Sid Meier's Civilization V

Sid Meier's Civilization V

Terrain - Brazilwood Camp Extension
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?
YourNextBoyfriend 13 Aug, 2014 @ 8:39am 
only problem is that i dont think the jesuit church is good enough
YourNextBoyfriend 13 Aug, 2014 @ 8:37am 
Aint nobody more swwet than big B
BlouBlou  [author] 15 Jul, 2014 @ 2:26pm 
@[#YS] Black Forest Ham

glad it convinced you lol :)

Thx for your comment !
Randgrizer 15 Jul, 2014 @ 1:49pm 
Genius. :D The "Viking King in an African Desert with Steve Jobs" quip convinced me. Very neat.
BlouBlou  [author] 26 May, 2014 @ 6:45pm 
@goodolarchie

Yes! not the only the ai builds them and adapt, they also respect their flavor profile, meaning they will build it more if they are going for cultural win for example.

Finally, the game 'suggested improvement' mechanic work with it too, they will be properly built on auto-work and will be properly suggested too if the tile is valid and its the better improvement choice.
goodolarchie™ 26 May, 2014 @ 4:19pm 
This is a pretty neat idea. Does the AI weigh in building camps and selecting city sites based on this?
rotted nightmare 17 May, 2014 @ 8:31pm 
Thanks. I'll be sure to note them down as I play.
BlouBlou  [author] 17 May, 2014 @ 8:28pm 
@Duko

Im flattered by your interest in these mods and your comment, thanks.

You are more than welcome to submit a list of typos.
rotted nightmare 17 May, 2014 @ 8:18pm 
I believe that your work is high quality and many aspects are what I feel to be necessary for playing Civ V and replacing what is not included in the vanilla game.

Simply correcting these small errors would make your mods look better and more integrated into the game, as if they should have been there all along. That will, people would not even notice it was a mod.

I can find these myself and give you a list of them, if you wish.
BlouBlou  [author] 17 May, 2014 @ 8:13pm 
@duko

well, i have like 40 mods, there s probable chance that there is some typos left, especially since english is my second language, it started as a hobby and then it became really time consuming to support all that and keep it updated and compatible with new patches and expansions. I usually prioritize bug fix when its the case.

Anyway, just point me to the said typos and ill include the fix in the next releases.

But remember releasing new version often cause people to break their save game, so i usually dont release new version for minor changes.

Regards
rotted nightmare 17 May, 2014 @ 6:28pm 
Would it be possible to fix the typos in your mods, or allow someone to help you do it?
BlouBlou  [author] 19 Sep, 2013 @ 1:13pm 
@Mza

Thx! of course, i have some new project on the way, but i have to support and maintain existing mods wich take a lot of time too, but stay tuned for new mods soon =)
mzamecnik 19 Sep, 2013 @ 9:39am 
Alright, thank you for responding to my question. I hope you keep churning out great mods for everyone and never get discouraged.
BlouBlou  [author] 18 Sep, 2013 @ 6:54pm 
@Mzamecnik

Hi mza, i thank you very much for your comment, glad you like the mods!

About third party mod from other modders.. unfortunatly its already a challenge to keep all my 30 mods compatible togheter and to guarantee that users can uses all the mods they want from my collection without worrying with compatibility.

So i cant invest time or risk breaking this compatibility by trying change my work to fit with another person product. Thats the problems with mods from different users, you can never know if they will work togheter or cause bugs, thats why i made my own.

in this cases, if Envoy's mod doesnt work with one of my mods, i think youll be forced to make a choice unfortunatly.

Have a good day!
mzamecnik 18 Sep, 2013 @ 6:37pm 
Your mods are pretty awesome. I was wondering though if it was possible to tweak some of the mods so it would work with the American Domination Mod from Envoy. If you play as America, you don't get any of the uses the mods provide. I am not savvy with computers like you. If you can help, it would be appreciated. Thank you for your time.
BlouBlou  [author] 2 Aug, 2013 @ 10:50pm 
@death

my pleasure =) thx for your comments!
Deathminder 2 Aug, 2013 @ 7:46pm 
Thanks BlouBllou you have the best mods.
KRX 17 Jul, 2013 @ 8:29pm 
Oops I apologize for not seeing that. Good thinking!
BlouBlou  [author] 17 Jul, 2013 @ 7:48pm 
@ The genie

as you can see in the civilopedia : "Unlike the garden wich they replace, Jesuit Church doesnt require the city to be adjacent to a river" so you wont have that concern with these mods, same for Kasbah mod. no river requirement

Regards.
KRX 17 Jul, 2013 @ 4:07pm 
Good mods, I never did like when a civ had a unique building that replaced a building which is in many cases not even buildable. Yes, rivers are the ideal place for any civ to expand but not always a possibility. This is the issue I had when playing indonesia on a tiny islands map, they're prime for that environment, but finding fresh water is not easy. (Refering to the garden requirement).
BlouBlou  [author] 14 Jul, 2013 @ 5:51pm 
@Citail

the improvement benefits are untouched by the mod, it give exactly what the base game give. In any case when something is changed i always include Civilopedia changes, so click help in game and research the name every info will be there
Cltail 14 Jul, 2013 @ 5:38pm 
@BlouBlou Do you think you can list the benfits of the improvments on here? I often puzzle what the improvments do.
tonycoolbek 14 Jul, 2013 @ 4:18pm 
Awsome work! This mod, like your others is very good. Can't wait to see what you make next!
BlouBlou  [author] 14 Jul, 2013 @ 1:29pm 
UPDATE V.3

- Initial Release