Sid Meier's Civilization V

Sid Meier's Civilization V

Terrain - Polder Extension
57 Comments
RUBIO 3 Apr @ 10:08am 
your services are unforttable
BlouBlou  [author] 11 Mar, 2019 @ 9:49pm 
@Dubbed Damara

And all references to the building int the code to prevent crash.
Catface (Stalvern)/sups.gg 11 Mar, 2019 @ 8:44pm 
@BlouBlou Basically for point #2, clip off the Building information from the thing?
BlouBlou  [author] 11 Mar, 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 11 Mar, 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] 11 Jan, 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 10 Jan, 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] 10 Jan, 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 10 Jan, 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 10 Dec, 2015 @ 5:53pm 
@BlouBlou I see your point. Thanks!
BlouBlou  [author] 8 Dec, 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!
lankyjoe 8 Dec, 2015 @ 7:48pm 
I love this mod! One suggestion: With this mod activated, I never feel the urge to play the Dutch. The polder mill seems nice, but not quite enough of a draw. (I've always found the Dutch UA to be weak.) Do you think it would be reasonable for the polder mill to add +1 production to each polder worked by a city? Perhaps, as balance, it can only be built in cities with polders in working radius. Just a thought. Thank you for your excellent work!
BlouBlou  [author] 27 May, 2015 @ 7:38pm 
@thecraftybee

Hi again bee :)

having a uniform naming convention would be great its true !

About your question on the terrain mod, each unique improvement would need an individual mod, just as it is in the current utility collection.

When unlocking improvements you must also keep in mind that the civ that loose its monopoly on it must be given something to compensate (usually a unique building or unit) hence the individual mods.
thecraftybee 27 May, 2015 @ 7:12pm 
Also, I wish all other mod authors would follow your example and call/organise their mods with things like "Terrain - ", "Civ -", "Map - ", etc. Would make my mod section so much easier to navigate.
thecraftybee 27 May, 2015 @ 7:10pm 
Love your terrain mods. One of my favourite parts of the game is getting every tile improved and your mods bring diversity to the map and give it more style and make it more enjoyable. I've started to download some other Civ mods which have special UIs, do you know of anyway of unlocking those for other Civs?
inahut 17 Jan, 2015 @ 10:57am 
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.
One-more-turn 25 Aug, 2014 @ 3:50pm 
Nice! Can you make a mod where we can convert sea/lakes to land? (e.g. workboat makes it to marsh) That would be great!
BlouBlou  [author] 25 May, 2014 @ 8:43pm 
@jad.gray

just hit the green subcribe button :)

i strongly suggest reading the tutorial linked in the trouble shooting section of this mod since its your first time using civ 5 mods.

Regards.
jad.gray 24 May, 2014 @ 4:37pm 
bro how do u download it lol??
mschafer13 5 Feb, 2014 @ 1:56pm 
Any download links for us Mac people?
MasBossGaleForce 15 Jan, 2014 @ 3:58am 
Hey BlouBlou I was wondering, if I wanted to change it so that just one civ (me) could use the polder on marsh or flood plains how would I go about this? I tried it earlier but all I was able to do was replace the windmill city building and stopped anyone from making tile polders... Any help is appreciated. (Personal use; not using your mod elsewhere)
Venusaisha 21 Dec, 2013 @ 8:28pm 
i like this better then terace farm. i use alot of ur mods 8)
Venusaisha 20 Dec, 2013 @ 11:58pm 
works 8)
BlouBlou  [author] 9 Nov, 2013 @ 10:57pm 
@Rayus

I agree but there is a lot to consider, game balance, game mechanic and fesability. With the current modding tool that would be something very hard and not very fonctional. That something that should be made by fireaxis, not by this mod, this one merely extend the polder mechanic to all civ, not alter the said mechanic.

Regards
Ray 9 Nov, 2013 @ 7:16pm 
it would be nice if you made it work like a plodder so you could reclaim the sea
BlouBlou  [author] 13 Jul, 2013 @ 6:00am 
Yes this mod is already compatible, i mean, i created new ones for newly introduced improvement: Chateau, Kasdah etc...
Fņŏŕď 13 Jul, 2013 @ 5:49am 
I tried it in my Brave new World game it seemed to work just fine as is.
I'll check it out
BlouBlou  [author] 13 Jul, 2013 @ 5:47am 
@Fnord

if you like this type of mod, im currently in the process of implementing other improvements for new brave new world expansion, if you are interested, check out the "Utility" collection (link in the mod description).

Thx for your support!
Fņŏŕď 13 Jul, 2013 @ 5:28am 
I love this mod. Works fine and alays has.
BlouBlou  [author] 9 Jul, 2013 @ 8:46am 
--------------------------------------------------------------------------------------------

Compatibility:

-Tested for Brave New World Expansion and fully functional.

--------------------------------------------------------------------------------------------
Will-O-Maker07 17 Jun, 2013 @ 1:37pm 
@Bloublou thanks for the quick reply! And now I don't know where this mod is, but in the first picture of this mod, that farm replaces all of the farms in the game. Idk what mod it is, but I guess I have to research harder.

