Sid Meier's Civilization V

Sid Meier's Civilization V

The Kuikuro (Brave New World)
84 Comments
Max 24 Aug, 2021 @ 6:07pm 
You can get the production back if you chop the jungle but that kind of ruins the point
Max 24 Aug, 2021 @ 6:05pm 
Confirming what others are saying... bananas do get the +1 production, but they lose it when they get upgraded by a plantation
Tomatekh  [author] 5 Feb, 2021 @ 7:05am 
@Citrakayah
Thanks! I'm always happy to hear that people are still enjoying my mods even after all these years!
Citrakayah 29 Jan, 2021 @ 3:37pm 
This has always been one of my favorite modded civs.
DerEider 3 Sep, 2020 @ 12:19pm 
@Tomatekh, your mod had no effect on that problem. I intended my response only to address @andmcc's problem.
Tomatekh  [author] 3 Sep, 2020 @ 11:34am 
@ruhrgebietheld
Thanks! I'm really glad to hear you enjoyed the civ. Looking back on all the new civilization mods I made for Civ V, the Kuikuro are actually my favorite! Thanks for the bug report. It's likely only a small typo in the code with the improvement building tag. I'm unsure when I'll be able to update my Civ V mods again, but I'll make a note of it.

@DerEider
I'm unsure why this mod would interfere with City UI mods (its code doesn't interact with those elements). I'll need to look into it more. Thanks for the report!
DerEider 2 Sep, 2020 @ 3:48pm 
@andmcc, I encountered a similar bug that did not show up until Medieval Age.
Then the normal "Produce" button would no longer work.
I still could choose the purchase option and select the "Produce" button at the bottom.
That enabled building normal buildings BUT Wonders no longer could be built ,
since Wonders cannot be purchased.

After much trial & error removing different mods, the problem was solved by removing several mods that affected the City Screen UI. I do not know specifically which mods were guilty, but those I removed included Tofts Flags & BlouBlou's Promotions Expansion, among others. :spain_icon:
Mojave Neon 2 Sep, 2020 @ 1:50pm 
Finally got around to doing a playthrough with this civ, and it was amazing. You absolutely nailed the unique jungle playstyle, and it made for an incredibly fun playthrough. There was one issue though, in that the house garden was bugging out on banana plantations. It granted the +1 production to unimproved bananas, but this was removed when the bananas were improved with a plantation. It was working just fine on improved spices and cocoa though, it was just banana plantations where the UB was messing up. Even with that issue, I still had a ton of fun playing as this civ.
mikusingularity 24 May, 2018 @ 12:35am 
On a map with true start locations, their ability gives them an absolutely MASSIVE advantage in science.
andmcc 3 Mar, 2018 @ 12:16pm 
I was really having fun with this civ, when something went wrong. Unfortunately I can no longer choose Production in my cities. I can buy with gold, but the menu to let me choose Production just isn't appearing, and so I can't move on... Is this something anyone else has encountered?
Cinn 18 Dec, 2017 @ 5:02am 
I've noticed 2 wee glitches that perhaps can't be fixed with a mod like this:
1) The UU doesn't get an XP bonus from an upgrade the occurs from exploring a goodie hut
2) The Worker granted by the Liberty policy tree doesn't gain the Woodsman promotion, even if the policy is achieved after the House Garden is built in the city where the Worker appears.
PixelConglamorate 6 Nov, 2017 @ 10:04am 
Best UA ever.
Tomatekh  [author] 6 Feb, 2017 @ 2:56pm 
v. 26

-CiD update
Tomatekh  [author] 27 Dec, 2016 @ 9:03pm 
v.21

-Minor fix to the lua, should still work with the previous version (20) saves.
Fenragon 29 Aug, 2016 @ 1:03pm 
Works wonderfully!
I love how the UA can be deceptively useful.

It also seems to be compatible with Vox Populi (CBP) :)
Tomatekh  [author] 15 Aug, 2016 @ 3:05pm 
Hey everyone!

You might be interested in checking out Leugi's new Olmec civilization for BNW!
Tomatekh  [author] 5 Aug, 2016 @ 4:37pm 
v.20

-Compatability update for the CiD and Future Worlds mods.

