tundra/snow as need sweet water from lake or river to build farm on it, terrace farm has no limitation as long as there are hills, which isn't difficult you can make a functional town.
It was fun to use them but completelly balance broken
Spaceman27 27 Sep, 2017 @ 9:13am 
@kasteen i would imagine it would apply only for Brazil in the 3rdUC mod, since this is mod changes one of the unique components of Brazil.
NoMercy 22 Feb, 2017 @ 3:42am 
Great mod!:steamhappy:
BlouBlou  [author] 29 Dec, 2015 @ 3:55pm 
@Serious Russian

Im glad that you appreciate these mods :)

thanks for taking the time to leave a comment!
Niki Bogino 29 Dec, 2015 @ 4:29am 
man, i love how accurately u make the mods, explaining everything for retards like me, if i had money, i would definately give them to ya, thanks again
kasteen 26 Nov, 2015 @ 5:50pm 
Is this compatible with 3rd Unique Component? The 3UC page says that it may not be compatible with mods that change buildings functions. Can anyone confirm or deny their compatibility?
Venusaisha 5 Jun, 2015 @ 3:14pm 
awesome
inahut 17 Jan, 2015 @ 10:56am 
A colorful and enjoyable addition to Civ 5 gameplay. TU for this mod BlouBlou. UR2B sincerely commended for bringing this and your similar mods to practical application.
BlouBlou  [author] 6 Dec, 2014 @ 5:20pm 
@lfer

Im afraid what you ask is not possible in terms of modding.
Ifer 6 Dec, 2014 @ 2:45pm 
I like having the unique terrain improvements on other civs, but it might be interesting to make it a little more restricted. How about giving Brazil the diplomatic option to teach this to other civs?