Sid Meier's Civilization V

Sid Meier's Civilization V

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Terrain - Feitoria Extension
   
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13 JUL 2013 a las 10:06
13 JUL 2013 a las 10:42
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Terrain - Feitoria Extension

En 1 colección creada por BlouBlou
Bloublou's "Utility" Collection
25 artículos
Descripción
This mod extend the ability to build the improvement : Feitoria, to every civilization.

Accordingly, a unique building has been added to Portugal civilization:
the 'Reconquista Castle', wich replaces the Castle.


Heres some infos:

'During the Portuguese Reconquista (12th and 13th centuries) many of the castles were reused or rebuilt to protect their fledgling kingdom from invasions from both Moors and rival Christians, like the Castilians. King Afonso Henriques sponsored the building of many fortifications (often remodelling Moorish castles) such as the Castle of São Jorge (in Lisbon) and granted land to Military Orders (specially the Templar Knights and the Knights Hospitallers) in order maintain order and defend their border outposts.

The Templar Knights built several fortresses along the line of the Tagus river, like the castles of Pombal, Tomar, Belver and Almourol. They are credited as having introduced the keep to Portuguese military architecture. In addition to supporting national integrity, the castle was used to defend many of the settlements and towns in the hinterland, and promote the possession of crown. By the Middle Ages, Portugal was a crossroads of cultures, with hostile Moors to the south and rival Iberian kingdoms to the east. Unlike many of their European counterparts, Portuguese castles were heavily influenced by the master-builders of Rome and Northern Africa. '


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

  • Adjust the Portugal 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 Feitoria, 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.
27 comentarios
NahcEVAD_cat 14 DIC 2019 a las 9:14 
y indian castle 2.0 tho?
axatoramus 7 AGO 2015 a las 14:21 
omg thnx ur very kind!!!
BlouBlou  [autor] 6 AGO 2015 a las 18:25 
@axatoramus

All the game unique improvements are done, just follow the link in the mod description for a collection of all mods, take a look at the list maybe something else will interest you:
axatoramus 6 AGO 2015 a las 18:02 
hahahaha awsome :) what other improvements u working on??
BlouBlou  [autor] 6 AGO 2015 a las 16:20 
@axatoramus

i cant get no credit for Ai behavior here :) thats all fireaxis. The thing is, all civilizations already know how to use all improvements, including unique ones. The minute you unlock it for them they will start using it.

That why i made a mod like this for evey unique improvement, easy to code, bug free, let the original Ai do his work, they are all prepared to be portugese if you allow em!
axatoramus 6 AGO 2015 a las 14:28 
If the AI knows how to use this, and you say it does, then it is definitely worth it and one of the bests mods out there.
michaelfriend 21 MAY 2014 a las 2:10 
Hi , Great Mod by the way. Have you considered making this Fort mod - Once a fort is built next to an ocean / coast / lake tile - ships can then pass through it like a canel? In civ 1 i think it was possible to do this i would love to have that back as a mod. unfortunalty i lack the skills to build myself
BlouBlou  [autor] 1 AGO 2013 a las 14:48 
@Satan

Glad you like! =)
Nils Olav 1 AGO 2013 a las 14:27 
This is such a helpful mod, I love it :) Venice + Feitoria works absolute wonders! Fantastic work!