Sid Meier's Civilization V

Sid Meier's Civilization V

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SMAN's The World at War - Modern Terrain Improvements
   
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25 Dec, 2018 @ 8:19am
25 Dec, 2018 @ 9:21am
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SMAN's The World at War - Modern Terrain Improvements

Description
The World at War (WAW) `Modern Terrain Improvements` companion mod adds many new terrain improvements -- to extend the use of terrain in order to better support the overall war effort.

The goal of this mod is to complement the main World at War mod. However, this mod can be played without the main WAW mod being enabled. If WAW is loaded, then some of the prerequisite technologies to build these improvements will change – becoming available in the Future War Era.


There are 16 new improvements – appearing from the late Renaissance to the Information/Future War eras.

Airfields: May be built in your own or unowned tiles.
1. Tactical Airstrip (Flight): Station 2 aircraft (Fighters/Bombers). Defensive strength 40.
2. Strategic Airfield (Radar): Station 5 aircraft. Defensive strength 40. +25% defense to other units.
3. Theater Airbase (Rocketry): Station 8 aircraft. Defensive strength 60. +33% defense to other units.

Defensive Improvements: Bunkers must be built in your own tiles; Trenches can be built anywhere.
1. Defensive Bunker (Ballistics): +75% defensive strength to units in the tile.
2. Coastal Fortification - Artillery Bunker (Radar): Ranged strength 60, range 3. +50% defensive strength to other units.
3. Air Defense Bunker (Radar): Strength 30, intercept range 3. +50% defensive strength to other units.
4. Defensive Trench (Dynamite): +25% defensive strength to other units in the tile.

Towers: May be built in your own or unowned tiles.
1. Watchtower (Gunpowder): Extends visibility to 3 tiles away from the tower. Defensive strength 15.
2. Guardtower (Rifling) : Extends visibility to 4 tiles away from the tower. Defensive strength 22. Adds +25% defensive strength to other units.
3. Listening Post (Ecology) : Extends visibility to 5 tiles away from the tower. Defensive strength 40. Adds +33% defensive strength to other units.

Future Improvements: Must be built in your own tiles – these are mostly improved versions of basic game improvements. The first tech listed in the normal game's tech. The second is the prereq tech if the World at War main mod is loaded.
1. Automated Mine (Particle Physics / Digital Revolution): Improved Mine.
2. BioDome (Nuclear Fusion / Biotechnology): Improved Farm.
3. Cyber Redoubt (Nuclear Fusion / Cybernetics): Improved Fort.
4. EcoCommune (Globalization): Improved Trading Post.
5. FusionNexus (Nanotechnogy / Atomic Manipulation): Even more improved Trading Post.
6. Industrial Complex (Satellites / Composite Materials) : Improved Lumber Mill.


The mod is fairly stable, crash-wise, but could probably use some `improvement` balance-wise. I have put a lot of effort into tweaking/testing, and the AI uses all of the units except for the 'Automated Mine' improvement. I have tried about everything I can think of to get it working, but so far no luck.

Please let me know if you see anything else broken!


Acknowledgements:
This mod owes a tremendous debt to Bouncymischa`s "Future Worlds" mod, in both ideas and artwork. The last Era in the main World at War mod is focused on bringing a "Future Worlds – Lite" capability into the broader WAW design, to harmonize the game systems in a way the compliments both Bouncymischa`s vision and mine. Other artwork came from Artisanix` "Loookout Towers" mod, and Hulfgar`s "Modpack" files.

The Airfield improvements would have been impossible without WHoward69 and LeeS collaboration/expertise at Civfanatics. The only reason these work at all is due to the "ridiculously patient" coaching they provided in helping get these improvements to work.
Popular Discussions View All (1)
2
21 Jun, 2022 @ 1:31pm
Bug Reports - Suggestions
S-Man
41 Comments
Abcsam 31 Mar, 2023 @ 1:59pm 
Are the watch towers still a problem with the city states?
Dr. Bashir 24 Jan, 2023 @ 2:51am 
Is there any way to forbit AI from building them? They spam watchtowers like crazy, especially city-states.
Kraft 18 Mar, 2022 @ 3:32pm 
how would I code my own tile improvements? I wish there was a guide to this. becuase one ability I wanted to give a custom civ of mine is a tile improvement that improves a units AA defense/the range AA guns can intercept enemy aircraft and or +1 range for ranged units who occupy it or _2-4 movement for airship units starting their turn on its tile(that or armored units. Still deciding what I wanna do 100%)

But generally I thought +1 range or + movement when starting turn on this tile would be really cool.
Max 28 Oct, 2021 @ 10:15am 
I really like this mod! The airfield part is great because I dislike building cities all over the map just for airplanes. The only problem Ive noticed is that city states will build towers and have no military.
anothernick1996 23 Mar, 2020 @ 3:32pm 
Oh, and an interesting quirk with the watchtowers and the like occurs when a city flips to you through culture (not sure about conquest). They uh, stay. Under the original owner's control. It gives them vision on you and you can't put units on them or replace them with new improvements.
anothernick1996 23 Mar, 2020 @ 3:26pm 
Recently, I've had a bit of an issue with this mod. The game is letting me build guardtowers and watchtowers from the start. It does not always do this though, so I'm not sure why. Any suggestions?
Scottzi 23 Mar, 2020 @ 10:45am 
Direct download link?
S-Man  [author] 7 Mar, 2020 @ 2:11pm 
Hey, @Nappa8000 - I like the concept of "impacts to City efficiency" overall, but don't think it fits in the 'Modern Terrain Improvements' or the main 'WAW' mod concepts

Currently, I'm updating my "Lord Mayors" mod, which deals with automated City management. This concept seems like a better fit there:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1896366231

Or perhaps it begs the question about improving the VP compatibility in the main WAW mod. I was making some decent progress there, but my main collaborators (who know VP) dropped off the radar. Since I don't play VP, this stopped the efforts in that area.
Nappa8000 6 Mar, 2020 @ 6:09pm 
@S-Man it takes away a percentage of what is produced in the city, for example: corruption reduces gold, vandalism culture, etc. And once it becomes too much it makes a "organized crime" debuff in the city, which lower considerably the city's stats, i know it doesn't sound like it, but it is a super fun mod, it adds realism; and buildings like constabulary, police stations etc reduce crime.
S-Man  [author] 29 Feb, 2020 @ 11:57am 
@Nappa8000 - I'm not familiar with the crime mod in VP. What does it do?