If you need the previous version, 19, to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 5 Aug, 2016 @ 6:02am 
The mod essentially uses lua to replace all of its workers with a dummy unit identical to the worker but which has a seperate set of build commands attached to it. It's not the best way to do it (as this method will cause some problems with other mods that add new standard build commands that don't have support), but it was the most seemless looking, I guess. You could also use lua to just add/remove jungle/forest directly after an improvment was built.
marzipan 5 Aug, 2016 @ 2:09am 
Hiya, I'm looking through your code, (and I'm new to this, so I apologize if this is trivial) and I don't entirely understand how exactly you wrote the improvements trait. Those two XML and SQL files aren't the whole thing, are they? I'm trying to make a similar trait for a jungle-centric civ
Tomatekh  [author] 1 Aug, 2016 @ 9:45am 
@PotatoDerpfish

I did, though. The upgrade experience is the main ability of the unit and the primary ability I wanted to define the unit. It is also both thematic to the historical unit and functional. Any ability I add on top of that was not meant to impact or balance against the strength of the primary ability.
+25 Balance in all things -25 1 Aug, 2016 @ 5:40am 
Gotta at least consider functionality xD. But its your mod u do what u like with it m8, be freee :acleap:
Tomatekh  [author] 31 Jul, 2016 @ 7:06am 
@PotatoDerpfish (2/2)

However, it is still a minor bonus and not deadweight, as deadweight by definition makes things worse, as the bonus can occasionally prove beneficial. It carries on upgrade and gives an incentive to trade for a requested resource at the start of a defensive war. There are also people that use my mods that like to roleplay when playing a civ, and it's good to also add stuff for them.

You are free to not use the mod if you don’t like the design.
Tomatekh  [author] 31 Jul, 2016 @ 7:06am 
@PotatoDerpfish (1/2)

Except there’s no need to. I’m happy with the civ’s current level of strength. The main focus of the UU is the upgrade experience, it’s the primary ability that I wanted on it and I would consider the UU functionally complete if that was its only ability. The civ doesn’t need additional strength piled onto it.

The WLTKD is a minor bonus in terms of gameplay, but serves to help balance the civ in terms of the complicatedness of the overall design. The UA of the civ is also extremely simple. Having the UU with only upgrade experience could contribute to the civ feeling overly one-note and straightforward. The WLTKD bonus adds some thematics and counters that feeling without significantly impacting the strength of the UU. i.e., There are other aspects to consider when designing something than just functionality.
+25 Balance in all things -25 31 Jul, 2016 @ 4:23am 
its a bonus that wont factor into the civ, like deadweight. It's still possible to create a thematic perk that does have value
Tomatekh  [author] 30 Jul, 2016 @ 8:21pm 
@PotatoDerpfish
It’s a minor thematic bonus to add flavor to the unit, not really something factored into the balance of the civ as a whole.

@mustachewarfare
Citrus is actually a grassland or plains resource. They can appear in jungle because jungle spawns on plains; however, they can also spawn in regular plains tiles. The three resources from the UB are the only resouces that only have a jungle spawn. Which makes them the most likely to also appear near your starting area.
+25 Balance in all things -25 30 Jul, 2016 @ 7:58pm 
Huka-Huka warriors we love the king day bonus is super limited.
mustachewarfare 20 Jul, 2016 @ 3:01pm 
i see. Btw what about citrus? i remember it being mix of jungle//forest resource?
Tomatekh  [author] 20 Jul, 2016 @ 7:03am 
@mustachewarfare

The mod is built around jungle starts which usually have an abundance of food but are lacking in production. The changed resources are also all resources that only appear in jungle areas, meaning you’re more likely to get one or more in your starting area than either deer or wheat.
mustachewarfare 14 Jul, 2016 @ 7:19pm 
interesting mod but in my eye lack of food bonus seems like a nerf especially replaced resources are less common than wheat and deer. Would be neat if these hammer bonus was transferred to other building instead (so it comes later and doesn't have to penalize granary food bonus)
borussia1979 14 Jul, 2016 @ 1:38pm 
У МЕНЯ В ИГРЕ ПОЯВИЛИСЬ СРАЗУ ДВЕ ВЕРСИИ = 15 и 19
НЕ ПОЙМУ ВОЗЛЕ КАКОЙ СТАВИТЬ ГАЛОЧКУ И КАК УДАЛИТЬ ОДНУ ИЗ ВЕРСИЙ ?
Jeffers 6 Jul, 2016 @ 5:29pm 
Thanks so much. I just did this and I am starting up a new game with the Kuikuro now! :steamhappy:
Tomatekh  [author] 6 Jul, 2016 @ 5:24pm 
@Dirty Hippie: Thanks, glad to hear you are enjoying the mod

