Sid Meier's Civilization V

Sid Meier's Civilization V

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Carthage Breakwater BNW
   
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Tags: Buildings
File Size
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70.331 KB
21 Jul, 2013 @ 10:11am
1 Change Note ( view )

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Carthage Breakwater BNW

In 1 collection by Keukotis
Buildings for those that don't have buildings.
8 items
Description
Gives Carthage a unique building, the Breakwater. This replaces the Harbor, and is thus free in all coastal cities as normal for Carthage. To make room for a unique building, the African Forest Elephant is removed.

A Breakwater forms city connections and increases range and gold for sea trade routes just like a Harbor, but it also adds extra Production for working sea tiles.


This is the Brave New World version of the mod, which means it requires both expansions. The original, which only requires Gods and Kings, is available here.
18 Comments
WookityWooks 19 May, 2017 @ 10:41pm 
Great mod, but my cities aren't connecting to my capital.
Keukotis  [author] 13 Apr, 2014 @ 4:21pm 
I wouldn't have a problem with a civ having more than two uniques, and neither does the game. It doesn't care how many you set. The only reason I remove a unit with these building mods is that I don't want to "break the rules" about every civ having two uniques. If you'd like to keep unique units, it's as simple as opening this mod and deleting the one line that remove the unique unit.
zArkham4269 11 Apr, 2014 @ 1:56pm 
I've noticed on comments on other mods that say that the one the two unique things is an aesthetic thing. Frankly I can't see why we can't have a UB and two UU given that I'm betting every civ could easily have two UU created for them. In fact some Civs (cough*Venice*cough) could use all the help it could get.
cortex 31 Mar, 2014 @ 5:06pm 
THANK YOU. Carthage was so worthless without this mod. While I may suggest replacing the Quinquereme instead of the Elephant this still makes Carthage slightly playable. While we're on that subject, however, the removal of the quinquereme then removes their naval military power no? I then suggest that you add to this mod a change in their trait. Removing their useless mountain movement (while building mountain roads is fun) and instead giving them some sort of naval benefit. Perhaps increased sight to all naval units or something of the sort. Maybe then Carthage will be a worthy opponent to my Roman blade. Thanks for the mod. ;)
7tamurai 15 Dec, 2013 @ 5:52pm 
The African Forest Elephant is the heart and soul of Carthage!
DerEider 11 Dec, 2013 @ 1:32pm 
@gunnergoz, agree with SushiSquid re Carthage as more of a naval civ AND, while they scared a few Romans, they did not in the end lead to victory over Rome. Hannibal's supreme tactical abilities in the field was the key to Carthage's initial success against Rome, not the elephants.
Camus Moo 28 Oct, 2013 @ 7:59pm 
How about a version that doesn't remove the elephant. Elephants are the point of carthage...
eQ Geoffercake 5 Oct, 2013 @ 12:51am 
@tyler you probably still need compass for city connections
DZastr22 20 Aug, 2013 @ 7:50am 
I think there is a bug with this. I was playing as Carthage with this mod and no others on, and after I established my second coastal city the City Connections symbol wasn't on and I wasn't getting the bonus for City Connections.
Blake 29 Jul, 2013 @ 11:22am 
Contrary to what games and movies tell us, the elephants of carthage had little effect on their war with Rome. Hannibel only succeeded in getting a couple of them over both the Pyrannees and the Alps. Even at Zama in North Africa, the Roman Infantry dealt with the Elephant charge quite easily by allowing them to charge through the formation in a practiced manuever and then pelting them with javelins. Elephants were more a terror weapon then anything.