Thanks again.
BlouBlou  [author] 16 Jun, 2013 @ 9:50pm 
@baby

Thanks for your comment, glad you enjoy.

But this mod doesnt do anything with farm or any game art, it just unlock the dutch improvements: polder for other civilization. Polders and farms are 2 different improvement.
So the behavior your describing isnt related to this mod at all.

Regards
Will-O-Maker07 16 Jun, 2013 @ 9:32pm 
Hi I first just wanted to say I really enjoy all if not most of your mods.

However with this mod I feel it takes away from the cool art of most farms in this game already in placed. So I went and unsubscribed to the mod but for some reason the mod is still in placed for all of the farms are polder. Do I have to delete the Civ5ModDatabase and resuscribe to all of the mods I may have subscribed to?

Thanks for any and all help.
BlouBlou  [author] 17 Mar, 2013 @ 8:53am 
@Stailess

Oki, then it mean they changed the original Polders, and since both mods update the same code, they are unfortunatly incompatible. The only way to make those 2 work, would be to check the XML of this mod, take the code part that extend the Polder to every civ, open the XML of Night (if they do it by XML and not SQL) and apply the code to the nigth mod.

its a little tricky but it would be the only way to make those 2 work togheter. Thats the problem with big mods that change everything, they dont leave much space for other mods.

Regards
[ѕтaιnleѕѕ ѕтeel] 17 Mar, 2013 @ 6:30am 
Yes i can build polders when i play as dutch, without your mod and with Nights Mod activated, and also built it in the first turn. It requires "despotism" like i said, but this time, playing as dutch, it let me build it.
BlouBlou  [author] 15 Mar, 2013 @ 9:44pm 
@Stainless

Hi stainless, When you only use your "Nigth" mod (and not using this one) can you build polders if you plays as a dutch?

i Suspect that you cant, then the problem isnt related to this mod as it only allows other civ to build the iomprovement. The problem seems to be that "Night" doesnt support polders at all?

You can test it and get back to me. To speed up your test , you should use the "In-Game Editor mod", available on steam workshop.

Regards.
[ѕтaιnleѕѕ ѕтeel] 15 Mar, 2013 @ 6:06pm 
This is the mod that i say: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=77097295

The problem is that everytime i play with your mod and Nights, when the worker go to build a polder, for some reason it requires "despotism" wich is the first tech of the technology tree of Nights mod, instead of "guilds", and don't let me build the improvement, although that technology is investigated from the begining, just like agriculture in the original game...

So i was wodering if there is any way to fix it, making possible play with my to favorites mods.
Thanks for your help and sorry for my bad english.
BlouBlou  [author] 13 Mar, 2013 @ 3:40pm 
This mod only extend the existing feature to other civs (its reserved to netherland in unmodded civ5). It doesnt change the default behavior of the improvement.
Faysal 13 Mar, 2013 @ 11:57am 
Does it make land on a water plot? Cause thats a polder all about.
BlouBlou  [author] 4 Mar, 2013 @ 1:47pm 
@Stainless

Hi stain, i dont know what is Nigth or Despotism another mod probably?

This mod was made with the original G&K Tech Tree and the Polders have the same requirement tech: Guilds.

So if you are using a mod that change the tech tree, maybe it doesnt implement polders correctly. I wouldnt know more since i dont know what mod you speak of.

All i can assure is compatibility with G&K and all my other mods.

Regards
[ѕтaιnleѕѕ ѕтeel] 4 Mar, 2013 @ 5:31am 
This mod is compatible with Nights? I have an issue that makes imposible build it because despotism (Nigths first tech) is needed... but it is by default (like agriculture in vanilla). Try to edit the Tech prerequisite line to change it for another tech, but did not work. Any ideas?
BlouBlou  [author] 26 Sep, 2012 @ 10:54am 
@Meow

Hi, yes this mod will work with custom civ on the workshop, so they will too be able to build polders.

regards.
meowathena 25 Sep, 2012 @ 8:29pm 
DO you know if mod civilizations will be able to build polders?
BlouBlou  [author] 16 Sep, 2012 @ 8:13am 
TroubleShooting:

If you have a problem with a mod, the first step is always to test the mod alone.

Basic Troubleshooting when you think a mod doesnt activate in game:

http://forums.civfanatics.com/showthread.php?t=465972

(Also, for help regarding Steam not downloading any mod, see post number 8 in the same link)
BlouBlou  [author] 1 Aug, 2012 @ 6:05pm 
Go to post number : 8 :
comon issue from steam:

http://forums.civfanatics.com/showthread.php?t=465972
stimulus-response 1 Aug, 2012 @ 5:10pm 
Great mod. Was working fine, prior to update but after updating it it disappeared from mods list and no longer works in game. Tried subscribing and unsubscribing but no luck. Any ideas?
BlouBlou  [author] 29 Jul, 2012 @ 2:59pm 
UPDATE: The UB has been renamed : Polder Mill, thx to our keen Dutch observers!
M1K3 27 Jul, 2012 @ 7:45am 
Nice! Thx!
BlouBlou  [author] 27 Jul, 2012 @ 6:55am 
@Mike

Done! :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=85516828

But i wont add the Moai, its more like a building outside the city than an improvement imo, too important for the Poly.