Sometimes the Steam workshop gets stuck when it tries to autoupdates and never actually installs the new version. Usually, if you unsubscribe and then resubscribe in game from the mods menu it will force the Steam workshop to download. If not, you can use the direct download link at the bottom of the description, putting the file that downloads from it in your mods folder ~/documents/my games/civ v/mods
Jeffers 6 Jul, 2016 @ 5:06pm 
Hey there! I have to say I absolutely LOVE this mod. Amazonian natives have been very elusive in the workshop, so thank you very much changing such! Anyways, I have a problem with the latest update, all of a sudden the Kuikuro are nowhere in my listed mods! They use to be near the bottom, and now I can't find them anywhere. Any suggestions?
Tomatekh  [author] 27 Jun, 2016 @ 8:22am 
v.18

-Fixed a minor typo in the lua which could rarely cause problems for an AI Kuikuro.

Should still work with the previous version's saves.
Tomatekh  [author] 18 Jun, 2016 @ 3:42pm 
Yeah, Miles5280s is right, the vanilla banana plantation has -1 production which is why these improvements don't have any production (even for other civs) despite being on plains tiles. To specifically adjust for this issue for the Kuikuro would be more trouble than it's worth on my end. Thanks to the UA, though, a Kuikuro banana plantation still gets +1 net yield compared to other civilizations (though it actually works out to getting +1 food instead of +1 production because of all the interactions).

I made a post about it on civfanatics shortly ago:
http://forums.civfanatics.com/showpost.php?p=14286539&postcount=1970
hobojesus 18 Jun, 2016 @ 3:11pm 
Huh, that's interesting, I always thought that any yield reduction was a result of the modification of a terrain (in this case, the removal of the jungle). I've just checked the Civ wiki and you're right! Thanks~
Miles5280s 17 Jun, 2016 @ 5:49pm 
It's not a bug per se; banana plantations normally have a -1 production modifier, so they cancel out.
hobojesus 17 Jun, 2016 @ 5:35pm 
I'm not sure if this is an intended feature but if I improve a banana tile, I lose the +1 production that the House Garden provides.
Tomatekh  [author] 10 Jun, 2016 @ 11:45am 
v.17

- Misc. bug and mod support fixes reported since launch.

If you need the previous version, 15, to continue a save, a download link is at the bottom of the description.
Antigo Item do Jeje 4 Jun, 2016 @ 8:53am 
thanks my friend Voodo:steammocking:
Tomatekh  [author] 4 Jun, 2016 @ 8:44am 
The civilization is just added to the game. It does not delete or substitute any other civilization.
Antigo Item do Jeje 4 Jun, 2016 @ 8:42am 
so, i add this civizliation to + one nation? or substitute other nation?
Tomatekh  [author] 4 Jun, 2016 @ 5:23am 
@Zamman Zeppelin SchäwSczëszsc

I'm not sure what you mean. This mod does not delete any other civ.
Antigo Item do Jeje 3 Jun, 2016 @ 3:39pm 
that mod, other nation deleted?
Tomatekh  [author] 31 May, 2016 @ 12:38pm 
@Sugar Daddy Enrico Dandolo
That's not a bug specific to this mod. It can occur with any mod if you start a game without properly clearing the database of the previous game. Civ is supposed to (and usually does) do this automatically, but will randomly just forget to do it sometimes for whatever reason. It usually occurs if you play a game and then start or load a second game with a different set of mods without first restarting civ v. It can also occur if loading a mod game without also loading all the mods used by the inital save.
Mr History 31 May, 2016 @ 12:31pm 
Okay, so i ran this mod and i had the wierdest glitch. I started a game, and all the buttons for units were messed up beyond belief, it was telling me to choose a promotion for my settler, and my warrior had artillery icons and couldn't move. Anyone else have this issue?
borussia1979 31 May, 2016 @ 2:11am 
ОТЛИЧНО, СПАСИБО !
Economic Terrorist 22 May, 2016 @ 6:29am 
Friggin awesome. So where's my Yanomami tribe mod?
DerEider 20 May, 2016 @ 3:15am 
@tolaburke; Yes it is specific since its workers may build improvements in jungle without destroying that jungle ... Thus preservinhg the science bonus. :steamsalty:
tolaburke 20 May, 2016 @ 2:51am 
This civ gets insane science by the middle of the game

This, I presume, would be from all the Jungle? Then that's nowhere near specific to it.